Barotrauma

Barotrauma

BioTrauma
141 Comments
ПΛПО Dragoon  [author] Jul 10 @ 1:34pm 
She was supposed to eat blood I guess it's bugged. I'll fix it tonight or tomorrow
lel Jul 9 @ 6:25pm 
how do you feed the little sister? I got a big daddy doll from the shop and gave it blood and after the sister slowly starved to death since she would eat anything i gave her.
ПΛПО Dragoon  [author] Jun 17 @ 10:00am 
Btw I'll linking the discord for those who prefer that over steam discussions
What a splendid idea to add create a bioshock mod for barotrauma its perfect.
ПΛПО Dragoon  [author] May 7 @ 2:48pm 
@doctorblue5 you can buy and craft plasmids. It should be safe to add midgame. Sorry for the late response I think your comment got buried under other notifications.

@Selvakor Plasmids use eve as ammo (place it in the plasmids). Just like in the games
Selvakor May 7 @ 1:42pm 
Serious question. How to I use the plasmid? I'm trying to use the incinerate plasmid+1 and I don't know what the ammo type needed is
doctorblue5 Mar 25 @ 3:47pm 
um, before I use this I want to ask, how do you get the items/plasmids? just find them or buy? also, is it safe for adding mid-game
Elizabean-אלישבע Mar 11 @ 9:11am 
Thanks, Mr BioTrauma. Love your work.
ПΛПО Dragoon  [author] Mar 10 @ 4:49pm 
I'll reduce the sound and I can reduce the fire rate for the rivet gun. I don't know why I made it shoot so fast to be honest. I must have been rushing. Ill also give the ion laser the same treatment

Just to let you know in Barotrauma the guns are all automatic. With the rifle if you hold down it will fire (slowly because of the reload though).
Elizabean-אלישבע Mar 10 @ 11:04am 
ALSO the Ion Laser is a fully auto gun instead of like... how it is in the game, only things that would need fixes. If you could change those things this would easily be a 10/10 mod.
Elizabean-אלישבע Mar 10 @ 11:02am 
You should make the rivet gun not automatic and fix the revolver sound. ALSO it's a bit loud.
Havel L. Krik Sep 13, 2024 @ 9:35pm 
I'll test it now. Thank you.
ПΛПО Dragoon  [author] Sep 13, 2024 @ 8:29pm 
Alright the plasmid only version is almost done. Toned down the Sonic Boom for both versions.
Havel L. Krik Sep 1, 2024 @ 3:56am 
I'd say as is, but with changes to the damage values. I think Sonic Boom hits a bit too hard while Electrocute and Incinerate are left in it wake. The Summon plasmid is too cool, if I may say. Unless you were asking Nylan, then ignore me.

I think the crafting is fine as it, I like the feature of turning Alien Blood in to Adam, and that the crafting is at a Medical Fabricator, but maybe have it where you can only buy Adam and Eve Hypos at shops instead of being able to buy Plasmids. Maybe (though I'd need to check) change the recipes to use the Alien Materials.
ПΛПО Dragoon  [author] Sep 1, 2024 @ 3:08am 
How would you like those implemented?
Havel L. Krik Sep 1, 2024 @ 2:25am 
@Nylan
Ditto!
TheNylan Aug 21, 2024 @ 11:18am 
could you make a version with only the plasmids?
ПΛПО Dragoon  [author] Jun 12, 2024 @ 12:02am 
Thanks for the feed back! Ill reduce the recoil and speed up the revolver. It should be just a little be faster then the vanilla one so if it's not then ill speed it up
Havel L. Krik Jun 11, 2024 @ 1:06am 
Well, I shouldn't say 'damn'. If you're fixing things then I don't need the standalone because everything else will work. I will say that several Big Daddy weapons have too high of recoil and the revolver (I feel) shoots too slowly.
Havel L. Krik Jun 10, 2024 @ 7:07pm 
Damn.
ПΛПО Dragoon  [author] Jun 10, 2024 @ 5:59pm 
No, but I will fix those issues I didn't see this message since my messages got flooded.
Havel L. Krik Jun 10, 2024 @ 4:48pm 
Can you make a standalone for the plasmids please?
estevaoalvestaufer May 8, 2024 @ 6:35pm 
cant post all. but not working
estevaoalvestaufer May 8, 2024 @ 6:35pm 
‖color:#9370DB‖[BioTruma]‖color:end‖ Failed to load "C:/Users/estev_/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2633688054/Item/Bioshock weapons.xml": Failed to add the prefab "Rivetgun", "Rivetgun" (Barotrauma.ItemPrefab) from "BioTruma" (C:\Users\estev_\AppData\Local\Daedalic Entertainment GmbH\Barotrauma\WorkshopMods\Installed\2633688054): a prefab with the same identifier from "Robotrauma" (C:\Users\estev_\AppData\Local\Daedalic Entertainment GmbH\Barotrauma\WorkshopMods\Installed\2948488019) already exists; try overriding
at Barotrauma.PrefabSelector`1.AddInternal(T prefab, Boolean isOverride) in C:\Users\Markus\RiderProjects\Barotrauma-development\Barotrauma\BarotraumaShared\SharedSource\Prefabs\PrefabSelector.cs:line 116
at Barotrauma.PrefabSelector`1.Add(T prefab, Boolean isOverride) in C:\Users\Markus\RiderProjects\Barotrauma-development\Barotrauma\BarotraumaShared\SharedS
ПΛПО Dragoon  [author] Sep 23, 2023 @ 6:37pm 
Not currently but I can try to make that a thing in the future.Maybe make it like how exosuits work...mm ill try those after I finishing adding the flood to the halo mod
Aggressive Opossums Sep 23, 2023 @ 5:42pm 
are you able to wear the bouncer armor?
ПΛПО Dragoon  [author] Aug 11, 2023 @ 3:41pm 
No, ill look into it
Shadowboss Aug 11, 2023 @ 9:51am 
Is sonic boom meant to also hurt you when you use it
Terallis Jul 13, 2023 @ 11:48pm 
Awesome! It's fantastic how active you are with responses as well. It's super appreciative, in addition to being so receptive to the feedback. :captainclown:
ПΛПО Dragoon  [author] Jul 13, 2023 @ 10:14pm 
Okay mods updated I fixed the things I forgot, lemme know if it's all better
ПΛПО Dragoon  [author] Jul 13, 2023 @ 7:49pm 
The Adam vials is due to the game updating how the production rate work. I was unable of that change. I also I didn't see you commented, my apologies.
As for the sound of pets. The frequency is vanilla, so I'm not sure how 1 pet can overwhelm you. For the little sisters they have been heavily reduced, The Bigsister however seem to not have kept he changes I'd made which again I apologize for, I must not have hit save.

