Barotrauma

Barotrauma

Not enough ratings
Technician Job
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.737 MB
Jul 16, 2023 @ 7:05pm
Apr 7 @ 6:47am
24 Change Notes ( view )

Subscribe to download
Technician Job

Description
The Technician is a new Job (Class) designed as a repair man, an extended hybrid of Engineer and Mechanic.

Some talents in the primary set are duplicates of those from existing classes, but most talents are new ones.

Items include an Abyss PUCS and Advanced Exosuit that have increased pressure depth, use hull oxygen (as standard on the PUCS) and also refill the Oxygen canister while you're in air with the aid of a battery. They also include buildable ship entities of Junction Box and Battery, along with a new set of clothing, Electrician's belt (That carries wires, logic gates, batteries and similar equipment), and a new high end weapon, the Blaster.

The 3 skill trees are as follows.
Repair man: Skills that help you repair the ship more efficiently.
Engineer: A collection of skills that grant bonuses to Electrical and Mechanic skills, ship equipment, crafting quality bonuses, and the recipe unlocks for APUCS and Advanced Exosuit.
Combat Engineer: Resistances, Damage bonuses, and unlocks for the new weapons.


This mod can be used to make the job more recruitable: https://steamcommunity.com/sharedfiles/filedetails/?id=2996386211

Client side LUA is required for this class to show up for sale at the personnel vendor.
Client side LUA will also dynamically add spawn points based on Engineer spawn points for the Job on the ship if none exist.
29 Comments
dawerrr Jan 4 @ 8:13am 
Hi, Great mod.
Just wanna give a lil feedback after good 20h on campaign with it, trait that gives you skill while playing intruments...

XP gain is ok, you can grind it but if not stupidly overused its fair enaugh.
BUT skill level gain is horribly op, getting random 15 skill every time your on station is abosolutely off, after couple of stations you can almost max out 5people crew by playing a guitar :secretweapon_hoi: , try maybe to limit it so the buffs lasts only for 1 mission after undocking or make it 1-3 skill per outpost.
Bobingabout  [author] Jun 10, 2024 @ 1:41pm 
Ah, I see.
It's designed for use with Vanilla, or Hazardous Reactors, and Hazardous reactors changes the fuel rod itself to only stack to 4x, or 1x when not contained. So when I use Hazardous Reactors, you can fit 4 in each pocket slot.

Though in theory, if enhanced reactors does change the fuel rod's max stack size, then it should also change the max stack in the pockets too.
HonFonDon Jun 10, 2024 @ 1:35pm 
This mod does not seem to be compatible with enhanced reactors, enhanced reactors makes fuel rods non stackable but the inventory pockets in the special tech suit lets them stack as normal.
Bobingabout  [author] May 9, 2024 @ 7:50pm 
@Zach
No, it does not.
I'd say this mod is 100% override free, but that's not quite true.
It overrides 1 item, and 1 talent, both added by another of my mods. Shouldn't cause any issues related to overrides.

The only Vanilla behaviour that would require an override is done in the LUA script that allows you to hire this job from the HR Manager, and I chose the LUA option to maximise compatability.

If you don't have LUA, then this job won't show up as Hirable, and you might get some issues with spawn points and ID cards on Modded submarines.

(Many Modded submarines lock the doors to access only by players with the ID card of specific Vanilla Jobs, which means the modded Jobs can't open doors and lockers. The LUA script that clones spawn points should make the Technician spawn at (cloned) Engineer spawn points, giving them Engineer level access to the modded sub.)
Zach May 9, 2024 @ 3:05pm 
Does this overwrite humans.xml?
HonFonDon May 9, 2024 @ 2:02pm 
I understand, thanks Sir!
Bobingabout  [author] May 9, 2024 @ 6:22am 
@HonFonDon Ah, a script error.
This is one of those cases where the script is only run IF you're not using the compatibility mod. See link description for "Make the job more recruitable", but that requires all 4 jobs installed.

In any case, I tend to test my mods with them all installed, and this error only shows up in one of the conditions I don't usually test. Should be a pretty easy fix. The problem is that the function it's trying to call is defined AFTER the function call, and it doesn't like that.
HonFonDon May 8, 2024 @ 8:52pm 
Hey, I saw your comment about being on and off modding currently but my buddy is really enjoying the class you made, we are only getting one error and it's

"[SV LUA ERROR] White C:/Users/White/AppData/Local/Daedalic Entertainment
GmbH/Barotrauma/WorkshopMods/Installed/3005601677/Lua/Autorun/Addtechnician.lua:(52,27-29): attempt to call a nil value"

is there a way you can fix it?
Vault May 2, 2024 @ 4:29pm 
Understandable.

Baller :thumbsup:
Bobingabout  [author] May 2, 2024 @ 4:18pm 
@Vault I'm kinda on and off modding right now, not all that dedicated to it because our team stopped playing it as the weekly multiplayer game, so I have less of an incentive to work on mods.

But, I was planning to release updates for the new game update, like minor changes to the diving suits.
Since I haven't been playing, I was unaware that the descriptions were broken. I'll make note to look into it, and include fixes for them in the future.

Release date unknown, but I will get around to it eventually.