Barotrauma

Barotrauma

Immersive Diving Gear
332 Comments
Giggles Sep 22 @ 7:53pm 
Soft incompatability with any of the Barocraftable mods as dive suits aren't craftable (given this mod replaces them).
Viper Sep 10 @ 8:55am 
i have a really dumb request. can you make it work with robotrauma remake?
CaptainBadger Aug 30 @ 3:08pm 
@ratatouille I can't tell if you're actually being serious or not, it's not like you're being forced to use the mod and I sincerely doubt M is going to change anything considering how wholly unhelpful your comment is.
ratatouille Aug 30 @ 1:08pm 
THIS MOD SUCKS ASS I FUCKING HATE IT SO MUCH IT JUST MAKES THE GAME AWFUL
Why are we still here Aug 3 @ 2:02pm 
The only way to make sure they don't die from this is by switching to them before they get out, and make sure to manually close the valve and then wait and get out but obviously this makes it extremely awkward to use solo due to how the game manages the following mechanic and the bot orders
Why are we still here Aug 3 @ 2:02pm 
No, PBL is right (tho he's not explaining it right) and it's absolutely fucking annoying, tho I love the mod but the bots just get way too retarded with it and I constantly end up with bots dying due to pressure if they're following me and/or they happen to be in the wrong place at the wrong time; even though they put on their suit

What I believe is happening is that, sometimes, the bots keep the 'real' helmets on, the ones they need to wear if you're controlling them, and if they are still wearing it when you call for them to follow you (and they're still in the ship), they'll put on a suit, wait a couple seconds in the airlock, and get out and poof, dead bot
It doesn't seem to occur all the time though, so I don't know what repro steps to give you, but it happens enough that I'm thinking I'll play without this mod for the future playthroughs because it just feels so fucking cheap to have bots die from literally nothing for no reasons whatsoever
Shade Jul 22 @ 8:17am 
Is it by design to have a normal helmet along side a specific suit like the Military MK-1 hardsuit, or are the helmets spawning supposed to match?
ElvenDaddy Jul 13 @ 2:14pm 
There seems to be an issue with PUCS when using enhanced reactors mod
Kakudate Karin Wangy Jul 13 @ 5:35am 
EW2 patch when
agorushkin Jul 4 @ 12:38am 
Is it safe to remove mid campaign?
<†>Baigle1<†>™ Jun 25 @ 9:34pm 
Had a funny thought that anyone is free to use how they'd like, about getting mechanical suit lacerations or arc holes on a pressurized suit giving a small chance to cause explosive decompression. Since this has happened irl for 4.5psi space suits, rather than several bar to tens of bar pressure game scenarios, I'd imagine the results to be more violent and damaging in game lore, even if the hole was small and it was likely on a glove inner bend.

tldr: "thanks, satan!"
_]|M|[_  [author] Jun 23 @ 4:06am 
@<†>Baigle1<†>™: I'll check on the patch to see if it needs some updating :steamthumbsup:
_]|M|[_  [author] Jun 23 @ 4:05am 
@PBL: Bots are not impacted by the mod's mechanics. They spawn a helmet on themselves just so they don't look weird diving without a helmet as bots only recognize the diving suit item as it's suit+helmet in one item in vanilla. The suit is what makes them resistant to pressure. Their custom helmet will also prevent you from dying when you switch to them while they're diving. Only once the character has moved out of the water and not prone to implode, the helmet will automatically disappear since it was not originally part of your equipment and basically "cheated in" by the bot.
Nic Jun 21 @ 3:16pm 
probably something to make AI work properly and nicely
PBL Jun 21 @ 9:11am 
So i tested nothing but this mod alone, and i noticed when i tell the AI to put on a suit they will, but if i take control of them the helmet will just disapear, if i change to another character it appears again.

I also noticed that if you tell them to get a suit they above will happen, but if you give them a helmet and close the valve preassure goes but when you change characters if just keeps reseting to 0
<†>Baigle1<†>™ Jun 21 @ 7:04am 
I can't get this to load properly between, before, or after Real Sonar and Hazardous Reactors mods, including with the RS and HR mod patch loaded before or after

Loading them at the beginning or the end of the mod list also does not effectualize their slot changes or button mechanics
PBL Jun 20 @ 6:37pm 
Is it just me or do the npcs not need to pressurise their suits when they go in the water?
_]|M|[_  [author] Jun 17 @ 3:37am 
@Тупой зомби: Then the author of those modded subs either forgot to set the "divingcab" tag to the diving cabinet or disabled "autofill" on the suit lockers and cabinets.

