Barotrauma

Barotrauma

Barotraumatic
2,559 Comments
The Pizza is Aggressive Oct 26 @ 5:05pm 
what imanuel said happened to me too and I was the host
imanuel Oct 26 @ 3:40pm 
Is the "carrierdugong" part of this mod? I've had this really annoying bug where the game spams a "limb stuck in doorway - 'carrierdugong'" error and it makes everyone but the host's screen black. I think this happens when the monster hits our sub.
Макс Oct 26 @ 5:49am 
вы можете патч совместимости сделать для мода "ЭИК Ребаланс" ?
Abra⁧⁧cadabra Oct 25 @ 3:44pm 
Anyway to reduce the monster spawns but not the difficulty of what is spawned? The jump from the Plateau to The Great Sea has been drastic and turned the game into a lot more obnoxious than fun.
MasonMachineGuns  [author] Oct 25 @ 6:58am 
must be your government blocking it if you've tried reinstalling it already
lrd2001930 Oct 25 @ 5:17am 
为什么模组总是加载不了
Draconis🐊  [author] Oct 22 @ 2:55pm 
The big one is he is in Cold Caves and taking Scavenger missions I thought I had that at 2 stars but once you learn what that is and its not just a cute little crawler you can easily squish 4-5 of them with the coil as a easy job its like ah yes we have to actually deal with this if it gets close, you can also smush it with the ship or block the hatch/divebay with the roof/floor of the cave forcing it to go around or attack where a gun is.
MasonMachineGuns  [author] Oct 22 @ 10:12am 
(social credit +7000)
非战之罪95833 Oct 22 @ 9:54am 
非常好的MOD 可惜汉化很少
MasonMachineGuns  [author] Oct 22 @ 9:35am 
notice the little trinket pieces block bullets, might help to be accurate
Draconis🐊  [author] Oct 22 @ 1:53am 
Absolutely not the Scavenger is peak AI nightmare fuel. A few shotgun blasts or a SMG mag and its out. Like you can fight the thing even 1v1 but its not nice.
Epic Gamer Oct 22 @ 12:03am 
Pls nerf scavenger the monster gets into my sub door instantly on cold caverns in then immediately kills all my crew while guns plink off its armor, genuinely impossible to kill with normal coilgun ammo (unless it gets bugged on the door LOL)
Draconis🐊  [author] Oct 21 @ 1:37am 
Imagine how bad their original comment was going to be before they realized they might get dunked on for saying it, then proceeded to get way mad about this possible outcome and decided to just make a gross insult instead as if they were actually insulted first.

WHEW.
MasonMachineGuns  [author] Oct 20 @ 6:15pm 
you're truly remarkable, you can type but can't read?

yes my mods are designed to work together
El Matadurr Oct 20 @ 4:29pm 
Is this mod doable on a Dynamic Europa campaign run with lightly-modded vanilla-esque additions? Basically, are enhanced armaments and other overpowered mods that add in new weapons and stuff mandatory to not get destroyed by all the new creatures and difficulty spikes you have in this?
Draconis🐊  [author] Oct 20 @ 4:10pm 
DE and EHA need a station compatibility patch or just load EHA above DE or else you will get DE style NPC on stations. This is true of pretty much all gun mods that mess with characters on stations
MasonMachineGuns  [author] Oct 20 @ 4:06pm 
EHA might affect station NPC's like DE does so you might have to mess with order there to get it how you want it
MasonMachineGuns  [author] Oct 20 @ 4:06pm 
BT are DE are made to be compatible all directions, no load order nessesary, but i put BT above.
Draconis🐊  [author] Oct 20 @ 4:04pm 
this mod does not add biomes
SaintRector Oct 20 @ 10:33am 
Hello. If the mod is added mid-campaign, will the biomes added by the mod still be implemented into the map (since the map has already been generated)?
Daddy Krieger Oct 19 @ 3:33pm 
Weird ass creatures Inc. 10/10
filya Oct 19 @ 3:19am 
I'm just using dynamic europa and also your mod and enhanced armaments, and I don't know in which order this mod would work better.
filya Oct 19 @ 3:14am 
and in what order is it better to connect this mod to dynamic Europe?
Draconis🐊  [author] Oct 18 @ 12:15pm 
The Xan_Scavenger used to be this semi harmless blue loot box that didn't do anything now it is ta extremely deadly monster that assaults the sub and grabs the crew to chew them apart one by one.

Think of it like a reptilian xenomorph. 3-4 good shotgun blasts should stop him but who boy.
Sagittarius A Oct 18 @ 5:55am 
Scavenger is very deadly. For the first zone, he has powerful armor, he can break through a hatch with one bite and if you try to fight him, he will bite into you and not let go. Don't demand any fix, just sharing my impressions
speeks Oct 17 @ 2:47pm 
Hi, is there a way to pick up pets into a container? I don't recall if that was in barotraumatic or not.

