Barotrauma

Barotrauma

Non-Human Races Base
 This topic has been pinned, so it's probably important
Michael  [developer] 25 Apr, 2024 @ 8:17pm
developer feedback (as in, the people who make the characters)
tell me what sucks about working with this
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Showing 1-15 of 17 comments
Naskel Ross 8 May, 2024 @ 4:52pm 
I noticed that only humans spawn in the team, but not other races. It would be cool to add spawning of races in your team, at outposts, in the crews of other submarines, and so on, with the ability to adjust the chance of this race appearing.

It would also be cool to limit the available jobs for each race. For example, race 1 has access to all jobs, and race 2, for example, only as assistants.

And I don’t know if this is a problem with this mod or not, but neurotrauma doesn’t want to work with other races other than humans. I tried to look at the neurotrauma code and in theory everything should work, but in reality for some reason it doesn’t want to work.
Annie 8 Jun, 2024 @ 9:39pm 
Something major i noticed as a developer. is there a way to have your mod not kick people who dont have it installed? maybe have a fallback reaction if it doesnt sense that a client has the mod manually loaded client side that makes it default to regular human? as of right now the mod makes people get kicked if they dont have it manually loaded client side.
Pyrii 18 Aug, 2024 @ 6:26pm 
Originally posted by Naskel Ross:
I noticed that only humans spawn in the team, but not other races. It would be cool to add spawning of races in your team, at outposts, in the crews of other submarines, and so on, with the ability to adjust the chance of this race appearing.

It would also be cool to limit the available jobs for each race. For example, race 1 has access to all jobs, and race 2, for example, only as assistants.

And I don’t know if this is a problem with this mod or not, but neurotrauma doesn’t want to work with other races other than humans. I tried to look at the neurotrauma code and in theory everything should work, but in reality for some reason it doesn’t want to work.
I spent a couple of days looking at the prefab code for human NPCs for other reasons (Protogens and additional colour options) and yeah, it goes straight to calling a human prefab, there is a comment to add support for variants so they might add it sometime? For now it would probably be best to pre-empt the prefab builder and pick a species from the list of registered NHRs. I would even add a type that adds weights to races so you can add rarities.
Hi, is there a way to add layers for hairs? For example, front hair, back hair, and animal associations (such as fox ear) Then player can render the hairs with different colors.

This mod is fascinating, and you really made up a framework for anyone who want to add non-human characters
Michael  [developer] 8 Sep, 2024 @ 7:18am 
It has been a while since I've actually looked at Barotrauma's code, but if I'm remembering correctly, accessories and how they work are hard-coded (I can't change them without completely rewriting how Barotrauma works). To my knowledge, and from how I coded it, you can't add any "custom" accessories or add more than the original 4 (Hair, Beard, Moustache and FaceAttachment). Because of this, you can't do anything too crazy, but you can still work around the limitations.

For your suggestion, you could have the animal ears be a "moustache" accessory? It seems to be unused in humans, and technically speaking, the categories don't have any bearing on their functionality, so you could just do that. Same thing with beards, you could use them for the back hair. It is a bit hacky, though...
Originally posted by Michael:
It has been a while since I've actually looked at Barotrauma's code, but if I'm remembering correctly, accessories and how they work are hard-coded (I can't change them without completely rewriting how Barotrauma works). To my knowledge, and from how I coded it, you can't add any "custom" accessories or add more than the original 4 (Hair, Beard, Moustache and FaceAttachment). Because of this, you can't do anything too crazy, but you can still work around the limitations.

For your suggestion, you could have the animal ears be a "moustache" accessory? It seems to be unused in humans, and technically speaking, the categories don't have any bearing on their functionality, so you could just do that. Same thing with beards, you could use them for the back hair. It is a bit hacky, though...

It's a good idea! I see the game have 4 attachment on head, hair, beard, moustatche and facial attachment, but in the custom appearance players only get 3 choices (hair, bread, and facial attachment). Is there a way to make the moustatche show up in the menu? P

Also, do you have plan on making new species available in the single player game?
Last edited by 事不过三兄ToumanRin; 8 Sep, 2024 @ 2:23pm
Michael  [developer] 9 Sep, 2024 @ 6:21am 
Originally posted by 事不过三兄ToumanLin:
Is there a way to make the moustatche show up in the menu? P
It’s as simple as defining another <Wearable > in your character’s HeadAttachments element (where all the hair and stuff is defined), and setting the type attribute to: "Moustache". You can copy another defined <Wearable > and replace the type with "Moustache", and it should show up.

Important to note, here, that the draw order of headattachments are:
  1. Hair
  2. Moustache
  3. Beard
  4. FaceAttachment
If you want your fox ears to be visually above everything else, you need to make their type “Hair”. Right under the ears, their type needs to be “Moustache”. Under that, it’s “Beard”, and lastly, “FaceAttachment” is underneath everything.

I hope that makes sense.
Last edited by Michael; 9 Sep, 2024 @ 6:36am
Michael  [developer] 9 Sep, 2024 @ 6:24am 
Originally posted by 事不过三兄ToumanLin:
Also, do you have plan on making new species available in the single player game?
If you mean being able to create them in the main menu, I can’t. Lua/C# mods aren’t loaded on the main menu.
Last edited by Michael; 9 Sep, 2024 @ 6:24am
Originally posted by Michael:
Originally posted by 事不过三兄ToumanLin:
Is there a way to make the moustatche show up in the menu? P
It’s as simple as defining another <Wearable > in your character’s HeadAttachments element (where all the hair and stuff is defined), and setting the type attribute to: "Moustache". You can copy another defined <Wearable > and replace the type with "Moustache", and it should show up.

Important to note, here, that the draw order of headattachments are:
  1. Hair
  2. Moustache
  3. Beard
  4. FaceAttachment
If you want your fox ears to be visually above everything else, you need to make their type “Hair”. Right under the ears, their type needs to be “Moustache”. Under that, it’s “Beard”, and lastly, “FaceAttachment” is underneath everything.

I hope that makes sense.
Thank you. It works.

So about the single player. The only solution is to edit the NPC to make NHR recruitable and spawnable?
has anyone figured out a way to add NHR races to Neurotrauma?
Michael  [developer] 30 Apr @ 10:23am 
What’s the issue? I can't imagine there would be any reason for NHR to be incompatible.
Last edited by Michael; 30 Apr @ 3:38pm
Michael  [developer] 30 Apr @ 3:38pm 
The Characters themselves have to support Neurotrauma, though. NT does some things to human.xml that will probably have to be replicated.
Dog Damnit 30 Apr @ 10:09pm 
sorry for the late reply, my power was out. this is good info i appreciate that. ill look into it! i just wanted to make sure afflictions affected all races. i will likely have to make new sprites for NT (amputation and surgery) but that wont be hard.
about the flexible appearance menu, is it possible to make it available in single player?
Michael  [developer] 1 May @ 10:43am 
Originally posted by Dog Damnit:
sorry for the late reply, my power was out. this is good info i appreciate that. ill look into it! i just wanted to make sure afflictions affected all races. i will likely have to make new sprites for NT (amputation and surgery) but that wont be hard.

They do, the most recent update edits afflictions to consider NHR species as a viable target if the affliction can affect Humans.
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