Barotrauma

Barotrauma

Barotraumatic
2,708 Comments
Draconis🐊  [author] 7 hours ago 
Seems to have been a removal when lag occurs/Health limb index issue, fixed in mega patch.
Vangerher Dec 14 @ 7:48am 
Mod crashes after husk decapitation (whem small head spawns)
Draconis🐊  [author] Dec 13 @ 5:56pm 
That is hard coded so no.
TheFlerker Dec 13 @ 5:34pm 
Does this mod change how fast the depth pressure builds up?
Draconis🐊  [author] Dec 13 @ 3:37pm 
I was going to google translate the instructions to fix your corrupted mod installed by geez you typed all of the bad words on the klik klaks so I will refrain.
System slave Dec 13 @ 10:31am 
суки бляди ♥♥♥♥♥ долбоёбы ♥♥♥♥♥ насшивали пизженного говна из других модов и не работает ♥♥♥♥♥ ♥♥♥♥♥ фиксите суки
Draconis🐊  [author] Dec 12 @ 8:57am 
So we are WELL aware of the healthindex warning going on with this last update. The Petraptor in particular has an issue of an unused health index is causing the game to crash due to pets requiering ALL of their health indexes to be used or it causes a crash.

However this issue is on an extreme amount of creatures and has to be done LIMB by LIMB one at a time so I am going to test a fix that makes it so the game doesn't crash or spit out red errors and upload a version that doesn't have any warnings or errors later on with all of the indexing done.
Gort Dec 11 @ 10:13pm 
No, it wasn't the full Baro40k pack, it was specifically "Psyker Job (Vanilla)" a standalone mod that literally just adds the job and a few items. I know how much the full Baro40k overhaul breaks, but that standalone mod is also funky it seems
Draconis🐊  [author] Dec 11 @ 4:35am 
If anyone who needs to hear this is reading this Baro 40k has a huge disclaimer to not use other mods with Baro 40k as they will cause massive issues, this is once again the result of that.
Draconis🐊  [author] Dec 11 @ 4:26am 
I can't really troubleshoot an issue with Baro 40k or especially a submod to Baro 40k
Gort Dec 11 @ 3:55am 
My theory is that the EMP jolt thing from the Black Endworm in particular (no other creature/nuke EMP has triggered it) is interacting really funkily with the damage reflection thing in that mod, causing an ungodly amount of uncapped burn damage to anyone nearby.

All said and done, I can't reproduce the exact issue I had with the Endworm anymore, and any interaction that would've been causing it is mod interactions way beyond the scope of what would be expected of one mod maintainer.

I might look into it and try to actually see what the code is later, but for now this issue isn't a fault or concern of you guys. Thanks for taking the time to respond though.
Gort Dec 11 @ 3:55am 
I think I know what's actually up:

I've been in the sub editor testing with the black endworm trying to recreate it (same sub, same shells) and I've been getting it to EMP jolt the sub, but it just knocks out electronics in an expectable manner, it doesn't damage anyone.

I'm pretty sure it was an unintended interaction with the Psyker Job Mod, because that mod's role has a perk called "Venting Shriek" that causes a damaging shockwave thing when the person with it gets attacked. I tried moving my Psyker to the other side of the ship suspecting this was it a while back, but I kept getting the same instakill burn affliction to the torso no matter where the psyker was on the ship, so I gave up thinking that. I recently took that psyker mod off my mod list and now I can't reproduce the instakill whatsoever.
Gort Dec 11 @ 3:40am 
Always happens inside the sub, no medical overhaul mods
I have Enhanced Armaments, but even vanilla railgun shells seem to be causing it too
Apart from that, the most significant mods I have are Soundproof Walls and Real Sonar, but Barotraumatic is the only mod I have that adds/modifies creatures

I haven't done any testing outside the sub, but every time it's happened I was in the sub in the command room with no leaks or water whatsoever, completely full-health sub
Draconis🐊  [author] Dec 9 @ 11:16pm 
Are you inside or outside the sub are you using any other mods like neurotrauma or w/e?
Gort Dec 9 @ 9:02pm 
Just wanted to check in if that's an intended feature, an oversight or something else. Thanks for being willing to respond to this ungodly amount of comments even to this day lol
Gort Dec 9 @ 8:58pm 
Idk if it's an intended feature or not but the Black Endworm just instantaneously kills you from any distance with a jolt if you shoot it with most railgun shells, idk if it's a damage reflection thing that's uncapped or what, but whenever it does some weird electric shock in response to heavy damage it instantly kills my character with 200 burn damage regardless of protection.
Draconis🐊  [author] Dec 9 @ 2:53pm 
Its like High Pressure, you know you are in and surrounded by gas (as it has a longer range then the cloud suggests) but as long as you are wearing protection you should be OK,
bone thresher Dec 9 @ 12:22pm 
♥♥♥♥ YEAH
bone thresher Dec 9 @ 12:22pm 
BOBBIT WORMSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
Azure Dec 9 @ 7:06am 
the issue should be fixed by adding the 'highpriority' tag to the morbusine emitter
Putting a duplicate check inside the affliction is super jank. It also makes poison gas way less threatening and really confusing (you've already inhaled the gas, but you won't get poisoned if you're wearing a diving suit)
Draconis🐊  [author] Dec 9 @ 1:40am 
Morbusine gas killing through suits issue has been bugtested and fixed in the next patch. Performance fix was bypassing the checks on the morbusine gas emitters and applying the affliction to characters through suits/masks. I have made it so the affliction checks for conditions on the back end so that it requires you to be saturated with the gas without oxygen to uptake the poison which will cause very mild acid burns.