One example of something I wish to shelter, is my husk container.
MasonMachineGuns  [author] Oct 16 @ 5:42pm 
woo!
aunt jemichael Oct 15 @ 12:46pm 
i like this mod a lot :)
Chef Boyardee Oct 15 @ 7:04am 
For my abyss creature issue, it seems that moving Barotraumatic to the bottom of my load order fixed the issue. Naturally encountered a rock worm.
Draconis🐊  [author] Oct 15 @ 2:33am 
Likely you have the old version and have not updated, file size should be 183mb and not 11mb.
mctrooper1234 Oct 14 @ 9:04pm 
i havent been seeing any modded creatures from barotraumatic creature pack. There dosent seem to be anything wrong on my end
Draconis🐊  [author] Oct 14 @ 4:45pm 
you can feed it to little pet monsters/raptors
speeks Oct 14 @ 10:39am 
Can I actually do anything with strangemeat / other bits that say it can be brought to a researcher?
President_David Oct 14 @ 7:17am 
Should Baroverhaul go above or below this? How about mods that add beacon stations and wrecks?
Draconis🐊  [author] Oct 13 @ 2:37am 
Fault and Epicentrum needed a massive overhaul, damage was not correct at all, somehow old values got put back in from over a year ago? when?
Draconis🐊  [author] Oct 12 @ 4:26pm 
Bandolier text was for a different mod. Watcher wanderer was redone along with some creature inventories.
MasonMachineGuns  [author] Oct 11 @ 3:23pm 
they are extremly based on sound, im wondering if youre being so quiet that they donty show. what sub?
Chef Boyardee Oct 10 @ 9:51pm 
I do get some enemies in the islands, it's just the big lads that are a no-show. I try moving this to the bottom of my list and throw myself into the Abyss.
Draconis🐊  [author] Oct 10 @ 9:10pm 
No idea, check mod list and load order, if NONE are spawning something is wrong. The abyss is chock full of monsters not just abyssals so I do not know what to tell you
Chef Boyardee Oct 10 @ 8:47pm 
I have some kind of issue with Abyss creatures not spawning. I played a campaign all the way to the Great Sea, and I haven't seen any Abyss creature spawns (aside from a few hunting side objectives). The only mod I have on that "might" affect this one is Enhanced Armaments. I do have this mod on the very top of my load order, if that has anything to do with my issue.
Draconis🐊  [author] Oct 10 @ 7:17pm 
I am no longer accepting unsolicited friend requests on Steam since I have gotten 10 in the past few days from issues ranging from "How do I update the mod", "Mod is cool but can you vote for my counterstrike team on this sketchy gambling site" and " X monster is hard is this intentional?"

Will read comments here and respond in a somewhat timely manner as usual
Draconis🐊  [author] Oct 9 @ 1:05pm 
Thresher King was having MASSIVE issues including lag. Fixed

Reduced HP on Leatherback and Savage Leatherback.
Draconis🐊  [author] Oct 8 @ 6:11pm 
Yeah its like TOUGH and wears Armor but its not like impossible in Vanilla, its just a huge threat, I have killed them out on caves dives and survived with just a smg or shotgun, you can even sever its head with an axe rarely.
JvnkoLovesYou Oct 8 @ 5:12pm 
but i did see its id necklace, i love it
JvnkoLovesYou Oct 8 @ 5:11pm 
tested in sub editor, it took 1 full smg magazine to the head, and 3 shotgun shells point blank :steamsad: It very well may be an issue with my modlist however.
Draconis🐊  [author] Oct 8 @ 4:07pm 
No idea on your modlist if you mess with the human.xml to make things harder its going to be extremely rough. He can't take too many hits and should sometimes panic if injured heavily
Draconis🐊  [author] Oct 8 @ 4:06pm 
It dies to SMG and harpoon fire, target its head or soft underbelly, it is however it is an exceptionally deadly and intelligent reptillian horror. Check out his little ID card necklace!
JvnkoLovesYou Oct 8 @ 4:00pm 
is the scavenger intended to be as powerful as it is or do i have a bug :steamsad: it swam at mach fuck to the docking port, one shot the door, and then started killing crew in 2-3 hits :steamsad:
Draconis🐊  [author] Oct 8 @ 1:33pm 
oh so how that code works as you hold the trigger down it constantly uses the ammo box to remove and add condition at the same time but it only worked in older versions due to a timing/delta time quirk. Effectively its using and adding condition to the ammo even when its not firing but trigger is being held and is trying to average a held trigger to produce 200 shots or whatever. The new system ONLY removes condition when a projectile is fired.
Draconis🐊  [author] Oct 8 @ 1:32pm 
Still using the very outdated trick condition to the ammo box hack code as well. They are both outdated and filled the console with errors necessitating people use mods like "Don't open console on Errors"

I can't really troubleshoot this further.

<StatusEffect type="OnUse" target="This" condition="0.333" disabledeltatime="true" stackable="false">
<Conditional condition="gt 0" />
<RequiredItem items="ekgunnery_chaingunphysicoriumround" type="Contained" />
</StatusEffect>
<StatusEffect type="OnUse" target="This" condition="-0.333" disabledeltatime="true" stackable="false">
<Conditional condition="gt 0" />
<SpawnItem identifiers="ekgunnery_chaingunphysicoriumround" spawnposition="ThisInventory" />
</StatusEffect>
<Containable identifiers="ekgunnery_chaingunphysicoriumround" />
</ItemContainer>