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C:\Users\joona\Documents\Barotrauma-development\Barotrauma\BarotraumaShared\SharedSource\Events\Event.cs:line 57
barotrauma-server-preloaded | at Barotrauma.EventManager.Update(Single deltaTime) in C:\Users\joona\Documents\Barotrauma-development\Barotrauma\BarotraumaShared\SharedSource\Events\EventManager.cs:line 842
barotrauma-server-preloaded | at Barotrauma.GameScreen.Update(Double deltaTime) in C:\Users\joona\Documents\Barotrauma-development\Barotrauma\BarotraumaShared\SharedSource\Screens\GameScreen.cs:line 140
barotrauma-server-preloaded | at Barotrauma.GameMain.Run() in C:\Users\joona\Documents\Barotrauma-
But honestly, I think the muffling effect itself is pretty weak anyway. That’s just my opinion though.
Though I can certainly take a look at the packs spawning late game and if there are any that are particularly egregious
In this case it caused a default value to flip in the xml on save, it sometimes rarely happens to joints or limbs but usually not static checkbox values like can eat or can interact.
However, vanilla Petraptors also have a "monster eating" animation, where they target a corpse body, aggressively wiggle their heads up and down, and deal damage it, tearing body parts off or completely destroying them. That's what monster Mudraptors do to enemies they kill as well, both vanilla and in this mod.
Barotraumatic, at least for me, overrides the mudraptor_pet "monster eating" animation for bodies with the "item eating" animation. The petraptor attempts to pick up the body and reduce its condition to 0 - because a monster body isn't an item, nothing is happening. This occurs both inside the submarine and in water.
When you say "Mudraptors", do you mean the hostile type of Mudraptors, or mudraptor_pet specifically? Because I think it's only mudraptor_pet (the Petraptor) that has the problem.
I really doubt that it's a tracking issue, since I start a new Submarine Editor instance, spawn a mudraptor_pet inside a room, spawn a crawler inside the same room, kill the crawler, and watch the mudraptor_pet try to eat the crawler body as if it were an item, and failing to actually do anything with it.
Petraptors refuse to eat with this mod enabled. :( They just hover over their food, shimmying left and right, not actually digging in. Removing the mods (Barotraumatic & Barotraumatic creature pack) fixes this behavior.
wasn't that hard but i dont know if I just was playtesting with Nomadic Fleet (Mutiple ships following)
Then the issue is all of that is done and like its not popular to run in a game that rarely has 25 and more like 5 playable public servers at any given time. Then the complaints roll in about nightmare is too hard why is beyond hardmode nearly unplayable or the deep gloating of people running a ton of power fantasy mods to stomp it just for the brag. Also last time I updated it I has people directly contacting me because they found it impossible to play singleplayer and asked for it to be adjusted. Which I told them I didn't understand why they would play it or mods like haz reactor singleplayer.
Problem is that the 10k+ lines of monster spawns have to be manually updated and it takes a long time to do properly including changing amount of possible monster spawns in caves, chance of mantis in caves seperate from cave spawns and number of monsters appearing.