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Problem I have now is that it doesn't actually power the suit. It also drains fuel when the suit is powered off.
Tried all sorts of conditionals. I don't understand why the status effect outright ignores InWater conditional. I even tried switching from Onwearing to OnActive but that didn't work either.
I guess it works pretty much the way I want except for the fuel depletion. Probably something really basic I am missing.
All came down to my misunderstanding of how conditional comparisons work. I knew it was going to be something silly lol.
Quite insignificant but I feel proud to have worked that out. I'm not really good at this modding stuff so it was a major victory for me. :D
Hah! I must have rolled the Vagrant class because I have a major deficit of confidence points lol.
It wasn't actually a total victory. Apparently the method I used to get it working makes it so the suit itself also loses durability.
Mechanically I find that desirable. I just made it so lockers also repair the suit. Next I will probably look for a way to boost suit durability to better match the longevity of masterwork fuel rods. Maybe I can adapt the code from talents that boost maximum condition.
There's 3 things to know when messing Barotrauma with your creativity:
-Do "less", 'cause you never know if you'll have some bright later on involving modifying your initial idea.
-Fighting against the game could result in breaking your idea with future game updates.
-Keep it intuitive, so people understand what's going on and don't hesitate to provide clear explanations.
And the important but optional fourth would be to communicate with other mod creators so that you could keep your mod compatible with others while making sure that there's enough "relevant" content to justify adding it to your mod list.
Appreciate the input. I'd say I have a long way to go before I have anything worth uploading. I'm basically just dabbling at this point.
I did spend almost 200 hours making a submarine. Maybe I can upload that at some point. There's always just one more thing you want to add or fix. I feel like it could take another 200 hours.
Thanks for chiming in. I needed the encouragement and positivity. :)
I just added another status effect to counteract the suit degradation. With that you can have the suit degrade at any rate you want while retaining the original fuel depletion formula.
Also added conditionals to the power state of the suit that tells it to cut status modifiers when the suit drops below 1% durability.
There are probably more elegant ways to go about it, but at least it is functionally exactly what I wanted.
I would probably invest more time into learning to mod this game but the engine integrity is just not there. It can barely handle processing your ship + a station, so I don't see any point adding anything substantial to it.
This is a reoccurring theme for me. All games I take an interest in always use crusty incompetent engines with zero headway. At least the shipbuilding is fun.
Yeah it's crazy how many hours you can sink into making subs. I can appreciate the level of depth involved.
I think I wasted a good 10 hours just trying to comprehend the wiring system. It still confuses the hell out of me. :S
After that you'll feel free of boundaries, except that you're limited by the game itself, which is one heck of a nerve-wrecking boundary.