The same for frequency can be said for all the creatures. I will reduce the sound again since it didn't save for any of them except the little sisters. I will also reduce the range of the calls
Terallis Jul 13, 2023 @ 6:45pm 
Actually had a bit of input as well on a few things.

One I had mentioned in the Discussion thread, but figured I'd toss it here as well. The friendly Little Sister "pets" seem to drop ADAM Vials at an alarming rate (around once every 5-10 seconds) causing an overwhelming number to spawn in a very short amount of time.

Further, though, the sound files of all of the BioTrauma enemies are always very loud and can be heard from very far off. But the worse part is how frequent the sounds are, as well. When in an area with even just a single one, it becomes overwhelming on the ears with how frequent you hear the sound effects. Even keeping one creature as a pet is overwhelming with just how much sound there is.
ПΛПО Dragoon  [author] Jul 12, 2023 @ 1:40pm 
Eyy thats great!
razolis Jul 12, 2023 @ 9:12am 
Good news, the problem seems to be gone, it's fixed :D
ПΛПО Dragoon  [author] Jul 12, 2023 @ 3:53am 
@Tyrak Updtes almost ready I went ahead and did a lil revamping as well. Creatures that use guns now hold and aim them, rather then them just being a part of their body. Check out the new screenshot
razolis Jul 11, 2023 @ 3:57pm 
I looked up the problem and I seem to haven't really gotten much out of it, I've looked around on youtube to maybe see if there's a solution there, and overall I've just gotten nothing. I don't really know what to do to figure this out. I've uninstalled every mod I have in barotrauma, same error.

I can't exactly do anything as everything seems to just equate to the error still being there.
Tyrak Jul 11, 2023 @ 10:59am 
Anyway, that's all the examples I can think of. I think, overall, reducing the damage numbers is the easiest step. For reference, we're on a lightly-modded game with Barotraumatic Creatures and some other mods that make the power level a little higher than vanilla, but not by much. Comparatively these guys are monsters, lol.

All that said, I really do appreciate the work you've done on this mod. We really like a lot of parts of it, which is why we still haven't uninstalled despite these things happening! But, if you could either re-tune the balance on the enemies, OR split the enemies/missions off into their own mod, it'd probably make for a better experience.

Thanks again for being cool, and for making cool things. A slightly-jank creation is 100% better than nothing, and your work really IS cool and very much appreciated. I sincerely mean that. <3 Much love, and best of luck to you!
Tyrak Jul 11, 2023 @ 10:56am 
As for the missions, we've tried them twice. The first was an "ADAM Nest" mission, which was 3 skull difficulty and in an early-game zone. The ship and 6-man crew were taken out in less than 60 seconds, by a single Big Daddy who swam up to the ship. For reference, we'd attempted 4- and 5-skull difficulty missions in the same zone, and were able to do those (with some difficulty)! With this, though, it just felt like we didn't have a chance, and it really caught us off guard since it was only a 3-skull mission. It was like we got hit by a nuke, lol.

