Barotrauma

Barotrauma

Baroverhaul
 This topic has been pinned, so it's probably important
Violet 🐕  [developer] 3 Oct, 2024 @ 3:15am
What's new in Patch 2.5 - Pets and Plants
Patch 2.5 introduces:
  • Three new garden plants and one new pet
  • A mini-overhaul to the research station by adding functionality with plants/pet eggs
  • A way to modify your plants and pets to make them a bit better to manage
  • A handful of new quality of life items
  • Some minor fixes and changes to a few things (crystal exosuit shouldn't tank framerate anymore)

I know many people don't like managing plants or pets and I'm probably in a minority, but I kinda do enjoy tending to them in down time, especially with larger crew when things are less busy. I decided to make pets and plants the focus of this minor update while I work on the next major update. Not only did I add more uses to some existing plants, but I added a few new plants with some new unique uses and mechanics.

I also added two new systems: splicing and gene modifying for plants and pets. In short you can combine two vanilla seeds at a research station to get a new type of seed, or you can combine a vanilla seed with stabilozine to extract its genetics, which can modify and improve a seed. Likewise pets function the same way, with two new pets obtained by combining vanilla pet eggs at a research station, or you can harvest genetics from the eggs for the four vanilla pets which will modify and improve any pet they are applied to.

That's the main focus of the update but you can find more details and items added in the spoiler tab below.


SPOILERS AHEAD

Plants
  • Fizzberry - a berry that produces a bit of oxygen to its surroundings, which can be deconstructed into a liquid oxygenite.
  • Raptor Chow - the opposite of raptor bane, can be used to lure mobs to attack it.
  • Pepper Vine - a spicy plant which can deconstruct into magnesium and has some crowd control applications.

Pet
  • Mineral Mollusc - Molly eats small minerals and basic pet food and converts them into larger minerals which you can deconstruct.

Plant Genetics
  • Pomegrenade - provides seeds with faster produce growth
  • Tobacco - causes plants to have a chance to spawn a medical plant when growing produce
  • Banana - makes plants require less water and less susceptible to salt water
  • Raptor Bane - if a plant can grow mutant produce, it is guaranteed to do so
  • Salt Vine - if a plant can grow mutant produce, it is guaranteed not to do so

Pet Genetics
  • Orange Boy - provides pets with increased damage reduction
  • Psilotoad - provides pets with increased health regeneration
  • Peanut - makes enemies not actively target the pet
  • Cthulhu - makes pets hunger slower

Seed combinations
  • Blimberry = Pomegrenade + Banana
  • Peppervine = Salt Vine + Tobacco
  • Poison Joke = Raptor Bane + Tobacco
  • Raptor Chow = Raptor Bane + Banana
  • Fizzberry = Pomegrenade + Salt Vine

Pet combinations
  • Mineral Mollusc = Cthulhu + Orange Boy
  • Sea Bunny = Psilotoad + Peanut

Additional Items
  • Bait Bomb - an item which can be thrown to attract hostile wildlife with an inventory slot for an explosive which can detonate when the bait breaks.
  • Blimberry Wine - an alcoholic beverage which heals many physical ailments, albeit a tad slowly.
  • Herbal Remedy - a small remedy for chem addiction addiction and withdrawal.
  • Pepper bullets - ammo for shotgun and revolver that blinds, slows and incapacitates when a target is hit in the head.
  • Bait bullets - ammo for shotgun and revolver that makes the target more appealing to hostile wildlife, which can cause enemies to turn on each other and fight.
  • Energy Drinks & Protein Bars - now have a crafting recipe in the medic talent tree.

