Barotrauma

Barotrauma

326 ratings
JobsExtended
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
7.475 MB
Jun 24, 2021 @ 11:56am
Oct 12 @ 9:03am
151 Change Notes ( view )

Subscribe to download
JobsExtended

In 1 collection by MasonMachineGuns
BaroTraumatic Experience
23 items
Description
Updated Fall of 2025, note that uniform pockets will drop the contained items if put in the hotbar or otherwise taken off to prevent hoarding and performance issues.

Announcement!
- This mod was and is designed around multiple light or full roleplay in Multiplayer, it is not designed for singleplayer with how the crew management system works. To alleviate this somewhat ALL jobs spawn at start of Singleplayer/Editor Testing and if you don't want certain jobs on the the submarine remove them via the crew manager.

-Skills and talents are based around Vanilla, lower skills are no longer a thing unless you play janitor, convict or passenger. Which are weirdo assistant types.

Supported languages: EN,CN,PTBR,PL,RUS

JobsExtended is an expanded, configurable, and more in depth look into roles for Barotrauma. This mod adds in more expanded job roles for the crew. JobsExtended is configurable using karma to permit certain players to pick certain roles, perfect for admins to help control security clearances, griefing, and roleplay. The default settings will deter griefers from becoming high level roles, but for more precise control, see the admin/Karma utility section.

The new jobs run the gamut of remixes or combinations of existing classes with different focus and functions particularly suited for large crews over 8 players, and there is a Baroverhaul Classic Patch version (should also work with Baroverhaul standard)
[DISCLAIMER]

You Cannot Buy Modded Bots from Stations, only the vanilla 5 roles
Forced low skill removed to facilitate better gameplay instead of grinding skills to normal
This mod can easily improve Immersive, Roleplay, OR Traitor gameplay.

NEW ROLES

Captain: The Head of the vessel, the daring risk-taker, the ruler; Only 1 can be in charge!

Executive Officer: 2nd-in-command, Keeps everyone in line and preforming their job or defends the CO and executes his will. Captain with Warlord tree instead of politics to better support the gunnery deck.

Navigator: Drives the Boat. Depending on the sub, they could locate minerals, lead the diving team, or use/maintain exploration drones. Captain with Frogman instead of Gunslinger.

Head of Security: Responsible for all security operations on board the submarine and for the armory. Security with captain style gunslinger pistol focus instead of the Enforcer tree. Note that the HoS is not a captain role but higher than standard security/medical and so has access to Medical, Engineering and Mechanical so they can get into the Tox cabinet or custom engi/mech cabinets.

Chief Medical Officer: Manage the infirmary on the submarine and makes sure that the medical supplies never run out and the medical staff operate under the Hippocratic oath (or not).

Diver: Diver has been removed AA is back in development and this was just Security++.

Chief of the Boat: Supervisor for all electrical systems and leads all technical personnel, use brute force when necessary. Engineer with Bosun leadership abilities

Quartermaster: Material management and head Mechanic, With help of the Janitor, they keep the sub clean, fills every storage cabinet and provides ammunition for all weapons.

Custodian: Assists Quartermasters in keeping the sub well cleaned, supplied, and stockpiled. An Assistant crossed with both engineer and mechanic maintenance trees.

Passenger: Civilian styled assistant type that travels among the crew as a guest, presumably for a price, scientific discovery, or the experience. Low skills mostly supports the crew by buffs as they eventually grow into a role.

Prisoner: Lock Em Up! This convict is like an assistant but geared more for melee and pistol combat roles they can't be a clown due to failing the background check. Similar pistol talents to Captain.
EDIT: No longer spawns cuffed and has headset. No one was actually using Karma system to force this novel role so its made just a sort of trustee/work release program inmate.

Vanilla Roles such as medical, engineer, mechanic, and security are essentially the same.

FEATURES

Variety

Every one of the 15 Jobs has 3 subroles with to further specialize each role to job title, being combinations of existing job roles such as the XO who is like a Captain with Security talents and a 5 vitality bonus, The heads of staff have captain talents worked into their trees to speed skill growth in their department and act as mentors. While things like Janitor and Prisoner play similar to assistant with a focus on electrical/mechanical and security/melee respectively.

