Barotrauma

Barotrauma

Immersive Repairs
782 Comments
Checkered Scones 7 hours ago 
You should make it more feasible to recharge supercapacitors and fight abyss creatures, because this mod makes abyss creature figthts extremely difficult.
Checkered Scones 7 hours ago 
You should add an item like electrical tape or a unique upgrade which prevents discharging from batteries/supercapacitors so abyss creature fights are less obnoxious
_]|M|[_  [author] 11 hours ago 
@RecombinantDAD: As in it still shows up as craftable in the fabricator? If yes, have one of them in your inventory and hower your cursor over it and check the purple text. It states which mod is currently overriding the item. So if there's another mod name in purple, that mod is causing it to reappear in the fabricator and would need to be placed below Immersive Repairs in your load order.
RecombinantDAD Jun 20 @ 7:57pm 
Can't seem to get rid of the fixfoam grenade as an option anymore. I tried changing load orders from what it was before and still not able to get the grenade form to disappear as an option.
Divisionic Jun 19 @ 10:44am 
Fixed the bug by getting the Vanilla Oxygen patch in, which is a shame, but it is what it is.
_]|M|[_  [author] Jun 19 @ 10:34am 
@Divisionic: That's a vanilla bug. At some point the game may start assigning already assigned IDs to new items when loading a level and then crashes because the ID couldn't be assigned. It's very rare in vanilla and the chance of it happening increases with each modded item added to the game. There's currently no solution to this and the devs have not been able to reproduce the issue.
Divisionic Jun 19 @ 8:13am 
Hey, my campaign has been getting a crashing bug from presumably the Oxygen part of your Mods, specifically the Vent Blade.

https://pastebin.com/HPT92CDP

Do you know what this could mean?
_]|M|[_  [author] Jun 17 @ 3:25am 
@Difficulty Tweak: The multitool replaced the vanilla repair pack which was a one time use item. The multitool is intended to be more of an emergency device to temporarily repair the submarine's devices extremely fast. Like the repair pack it replaces, it is not designed to be constantly used.
I've never played vanilla since the devs changed the repair pack into a multitool themselves so I'll check it out and perhaps rebalance the multitool a bit afterwards.

@IdyllicIda: No, once they're broken you'll need to replace them with new ones and can scrap the broken ones.
IdyllicIda Jun 15 @ 4:31pm 
Is there a way to repair vent blades?
Difficulty Tweak Jun 14 @ 8:52am 
would it be possible to change the multitool to take batteries instead of FPGAs? i feel like the rate at which it consumes them is way too punishing for how materially expensive FPGAs are (even with submarine of things), and it's not really immersive imo for a powered tool to just eat circuit boards instead of something that could actually provide power like a battery that needs charging periodically

either that or bring the vanilla multitool back in and rename the modded one into a Powered Multitool or something and leave it as is,with the tradeoff being getting the point and click mode that doesn't rely on your engineering skills, but having to feed it to keep it running so that a mechanic can pass them out to non-engineering crew
_]|M|[_  [author] Jun 14 @ 6:13am 
@Aether♢Astra: Checked on the turrets. Seems like the game is currently broken in that regard. Even in vanilla, all auto-operate wire connections are only loaded in sub-editor editing mode. As soon as you load into play mode, the connections disappear and the wires dangle around. So automatic turrets seem to be broken and not possible in the current game version.

@goodcat, @SlobSlore: Can't reproduce your issue. Works fine on my end so you're likely experiencing compatibility issues with another mod.

@AgoodBoi: That's quite odd since skill gain isn't even modified at all by this mod and can't be modified via XML mods afaik.

@Roadent: Good find! Fixed now :steamthumbsup:

@NoMoreRush: Your issue description sounds exactly like the issue from incorrect load order, especially when palying with DynamicEuropa and not having IR above DE. If you're absolutely sure, it's not the load order, you might be using an incompatible mod.
NoMoreRush Jun 14 @ 6:06am 
@Чунга Чанга Mod order seems to be correct but its still not fixed. there is electric current noises and visuals on the junctions and one of our supercapacitors is completly out of action again with same visuals and sounds...
Чунга Чанга Jun 13 @ 10:41am 
@NoMoreRush Turn on the mods in the correct order, then it will be fixed.
NoMoreRush Jun 9 @ 1:06pm 
How do we fix electrical animation stuck on supercapacitors and jucntion boxes?
Supercapacitor straight up not working even when it is fixed
SlobSlore Jun 6 @ 2:02pm 
vents are not spinning and no oxygen
Roadent Jun 6 @ 4:33am 
Found what I consider to be a bug.