@Roadent: Funky bug that I can't really fix unfortunately.

@Nic: Yeah it's possible, but usually people notice it unless they're new to the mod.
Nic Jun 12 @ 11:50pm 
(I forgot the step of putting it back but I doubt anybody ready would've been that confused)
Nic Jun 12 @ 11:49pm 
fun fact, you can put on a helmet, set it to pressurize, then the next unsuspecting fool who decides to put on the helmet then take it off right away for some reason goes POP, evil stuff man
Roadent Jun 9 @ 3:38pm 
Putting on a Diving Suit in an Innerwear slot, and then an Exosuit in the Outerwear slot leads to a visual bug, where the character appears like a headless Diving Suit (even though they still walk at the speed of the Exosuit, have a weak flashlight of the Exosuit, and have the walking sounds of the Exosuit)
Тупой зомби Jun 6 @ 2:54pm 
Hello! Unfortunately my friend has the same issue as @Latteverse. No other mods than LuaForBarotrauma, Immersive Diving Gear and workshop submarines. On vanilla subs everything is perfectly fine, but modded subs dont have helmets. This happens both in singleplayer and multiplayer
_]|M|[_  [author] Jun 2 @ 3:30am 
@Latteverse: You might be experiencing compatibility issues. I've just tested by hosting a multiplayer session with a Dugong as the starting submarine and the helmets spawned in the cabinets just fine.
So another mod might be overriding the diving suit cabinets. Try putting the mod higher in your load order.
Latteverse Jun 1 @ 10:35am 
Hello! Is there any way to fix no helmets appearing in the subs whatsoever? Every time I load in multiplayer my subs don't have any helmets in the lockers, making them pretty much helmet-less, I would like to know if there's a fix to that.
TecBill May 29 @ 3:06pm 
Can you add hazmat helmet to the text file?
_]|M|[_  [author] May 3 @ 4:09am 
Sorry for the late replies!

@Sunflower: Yes it is! I try to design all my mods to be compatible with each other or provide compatibility patches listed in the description if it's not possible without patching.

@ChamParis: You'd have to just replace the modded item code with the vanilla code in an override. Can't remove it otherwise.
ChamParis Apr 15 @ 3:02am 
Lovely mod ! Im doing a bit of a project making a custom diving suit following your xml guidelines, and Im planning to just make a modified version of your mod that only affects the one suit. Im just wondering how to go about resetting all other suits to vanilla.
Susflower Apr 4 @ 10:16am 
This is compatible with Immersive Repairs?
Razuryam Mar 31 @ 11:05am 
@_]|M|[_ Oh! thanks for telling me, and thats great to know. Also thats understandable try not to over burn yourself, Its already nice and you not only have manage to bring so many immersion mods but keep them updated. make sure to have some proper rest and time for yourself :MHRISE_happy:
_]|M|[_  [author] Mar 31 @ 11:01am 
@Razuryam: Thank you! NEEDS shouldn't be used anymore. It's not maintained and outdated. I'm adding some of its functionality directly to Hungry Europans, but I can't say when I'm finally done with that update... At the moment I can barely find the time and energy to work on mods unfortunately. Sometimes I do a bit on the weekends, but mostly I have to wait until I can get some vacation to actually focus on modding.
Razuryam Mar 30 @ 5:29pm 
@_]|M|[_ ah, i see well then is good to know that, then ill just skip adding Hazardous reactors. So far ive made a decently big list of mod including most of your mods and its working perfectly fine, ill try to not over do it. Since i want to start creating my custom submarines that can work with this content. Your mods are really awesome by the way, they add a complexity to the game that can still be enjoyed in the single player without necessarily turning it impossible. Now ill just need to add Needs to the list to work with Hungry Europans haha.
_]|M|[_  [author] Mar 30 @ 10:19am 
@Wulfty: Ok nvm I saw you also asked in the discussion. So it's the regular diving suit set. I'll check on it.
_]|M|[_  [author] Mar 30 @ 10:03am 
@ProdiJy2000: I'm not interested in making it compatible since I don't play with that mod and it's quite a lot of work which I don't have the time for anymore.

@Wulfty: Which suit and helmet specifically does this happen with?

@Unbearable TEDDY: The simplest, but messy approach would be just removing <Fabricate>, <Price> and <PreferredContainer> from all helmets and applying the tags the suit is checking for directly to the suit itself or the character. The GUI for pressurization would need to be moved into the suit items as well then.

