Barotrauma

Barotrauma

JobsExtended
368 Comments
Draconis🐊  [author] Jul 30 @ 6:29am 
This isn't made for singleplayer due to the how station NPC's are coded as part of a giant list you cannot add or subtract from without making it not work with other mods that do so. If "recruitable NPCs.xml" was its own thing then we could substitute a Jobs Extended version override of that file so you could pick them up at stations.
Trainlord05 Jul 29 @ 6:19pm 
So from what I (kinda') understand, once I start with these N.P.Cs I'm stuck with them, and can't hire anyone new with the H.R. manager who has the same role. Is that how this works?
Glitcher Jul 10 @ 2:03pm 
It didn't exactly help as to explain how to make a new job..
Draconis🐊  [author] Jul 10 @ 1:59pm 
read the above guide
Glitcher Jul 10 @ 1:53pm 
I can't find the customization part, so I can add new roles.
Draconis🐊  [author] Jul 10 @ 1:25pm 
Use the Karma system.
Glitcher Jul 10 @ 1:17pm 
Adding onto that, the base game jobs will be free for the players to choose, while the higher commanding jobs are locked until the server host gives that job to a player.
Glitcher Jul 10 @ 1:16pm 
Can you make it where the person who is hosting a server with this running has to give the higher roles to players? And do you think it'd be possible to expand on the roles? As in, expanding the line of command? Meaning, the players have to earn their way up.
Draconis🐊  [author] Jul 5 @ 10:47pm 
above most other mods that do stuff to clothing unless they add variants. besides classes this affects the ballcap, bandolier and toolbelt
Chime Jul 5 @ 10:20pm 
Any importance on where this should go in the load order?
TemmieTheGod Jun 29 @ 10:06pm 
can you post the base stats of the new roles? It'll help me know when I should make a new character lol
Draconis🐊  [author] Jun 9 @ 6:08pm 
I spent a lot of time balancing the talents out and its not perfect but it should run pretty smooth and not have any weird issues. I just can't make the classes added to the buy list since the station NPC's are part of a giant list of ALL npc's on stations that every other mod uses and I can't inject npc's in. Even adding new classes is rough because of how spawn indentifiers and tags work but I got it running on XML pretty tight so you don't run into any LUA issues.
CatalystPump Jun 9 @ 5:37pm 
Thank you for the awesome mod though! <3 We ended up deciding to run without permadeath enabled (and are just saying you have to "create new" when you die, now), and several of my crewmates have had a good time roleplaying non-essential roles.

Heck, honestly? The custodian especially is such a useful job to designate even if we didn't have the mod enabled.

Much love!
CatalystPump Jun 9 @ 5:35pm 
Yeah I understood. Thank you both for the response. Big shame, but it is what it is.
MasonMachineGuns  [author] Jun 9 @ 12:12pm 
tldr: no permadeath
Draconis🐊  [author] Jun 3 @ 4:48am 
Because it seems like you can't easily add new hireable npcs to the pool without completely redoing station npcs dot xml so if you have Dynamic Europa, Enhanced Armorments, VWO or any other mod that reworks station NPC's it will conflict and override and would need a big patched version that would have to be kept updated.
CatalystPump Jun 3 @ 2:11am 
Wanted to run this with a permadeath campaign but as you can't hire these jobs from the HR Manager it makes it so you can't respawn as these jobs after your first character. There's no patch for this mod to fix this, and the universal patches that do exist are all out of date and don't work.

Oh, Lord Draconis, please bless us with hireable JobsExtended crew members so that I may include this mod in a permadeath run. Amen.
Draconis🐊  [author] Jun 1 @ 3:18pm 
Vanilla Jobs are not affected unless you are using Baroverhaul or another job mod
落星也 Jun 1 @ 2:55pm 
can i add this mod to an existing save & what will happen to my characters' levels
Draconis🐊  [author] May 19 @ 5:40pm 
try putting items in them
Dawa May 19 @ 4:40pm 
what does the new icons on toolbet do?
Bermuda Apr 25 @ 4:42pm 
Scratch that, figured out it was spawnpoint related
Bermuda Apr 25 @ 2:56pm 
If I wanted to make certain doors/containers job specific, where would I find the ids for the modded jobs?
Draconis🐊  [author] Apr 8 @ 10:23pm 
will look into it I forgot the custodian got the apprenticeship due to how the other classes and the barooverhaul patch were made.
Lukako Apr 8 @ 8:00am 
In the Custodian tree, you can pick an apprenticeship. If you select the 'Mechanic' apprenticeship and get unlucky, it will select the talents for the 'Machinist' tree - despite the fact that Custodian gets a modified variant of this already.