🦐
Last edited by Violet 🐕; 3 Oct, 2024 @ 9:40pm
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Showing 1-9 of 9 comments
Psych 25 Feb @ 6:43am 
Conflict with barotraumatic creature pack, can't put pet eggs in research station.
Violet 🐕  [developer] 25 Feb @ 9:28am 
My mod doesn't modify research stations at all, it should function with vanilla research stations which have the tags "researchmaterial" in the list of containables. This just means that I believe Barotraumatic is outdated and needs to add that tag that's in vanilla to whatever modifcations they made to the research station.
Psych 25 Feb @ 8:43pm 
I think it's to do with modifying the items rather than the research stations, because it also seems to not work with Hungry Europans changes to seeds
Psych 26 Feb @ 5:47am 
Never mind, I just ♥♥♥♥♥♥ up the load order. Thanks for the response anyway
Today I learn there's a whole aspect to this mod I have yet to touch. Can't wait to splice my plants and pets when I get back home!
Mint 19 May @ 10:45pm 
I'm also using Hungry Europans with Baroverhaul and Dynamic Europa. Baroverhaul has to be below DE and HE has to be above DE, so HE's plant seeds override means you can't research the seeds.

Would it work if I just go to HE's gardeningplant.xml and copy Baroverhaul's changes to it?
Originally posted by Mint:
I'm also using Hungry Europans with Baroverhaul and Dynamic Europa. Baroverhaul has to be below DE and HE has to be above DE, so HE's plant seeds override means you can't research the seeds.

Would it work if I just go to HE's gardeningplant.xml and copy Baroverhaul's changes to it?
You'll need to do some finagling and merging to keep the cuttingboard recipes, but if you make a local mod and set it to override the files you can do that.

I actually have a compat for my own campaign at the moment, I'll upload it as a standalone file. I'm working on full compatibility at the moment, adding Hungry Europans plants to the seed genetic system too. But for the time being this patch will at least let you make use of the seed genetic system for basegame plants.

Edit: It's uploaded, and I also worked in genetics compatible versions of the two Hungry Europans plants too.
Last edited by CryptidDawg; 20 May @ 6:46am
Mint 20 May @ 11:29am 
Originally posted by CryptidDawg:
Originally posted by Mint:
I'm also using Hungry Europans with Baroverhaul and Dynamic Europa. Baroverhaul has to be below DE and HE has to be above DE, so HE's plant seeds override means you can't research the seeds.

Would it work if I just go to HE's gardeningplant.xml and copy Baroverhaul's changes to it?
You'll need to do some finagling and merging to keep the cuttingboard recipes, but if you make a local mod and set it to override the files you can do that.

I actually have a compat for my own campaign at the moment, I'll upload it as a standalone file. I'm working on full compatibility at the moment, adding Hungry Europans plants to the seed genetic system too. But for the time being this patch will at least let you make use of the seed genetic system for basegame plants.

Edit: It's uploaded, and I also worked in genetics compatible versions of the two Hungry Europans plants too.

Ah, thank you very much! I will check out your patch for my campaign. I don't know a lot about modding so this really helps, since before when I was looking in the workshop, there doesn't seem to be a Baroverhaul and Hungry Europans patch uploaded by anyone else.
Originally posted by Mint:
Originally posted by CryptidDawg:
You'll need to do some finagling and merging to keep the cuttingboard recipes, but if you make a local mod and set it to override the files you can do that.

I actually have a compat for my own campaign at the moment, I'll upload it as a standalone file. I'm working on full compatibility at the moment, adding Hungry Europans plants to the seed genetic system too. But for the time being this patch will at least let you make use of the seed genetic system for basegame plants.

Edit: It's uploaded, and I also worked in genetics compatible versions of the two Hungry Europans plants too.

Ah, thank you very much! I will check out your patch for my campaign. I don't know a lot about modding so this really helps, since before when I was looking in the workshop, there doesn't seem to be a Baroverhaul and Hungry Europans patch uploaded by anyone else.

You're very welcome.
I kinda took on the role of mod maker for the campaign I'm currently in with friends, and a lot of the stuff I've been doing for our campaign I figured would be nice to spin out into standalone mods for other people to use.
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