@Razuryam: No idea honestly as I haven't played with that mod. I personally only use Enhanced Reactors (and its management add-on if we're playing MP)
Hazardous Enhanced Reactors is probably outdated since I made multiple updates to Enhanced Reactors, including lua performance improvements by Evil Factory.
Razuryam Mar 27 @ 9:28pm 
Lil question, if i want to use this mod with Hazardous enhanced Reactors, with what patches should i work with, The Enhanced reactor ones or the Hazardous ones? ;o
Unbearable TEDDY Mar 17 @ 11:45am 
Hello, I have a question regarding altering the mod files for personal use with my group of friends. I understand you're very busy, but was wondering if you knew if it was possible to remove the helmets all together and incorporate the pressure mechanics into just the diving suits? If so, are their any tips you could give to point me in the right direction to do that? I really would like to play with this mod, but that has sadly been the stipulation decided amongst the group. I have time to mess around with the mod files but just wanted to make sure it was even possible before I spend too long on it. Thank you very much for all the work you've done!
Wulfty Mar 7 @ 10:02pm 
I think I'm having issues with the mod. Every time I try to leave the sub with a full set rated for 4000m at 2000m my character takes damage despite being fully pressurized.
ProdiJy2000 Mar 2 @ 6:39pm 
Is there a patch for the barotrauma suits. I was suprised when I didnt find one since its so popular. Is it not possible?
Eye5x5 Feb 24 @ 10:26pm 
great mod, I wish there were more mods that add weaknesses and debuffs to diving suits. Sure, if you swim out and can't get back to your submarine you are 100% dead, but still, if you know where your submarine is and have enough oxygen to get to it, there is basically no risk to going outside. Which sucks because I really like the idea of being completely stuck in this claustrophobic layered titanium tube with 99% chance of death if you somehow get outside of it and I feel like especially with the only weakness of diving suits being oxygen and maybe crush depth, the game really doesn't emphasize on it enough, to me atleast.
Biggis Dickus Feb 6 @ 6:54am 
ah that is too bad. I tried it with that mod but any other mod that adds diving suits causes the diving suit to be swappable. need a version with suit that is completely locked to the player only removable via tool or button press.
_]|M|[_  [author] Feb 5 @ 2:03pm 
@Biggis Dickus: This is an XML only mod and XML is very limited so the progress bar for example is impossible to add. However there is a C# mod which has been released very recently that locks the diving suits of this mod when they're pressurized.
You can find it here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3412298275
Biggis Dickus Feb 5 @ 6:39am 
I have had issues with this, with any other mod that adds dive suits this does not work and you explode yourself, even with the mod that is supposed to prevent this.

We need a way to lock the dive suit to the player, I had to stop using the mod because of the issues with collecting items and dive suits from corpses.

There needs to be a way to lock the dive suit and helmet. also there should be a "progress bar" to unequip the suit, like how there is a progress bar for removing potted plants etc. Its silly that a potted plant takes more effort to remove than a pressurized dive suit! This would stop accidental removal.

Sadly this make it UN-ImmersiveDiving! Even being able to drag the dive suit off the player is just too easy to do. the helmet would have a locking mech that would be locked to the suit when the valve was turned closed. thus the value would have to be turned to pressure release for the helmet to unlock!
_]|M|[_  [author] Feb 2 @ 6:47am 
@Indie-ana Jones: I'll check on it.

@Stratus: Exosuits are unaffected by this mod's pressure mechanic.
Stratus Feb 1 @ 3:20pm 
Was just wondering if this changes the exosuit in anyway? Or is it always pressurized and allow someone to get in and out of it.
SSlavyanesh Jan 23 @ 7:30am 
@_]|M|[_ thx
Indie-ana Jones Jan 21 @ 11:51pm 
The clown diving suit doesn't seem able to pressurize at all.
_]|M|[_  [author] Jan 19 @ 1:25pm 
@SSlavyanesh: Yes this is compatible. There's no custom medical afflictions that could conflict with Neurotrauma in this.
Salsa Jan 18 @ 4:25pm 
@Garother ETA on an upload? I can never remember to depressurize my suit and kill myself all the time.
SSlavyanesh Jan 5 @ 8:07am 
This mod compatible with neurotrauma? Ofc maybe im stupid and dont found info abt it in description, but i need to know this
cuphead Dec 28, 2024 @ 7:36pm 
okay have good luck
_]|M|[_  [author] Dec 28, 2024 @ 7:47am 
@cuphead: Sorry, but that is way too much work for something I'm personally not really interested in. I don't have a lot of free time so when I spent time modding I'm keeping focus on things I'm actually interested in. I've left examples and comments in the mod's code itself so if someone wants to try their hands on creating a compatibility patch, feel free to do so!