The 2nd time, we went to a Lost Outpost around ~5000 meters in depth, and it was infested by ADAM users. They still one-shot us by that point, but we were able to survive by cheesing the map layout. That said, when we left the station, I found I was dead on our own sub when the new round loaded. We thought it was a bug, but it turns out a Little Sister spawned on our ship, and it just insta-killed me before I could load. :...:
Tyrak Jul 11, 2023 @ 10:52am 
Yo, I really appreciate you replying and implementing feedback, that's really cool of you. I was hesitant to even say anything because I didn't want to diminish your work, but I opted to do so just to warn folks about the balance issues. I'm really glad it didn't hurt your feelings, and that you're not taking it as an insult. <3

I'm pretty new to Barotrauma and not an expert on balancing either, but I'll try to help! We've only had a few encounters with this mod's NPCs, but every time it usually ended really poorly, lol. The biggest issue just seems to be the damage they do. No matter what gear we use, the Little Sisters just seem to one-shot us. The Big Daddies also kill people very fast if they get up close - and since they're so durable, it's hard to avoid melee without cheesing the level layout or something. I think significantly reducing the damage numbers of all the enemies would be a big step in the right direction, especially since they spawn in groups.
ПΛПО Dragoon  [author] Jul 11, 2023 @ 3:37am 
@razolis btw did you get that hash figured out, no one else has had that problem. I've been unable to replicate it.
ПΛПО Dragoon  [author] Jul 11, 2023 @ 3:36am 
@AussieNimbat I wanted them to be obtained by killing or buying in the past as a way to balance them, but with Barotruma now having craftable exosuits, and depleted fuel rods weapons I should make it craftable. Ill add that in the next update

@Tyrak Well well well someone giving feedback about the power of creatures and equipmen, thank you very much.
I mean that genuinely thank you :lunar2019grinningpig:!

It's very hard to get a sense of balance, as people in the past often ask for creatures to be extremely stronger (often due to mods they use adding powerful weapons and armor) so the most of the time, I struggle to get a feel for how strong something is.

Would you be willing to give me more specific examples? I'd love to better fine tune things, to make the experience more enjoyable.
Tyrak Jul 11, 2023 @ 1:07am 
The aesthetics of this mod are cool, but the balance is... really, really nuts. Every Big Daddy and Little Sister we've encountered was capable of one-shotting us, instantaneously. Combine that with the fact that it's sometimes unclear we're going into a mission with custom enemies, and it's made for some *extremely* unpleasant play sessions with my group.

The modeling is solid, and I appreciate the work, but the creatures (and gear to a lesser extent) is pretty massively overtuned. I can't recommend this mod in its current state.
AussieNimbat Jul 11, 2023 @ 1:00am 
Why is the Ion Laser and it's ammo not craftable or recyclable?
ПΛПО Dragoon  [author] Jul 6, 2023 @ 11:45pm 
So the Hash calculation is the issue. You are having. I have not had anyone else, report that. Ill ask some people to try add enable it.

It's 1 of 2 things
1. The name is messed up and or the number needs to be updated.
2. It's some error on your end.
razolis Jul 6, 2023 @ 1:59pm 
**P.S: I can't enable it at all within the mod menu, when I try to, it just moves it back towards the disabled mod section.
razolis Jul 6, 2023 @ 1:58pm 
The thing is it doesn't say anything via f3, the only thing that mentions an error is in the main menu when you go to "Mods", The mod is colored red and when you hover your mouse over it, it reads:

"Errors found in the content package: 'BioTruma' . Hash Calculations returned F33C84... expected D34CCB..."

I'm not entirely sure what the problem could be so I'm reaching out to you so hopefully you can try and figure out what the problem may be. If I could send a picture of what I'm seeing I would but I can't. So I just thought I'd try to explain it to my best ability.
ПΛПО Dragoon  [author] Jul 5, 2023 @ 2:40pm 
What did the issue say? When you pressed f3?
razolis Jul 5, 2023 @ 8:51am 
07/05/2023
I installed the mod and went to the mod tab in order to enable it. However it seems like it has an error that doesn't allow it to be enabled at all. Wondering if this can be fixed? I'm not entirely sure if this is still being worked on but hopefully this is seen by the mod creator.
MadmanRobi May 29, 2023 @ 11:45pm 
lol, funny how that stuff happens. Also thanks for the quick reply and quick effort to fix! This mod is awesome and I'm loving the use of plasmids in this game!
ПΛПО Dragoon  [author] May 29, 2023 @ 6:04pm 
They are hurting you the same way the flamethrower does. Idk what changed in the update but ill have it fixed in a few. Almost done with it.