Barotrauma

Barotrauma

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JobsExtended
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7.475 MB
Jun 24, 2021 @ 11:56am
Sep 21 @ 12:50pm
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JobsExtended

In 1 collection by MasonMachineGuns
BaroTraumatic Experience
11 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!
- First beta for 1.9, LUA removed, ID cards use variant cards for ease of play and not needing lua. Captain types are all captains Heads are whatever their department is. No special or cross cards.

-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 a realistic, configurable, and more in depth look into roles for Barotrauma. This mod adds in a more realistic set of customizable (and configurable) 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.
[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.

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
2
Aug 26 @ 3:16am
[Русская локализация|Locflization-RU] Ошибки, баги, недочёты
Anti4iteR
1
May 3, 2023 @ 2:24pm
German translation
Waffelparty
388 Comments
Draconis🐊  [author] Sep 21 @ 1:44pm 
massive amount of bugfixes and rebalances of trees, there were jobs that could make guns they couldn't make ammo for etc etc etc its all be looked at one at a time and compared to the other jobs.

Navigator had weird custom talent that was misreported that has been replaced, Navigator, XO and HoS got talent reworks.

Classes like janitor that could become messed up due to graduating into a tree they already had can no longer pick that tree, and due to how the backend code for that works to unlock 1 tree for that job at random it seems it can't be avoided, sorry! However the jobs did get some slight tweaks so they perform better and have access to talents geared towards them.
Draconis🐊  [author] Sep 21 @ 7:57am 
Updated to add Mechanic and Engineer access to Head of Security ID Card as they are supposed to inspect the majority of the ship but not have Captain access.
GandalfIsNotAJedi Sep 20 @ 11:29am 
Giving the HOS another id card was my idea, but another friend didn't like it. I think trying to create a mod to edit the id card is what we are trying to do, but we can't find where in the code the HOS id is being given access to medical. Glad I could be of some help though.
Draconis🐊  [author] Sep 19 @ 8:50pm 
But thanks for calling attention to that so I can add Engi and Mech to it

<Item name="ID Card" identifier="hos_idcard" category="Equipment" description="Head of Security ID Card" Tags="smallitem,idcard,identitycard,id_security,id_medic,id_mechanic,id_engineer" cargocontaineridentifier="metalcrate">
Draconis🐊  [author] Sep 19 @ 8:48pm 
You can't mod ID cards that have already spawned unless you have a mod to directly edit the card
Draconis🐊  [author] Sep 19 @ 8:47pm 
You know you could just take his ID card and give him another one right?
GandalfIsNotAJedi Sep 19 @ 3:55pm 
It was an issue for a personal campaign me and some friends are trying to run. We were having issues trying to alter the mod to exclude medical access for HOS.
Draconis🐊  [author] Sep 19 @ 3:49pm 
not without altering the mod, HoS used to be a captain ID type which was causing some issues since it was making them this odd 4th secret captain. If its not an issues I don't see what the problem is. HoS might need Engineer and Mechanic ID's as well technically.
GandalfIsNotAJedi Sep 19 @ 3:43pm 
I'm just wondering if there is a way to change it.
Draconis🐊  [author] Sep 19 @ 3:25pm 
HoS has had medic access for awhile, what is the problem?