Wearing a pressure suit of any kind will prevent this. Diving masks will prevent it but even with a check for using hull oxygen the poison still seems to poison/burn you if you go crit wearing a dive mask in the gas.

This makes it easier to avoid especially with mods but just wearing a diving mask will prevent poisoning as long as you remain above critical.
MasonMachineGuns  [author] Dec 8 @ 7:45am 
well, the radios are affected by the critters, thats like.. most of the point of it. it wouldnt be hard to modify my mod and just remove 99% of it, but idk if this is something our team would do.
LeadGameV2 Dec 8 @ 7:34am 
My friends and I really like the radio overhaul. Do you have any alternative radio mods, or is it possible to disable all the others functions apart from it?
Draconis🐊  [author] Dec 7 @ 9:13am 
从内部菜单重新安装修改
hc Dec 7 @ 7:31am 
更新之后多人联机,别人无法加入,重新订阅或者更新都没用,只要进服务器就会显示需要下载此模组,点击下载后会下载失败并闪退。
iLumiX Dec 6 @ 8:13am 
the stonewandererice needs an armor nerf, its obnoxiously hard to kill especially early game where it seems to appear the most often. actual bullet sponges LMAO
MasonMachineGuns  [author] Dec 5 @ 5:50am 
yes it increases the required delay for some events
FPS_Hamster Dec 4 @ 6:47pm 
Hi, I'm not quite sure about the value of EventCooldown. Does a higher number mean it's easier?
MasonMachineGuns  [author] Dec 3 @ 10:00am 
sweet, let us know if you run into any more issues
{ZET} Inflitor Dec 3 @ 9:42am 
oh great that helped thanks a lot
MasonMachineGuns  [author] Dec 3 @ 9:39am 
If you have recently updated the mod and experience errors such as unable to join server with the current version and being prompted to download the mod, missing files in console, mod unable to be loaded due to errors and red in mod loader. Then it is highly likely your mod installation is corrupted.

To fix this go to the ingame mod manage and find the mod in the list, right click the mod and select "View Details" and in the mod details page there is a button in the upper right hand corner labelled reinstall. Hit this button and the mod will be reinstalled in both the workshop and staging folder. This should almost any issue you have with the mod.
{ZET} Inflitor Dec 3 @ 9:38am 
since the last update the mod cant be activated for me anymore im getting around 320 errors from the mod... it tells me it failed to load the deadly entertainment folder and then continues to list evry single file in that folder
Draconis🐊  [author] Dec 2 @ 9:40am 
oh I also rebalanced money on like 20 missions so it wasn't overly moneybags
Gig Dec 2 @ 9:15am 
Roger, I'll try disable it and see if anything happen again
Draconis🐊  [author] Dec 2 @ 9:11am 
Try it without NetworkTweaks, it may be causing issues with your client updates to server or whatever. I wouldn't use that unless it is fixing actual issues as many people who have modded games are having issues with lag when using it.
Gig Dec 2 @ 9:06am 
yes, that's right, a bandit in one beacon station. usually 3 of them together, one has a rusty shotgun or it could be a smg or something, but it's that rusty shotgun I have problem with, and it is EMPTY before I decon it, cause I manually offload the ammo already
Draconis🐊  [author] Dec 2 @ 9:00am 
So one last thing to make it absolutely clear you are taking a Rusty Shotgun off of a bandit/guard and it is EMPTY and when you deconstruct the Rusty Shotgun it then puts a single shotgun shell in the decon which is locked in slot..
Draconis🐊  [author] Dec 2 @ 8:53am 
Yeah I knew you had a gun mod of some kind going on here that was doing something with the rustyshotgun/broken shotgun in DE I am going to go take a look and actually see what the deal is here.
Gig Dec 2 @ 8:27am 
EA-HI with male's author said they added one scope slot for the riot shotgun, and re-skinned it, as for the shotgun shell, they made it available to purchase from merchants at the beginning of the campaign.
Gig Dec 2 @ 8:13am 
The only other mod I have that might changed the vanilla guns are 'EA-HI with male characters', but I think it only re-skin the shotgun's look. Also this issue is weird, it won't happen every time, despite I did exactly what I did to trigger this bug before, it's random, sometimes it won't spawn that locked shell after decon the Rusty Shotgun