Talents

Talents are being developed to further add variety to the jobs.

Items

Clothes are deconstructable, contain pockets, and provide special job specific protection. As seen in the mod Pockets For All (Draconis) fork. Items contained inside can only be accessed when worn to prevent hoarding clothing to use as hotbar slot pockets like vanilla medical outfits.

Admin/Karma Utility

Through use of the Karma system or commands, moderators can limit players to certain roles. The minimum Karma required for each role is as follows, Note this SHOULD still work as it was vanilla karma system based:
CO: 95
XO: 85
COB: 85
HOS: 75
CMO: 75
NAV: 65
QM: 55
SO: 55
DIV: 50
DR: 50
ENG: 45
MEC: 25
JAN: 15
PAS: 5
PRIS: 0

Special Thanks
EagleWolfQueen and Specter The Unchained for Chinese translation.
Polaris for Brazilian Portuguese translation.
Kaofan for Polish translation (nawet jesli jestem polakiem, raczej malo mi sie chcialo bo nie gram wiec dzieki ~M)
Anti4iteR for Russian translation (hope it works havent reached author yet)
mage6614 for the Old Crew Uniforms

Submarine collection

JE automatic spawn point code no longer worked and was removed you do not need special submarines or code. If you have a funky submarine that uses other ID card tags I may add them to the new job ID cards unless its an older sub and in that case it should be updated to use vanilla ID tags.

Huge thanks to Evil Factory, he is a true hero!

Other stuff
Be sure to check out Barotraumatic Discord! [discord.gg] We hang out there very often, so you can get updates on when we play, chat with us, or even get sneak peaks of upcoming updates of mods!

Have a nice day playing with our mod! o7
Popular Discussions View All (3)
2
Sep 28 @ 6:11am
Is there some where where i can find the talents for all of the new jobs?
dixoniii
3
Oct 15 @ 8:59am
[Русская локализация|Locflization-RU] Ошибки, баги, недочёты
Anti4iteR
1
May 3, 2023 @ 2:24pm
German translation
Waffelparty
400 Comments
Mechanos 41 minutes ago 
Am I correct, in that I'm not seeing any custom jobs related to expanding engineering/mechanics/wiring/trading/etc, other than.. giving more weapons to the lead engineer/mechanic, and giving drones to non-mechanics?

I can only make guesses since a role tree isn't posted, but it kinda seems like this is themed around.. giving existing combat classes, even more toys/cross classing, rather than RP. Minus the little bit of theoretical middle-management.

As someone that likes to play mechanic, and custom wire up the sub (mechanic gets more wiring options that engineer sadly), I personally was hoping to see classes/options that expanded on non-combat gameplay more.
furia155 Nov 7 @ 7:32am 
Not sure if its intended or not but the artisan smith perk of the quartermaster only makes better quality wrenches and screwdrivers and does not seem to work on other tools like welding torches and plasma cutters
L'Etranger Nov 3 @ 10:01am 
is this compatible with the enhanced arsenal mod?
Макс Oct 26 @ 4:34am 
уважаемый разработчик, будут ли в будущем добавляться другие роли и тяжело ли выполнить просьбу добавить роль вип персоны ?
Anti4iteR Oct 12 @ 8:43am 
Ah ♥♥♥♥, it's alive? Gonna check if my russian localization still working and actual
Draconis🐊  [author] Oct 10 @ 5:03pm 
Perhaps you could put away the excess crewmembers at the hiring manager that you do not want? It is your game you can do whatever you want in singleplayer.
ValTheMadLad Oct 10 @ 4:25pm 
@Draconis
Singleplayer contains 1 person for like every job until 15/16, ruins singleplayer balance and i need to know if theres a way to fix this
Captain Eric Oct 5 @ 10:03am 
Must have been something I did Draconis. Thought I had isolated some changes I was fiddling with to a different mod folder but must have contaminated my sprites. I double checked and my sprite sheets are drastically different than a fresh copy of your mod had. No clue how it happened lol. Disregard prior comment. You know how it goes.
Draconis🐊  [author] Oct 5 @ 9:32am 
Not for singleplayer.
Mean & Evil Oct 4 @ 7:31pm 
Why does this mod change the default ships to contain someone of EVERY job? Ruins singleplayer balance.