This will give the Custodian the 'Hull Fixer', 'Tinkerer', 'Quickfixer' and 'Let it Drain' talents. While this may be intended, it causes you to be able to get two parallel traits at the same time - and decreases the potential talent trees that the Custodian has access to by one.
Draconis🐊  [author] Apr 5 @ 10:17pm 
fixed
Draconis🐊  [author] Apr 5 @ 10:00pm 
Is this a issue with vanilla or a mod
Sam-7 Apr 5 @ 2:09pm 
Quarter Master is missing it's 4th Talent in Boatswain which is supposed to be MECHanic.

In the TalentTrees files, replace "MECHanic" with "powerarmor" to fix.
Draconis🐊  [author] Apr 2 @ 12:20am 
There is a Baroverhaul Talent patch if you want to run Baroverhaul.

I have not checked if it is 100% up to date with the new update but I know it worked previously and works with classic.

Hungry Europans adds its own thing so that is separate, no idea on husk hunter.
Razuryam Apr 2 @ 12:08am 
Sorry for asking this, i must confess im a little blind sometimes, but... i couldnt see with what mods this would be incompatible. I wanted to ask, This mod adds jobs, but that makes it incompatible with Baroverhaul overhauls the perk trees?, or other mods that adds jobs like does Hunger Europans (Chef) or the Husk Hunter? :o
RAY Mar 20 @ 11:11am 
@1ablankstare, the mod "All Jobs See Reports" can probably fix your problem.
Draconis🐊  [author] Mar 17 @ 11:40am 
If I could additivly add more jobs to the bot pool I would, however the problem is the station pulls from a single massive xml file of ALL outpost npc's.
Draconis🐊  [author] Mar 17 @ 11:39am 
Good question! so how Barotrauma works is I would need to override the ENTIRE outpost npc .xml file and in doing so I would invalidate the custom ones used in mods like EHA or DE etc etc which would mean you could hire crew from JE but the commonly used weapon and content mod characters would not spawn.
suomuhauki Mar 16 @ 3:41am 
why cant you make these jobs hirelable? if a bot of a certain job dies, ypu cant get thst job ever again
Draconis🐊  [author] Mar 8 @ 9:13am 
They are in the mod files?
Уборщик Бол Mar 6 @ 3:37am 
Hello, dear developers. I'm asking you to send me the icons of the professions. If you send it, I will be grateful!
Draconis🐊  [author] Feb 26 @ 12:55pm 
Jobs have reports similar to vanilla so chief of the boat has electrician primary reports.

I wish they had just made reports universal to jobs in base game but you have to define everything out. Will look into it at some point.
1ablankstare Feb 24 @ 11:58pm 
my crew that uses the extended jobs cant get reports, so my chief of the boat cant see where the hole leaks are. is there a way to fix it
Draconis🐊  [author] Feb 14 @ 3:14pm 
I am considering bringing it back after testing, promotion was removed from vanilla partially I suspect due to the bug where creating a new character causes you to reset more than once so Assistant Promotion with XP -> New Job with correct XP, then level change -> New Job again but wiped inventory and NO XP.
DeltaSix Feb 14 @ 1:49pm 
By the way, is there any possibility of bringing back the promotion medal. I was running a campaign where there was character progression and it was working. Is it possible to make a submod or something like that?
John Bridger Feb 10 @ 3:09am 
You guys should update the flowchart if it's outdated so people don't get confused
John Bridger Feb 10 @ 3:08am 
So it's just the outfits ?
Draconis🐊  [author] Feb 9 @ 10:45pm 
It was here before I got here so it was the original work in progress of having each job has a sub job with different starting loadout that was potentially going to have its own features?
John Bridger Feb 9 @ 2:21pm 
What are the "subjobs" thing in the flowchart like for commanding officer "Veteran, Admiral, Pirate Lord" ? What is it supposed to be ?
Draconis🐊  [author] Feb 8 @ 10:51pm 
Its for Neurotrauma blood type cards
Monolithmilitary Feb 8 @ 10:38pm 
Tell me, what is this slot in the ID card?
DeltaSix Feb 8 @ 1:46pm 
Promotion medal still working but only playing in normal mode, i did it as a test to my new server and it is working, after you select the new class the host new to start the mission and then you will start with the new char that's it.
Draconis🐊  [author] Feb 8 @ 10:17am 
Yeah ok so

<Abilities>
<CharacterAbilityGiveFlag flagtype="RetainExperienceForNewCharacter" />
</Abilities>

Which is a legacy function of a talent from old Graduation Ceremony looks like it no longer works?
The ability is flagging correctly but when you make a new character it doesn't seem to work and due to the create new character bug in base Barotrauma even if it DID work there is a chance you would have your experience reset due to double (even triple) new character. going to just comment it out!
Draconis🐊  [author] Feb 8 @ 10:10am 
Thanks I will go look for them in the code I am pretty sure they are severely outdated/broken. I thought they were linked to an unused talent last I checked so didn't comment them out.
Gamling Feb 7 @ 10:32pm 
They were craftable