Barotrauma

Barotrauma

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Immersive Ignitables
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9 Apr, 2024 @ 9:47am
8 Apr @ 2:19pm
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Immersive Ignitables

In 2 collections by _]|M|[_
Barotrauma Deathwish
63 items
Casual Ironman Campaign
17 items
Description
Features:
With Immersive Ignitables you'll need a lighter or an open fire to be able to make use of certain items.

Smoking also becomes more immersive by applying additional visual, particle and sound effects. You will now exhale smoke after taking a drag and depending on how long you inhaled, you will exhale smoke for a longer duration.

Ignited items will only burn as long as they are actively held or dropped on the floor. They will extinguish when they come in contact with water or when stored in your pockets or another container, except for trash cans.

Here is a list of all the items adjusted or added by this mod:
  • Lighter
    Used to ignite any ignitable item nearby. This allows to for example light a molotov or cigarette of a fellow crewmate if you hold your lighter close to their held item.
    It has a total active burn time of 120 seconds and once its fuel is empty, it will only spark, but never turn on. It can be refilled with welding fuel at a fabricator. It is not possible to display the fuel left inside it so if the lighter is no longer turning on after several attempts, it is probably empty.
    It will extinguish and can't be used when in contact with water.
    You can craft colored variants at a fabricator and find rare, more fuel efficient, engraved lighters in wrecks and abandoned stations.

  • Lighter Fuel
    Used to refill lighters. You can refill your lighter with it by holding both items in your hands and holding [RMB] (Aim).
    A single Lighter Fuel can refill a lighter fully up to 4 times.
    It can be crafted with aluminum and ethanol, but you can also buy it or find it in loot.

  • Pack of Cigarettes
    Can be bought at outpost merchants, vending machines or found in loot. Comes with 20 cigarettes inside.

  • Cigarette
    Once lit, it can be smoked to gain small amounts of psychosis resistance and cure a bit of your psychosis. It can be bought as Pack of Cigarettes at outpost merchants.
    Changes its sprite depending on how much of it has burned.

  • Cigar
    Once lit, it can be smoked to gain psychosis resistance and cure psychosis and reaper's tax. As in vanilla, it requires the captain's talent to craft it.
    Changes its sprite depending on how much of it has burned.

  • Captain's Pipe
    Once lit, it can be smoked to gain medium amounts of psychosis resistance and cure some psychosis. Requires Pipe Tobacco inside it to be able to light it up.

  • Molotov Cocktail
    Once lit, it can be thrown. It will explode on impact and cause a massive fire. If it somehow survived the impact, you can shoot at it, explode something nearby or hit it with a melee weapon to cause it to explode.

  • Crumpled Paper
    Once lit, it can be thrown and will start a fire after a few seconds. They can be found in trash or crafted with carbon at a fabricator.

  • Trash Can
    Putting a lit item inside a trash can will cause a fire after a while.

Load Order:
- Hungry Europans [if you're using it]
- Immersive ignitables
- Neurotrauma (Maintenance update) [if you're using it]
- Any mod that overrides any of the listed items

Not compatible with the original Neurotrauma due to not adding its afflictions via overrides! Use Neurotrauma (Maintenance update) instead which has fixed this issue.

Compatibility and other Patches:
- Russian Translation
- Chinese Translation

Word of Advice:
I recommend to not hoard loads of ignitable items as they may impact performance in large quantities in already heavily modded campaigns. It isn't really noticeable in vanilla or lightly modded campaigns, but heavily modded campaigns that are already struggling with performance may have trouble with too many of these items. You can have quite a few of these in existence, but note that if you experience a lower framerate or lag after buying like 10 packs of each 20 cigs, you might want to get rid of some. All items can be deconstructed to get rid of them.
Popular Discussions View All (1)
0
15 May @ 1:56pm
Lighters are not refuelling -- BUG REPORT
DozenthTurmoil
111 Comments
[95th] Phantom Civet 18 Jun @ 6:34pm 
Wish I could wear the cigars, pipes, and cigs I smoke with this mod. Love it so much, though :) the lighter is very useful, though i'm wondering if it'll ever run out of fuel.
Elite Bisquick 12 Jun @ 4:28pm 
Made a french translation of your mod, if you ever feel like directly adding the xml to your mod I'll delete my patch
hUbert 2 28 May @ 2:18pm 
I love genociding outposts with paper balls :captainclown:
_]|M|[_  [author] 11 May @ 12:28pm 
@rxleurn: I might do that once crafting recipes become unlockable through items instead of having to make a talent to unlock the recipe. I saw the BaroDevs working on that. Let's hope it comes sooner rather than later.
rxleurn 11 May @ 1:05am 
you should make the crafting recipe for the molotov a beer bottle and a couple organic fibers maybe
_]|M|[_  [author] 3 May @ 3:17am 
@cloudy_boi: Exactly the same as without the mod. They're only sold by separatist merchants if you have enough reputation (50+ Rep)
cloudy_boi 1 May @ 9:54pm 
Where do you find or craft molotovs??
_]|M|[_  [author] 8 Apr @ 2:21pm 
@Paapyer: Fixed them with the latest update. I actually wonder how long their hold position was messed up like that...
Paapyer 6 Apr @ 7:38am 
cigars are broken
D3ATHCOM5 6 Feb @ 8:04am 
Haven't change my controls, I removed all the mods and used just your mod, then added the patch for baro and a neuro patch. Works fine now, so I'll have to add everything back slowly until it doesn't, then I'll try changing the load order and if that doesn't work I'll make a patch for it if I can find out what's causing the issue