Here's my complete mod list from top to bottom:
Lua
NetworkTweaks
Barotraumatic
AFW
Hide your items cloacker
EA-HI with male chara+Dynamic Europa (compatibility patch)
Dynamic Europa
EA-HI with male chara
Press R to reload
quick swap Hand~Bag
Multiplayer weapon animation fix (AFW's patch)
Ammo penetrate corpse
Smarter bot AI
MasonMachineGuns  [author] Dec 1 @ 4:30pm 
no, just the good ones! :)
aj Dec 1 @ 1:49pm 
is it true that this includes every creature pack now?
Draconis🐊  [author] Nov 30 @ 10:47am 
Please format further bug reports with a detailed description of the monster item in question, where in the campaign/mission the problem occurred and if possible a modlist. No one has time to track down non-existent bugs or those caused by a conflict with an unknown or unstated mods or failure to follow the reinstallation instructions above.

The below comments involving the shotgun shell becoming locked in the decon slot is a prime example of this kind of situation that inhibits fixing mod issues. Problem is firstly about a Dynamic Europa variant item that might be caused by a variant of a modded vanilla shotgun but refusal to provide a modlist and obsfuscation of what gun or item was even involved in the first place. My hypothesis is that the shotgun is modded, the DE Variant has an issue due to this or its just a timing issues either from mod lag or maybe even uncalibrated performance fix being run server side.
Draconis🐊  [author] Nov 29 @ 5:35pm 
There are 3 bandits with shotguns in the DE overwrite of Outpost NPC's none of them has a locked shotshell item, there is nothing on the brokenshotgun item that has a container for a hidden shell. So an empty Rusty Shotgun has no shotgun shell inside of it to place into the decon and become locked.
Draconis🐊  [author] Nov 29 @ 5:18pm 
So the DE Rusty Weapon is deconning without a shotgun shell but leaving a shotgun shell (locked) in the decon, the gun itself should NOT have a hidden round inside of it as the shotgun is a projectile that makes 8 hitscan projectiles when fired and SMG's spawn the projectile inside of the magazine when fired and these when rarely bugged out do not become locked so Rusty Weapons work perfectly fine with Vanilla weapons when using DE, however other mods have things like bullets that are contained/spawn inside of guns and use this contained projectile to achieve various effects.

WHAT WEAPON MOD IF ANY ARE YOU USING!
Gig Nov 29 @ 4:53pm 
that's all I know for now, if this mod doesn't have any locked ammo items then this is on DE or vanilla, or some unknown bug, I'll gather more info on this issue if I can, thanks for your time!
Gig Nov 29 @ 4:17pm 
Rusty weapons from Dynamic Europa, one rusty riot shotgun more specifically. The user is one bandit in a beacon station, there are 3 of them but only 1 use a bigger weapon and the other two use rusty revolver.

Mod list: basic things like lua, then this mod, finally DE

Before installing Barotraumatic, I never encountered 3 bandit gunners in one beacon station in the very 1st map area even with DE, and never seen a single locked item before too, so I was guessing the enemy setting may be related to this mod.

During that one session, no matter how many times I restart, the same thing happen. But after I went to some other outposts and came here again, this didn't happen when I paralyzed the 3 bandits and deconstructed their weapons, looks like it's more like a random bug bond to certain sessions than a guaranteed thing
Draconis🐊  [author] Nov 29 @ 3:02pm 
Is the single bullet item locked for just you or is it also locked for other players. Because this sounds like a desync ammo bug but it could be from a modded gun.

Properly report the issues, this happened at a beacon station and was it a normal beacon station bandit? What does the text under the gun say which mod it is from if any other mod, what KIND of gun is it like a SMG, shotgun? Are you playing multiplayer or singleplayer and what is your MOD LIST.
Draconis🐊  [author] Nov 29 @ 2:59pm 
So this mod doesn't change OutpostNPCs.xml, nor does it use locked ammo items on monster humans like jovians and lost clowns but instead infinitely spawns normal ammo into their guns.

What mods are you using because it sounds like you have an issue with a firearm mod but are reporting it as barotraumatic.
Gig Nov 29 @ 9:17am 
multiple tests confirmed this, even if the weapon icon shows it's empty, no ammo in it at all, after deconstructing the weapon there will always spawn one single locked ammo that can not be removed from the deconstructor, I'm not 100% sure it's because of this mod, but I never encountered this before Barotraumatic