If you insert a Concentrated Welding Fuel Tank inside a Flamer, the weapon doesn't use up the condition of the tank. You can flame indefinitely.
AgoodBoi Jun 4 @ 1:57pm 
Noticed while using this mod that our crew is not getting xp from electrical repairs, weird bug and we are fairly it is this mod causing it…
goodcat Jun 3 @ 3:59pm 
weird bug or whatever i s this , vents are not spining
and no oxygen making
_]|M|[_  [author] Jun 2 @ 4:07am 
@Aether♢Astra: I guess something about turret AI was changed. I'll check on it.

@Angreifer_Timith: Bots don't get welder's eye. Can't make them equip the masks automatically so I made them immune to it. The mod isn't really intended for bots and more for player mechanics.

@SpaceWeasel: Wrong load order. Please check the description and adjust it accordingly to fix the issue.

@Thisisaname: The Baroverhaul author created a compatibility patch which will allow you to use both mods. Check its description and follow load order instructions.

@Scoober: Highly unlikely as I don't play with those mods and don't have enough time to maintain all that.

@axdittma: Thanks for reporting. The O2 generators were indeed still allowing to refill tanks without the filter. Next patch will fix this, however the diving shelfs will still continue to refill the tanks as I'm not overwriting those with this mod.
axdittma May 31 @ 10:24pm 
I'm not sure if this is another mod or not and I don't care if it gets fixed, but a funny behaviour I found: if I remove the filter from a station's oxygen generator they all put on masks, replacing their tanks in the O2 generator after a while. (it doesn't need a filter to fill them)
If I steal these tanks while they're not looking eventually they run out, and as a solution they just start spawning new tanks in forever and dropping old ones on the floor.
I now have over 60 aluminum!
Scoober May 29 @ 10:26pm 
Heya man. I wanted to see if it were possible to make a patch for Nosophobia and enhanced armaments. This, to make the Firefighter suit somewhat (If not just straight up) viable against some of it's agents.

Thanks for your time, brother.
Thisisaname May 24 @ 4:38am 
Is this compatible with Baroverhaul?
SpaceWeasel May 22 @ 10:53am 
I have a bug (?) when a junction box gets damaged, a blue spark effect appears but does not go away even after 100% repairs
Angreifer_Timith May 19 @ 4:34am 
This might be a stupid question, but don't bots get the welder's eye effect? Because my AI crewmates never wear the welding masks when repairing, even though i have put one in their inventory.
Aether♢Astra May 18 @ 2:10pm 
the shuttle thats bundled with this the guns inside dont fire anymore
Poly May 18 @ 2:00pm 
oh thank you, didnt even realize i had em in the wrong order
_]|M|[_  [author] May 18 @ 1:45pm 
@Poly: Wrong mod load order. Please check and follow load order instructions as listed in the description above.
Poly May 18 @ 1:05pm 
what causes the sparking effect on batteries and junction boxes? for some reason, fully repaired junction boxes and batteries still make an angry hum and spark some, and i cannot figure out why
_]|M|[_  [author] May 18 @ 11:32am 
I'll look into making the welding tools more compatible with the bots tho :steamthumbsup:
And I'm glad you guys are having a great time with the mod! :)
_]|M|[_  [author] May 18 @ 11:29am 
@Xiivait: I'll update the code for the multitool with functions that have since been introduced to the game so hopefully that'll fix that FPGA issue.

As for inventory clutter. Yeah if you use Neurotrauma, things will be cluttered, but why do you want to carry everything with you at all times? Have a medic with you that carries the meds, let the mechanics carry the mechanical gear. The mod is not designed with an "everyone does everything" kind of playstyle in mind and keeping things to their role won't clutter the inventory.

The welding mask isn't intended to be worn all the time to create that risk of forgetting about it.

Bots have the vanilla welding range for both of the tools. Everytime the tool gets used, it checks if the user is a bot or player and then adjusts the welding range. The only issue bots are having with it is the actual welding flame being offset which they don't calculate for, thus sometimes welding above the spot they try to hit.
Xiivait May 18 @ 3:30am 
We're also having an issue with the Multitool: it can't be repaired using FPGA circuits. Sometimes the option shows up, sometimes it doesn't. It says "Immersive Repairs" is the mod used, and we aren't using any mods marked as incompatible. All available patches are installed, and the load order is correct. The only potential clue might be the new version of NT Cybernetics, but I don't see why it would interfere with the Multitool interface. All the mods we use are also present in your "Barotrauma Deathwish" collection, so it might be an issue on the mod's side.
Xiivait May 18 @ 3:25am 
We love this mod and use it all the time, but we regularly face two issues:

Inventory clutter – With mods like Neurotrauma, we already carry tons of medical items. Having to carry two welding tools until concentrated fuel is unlocked adds to the load (though it's a temporary issue). The bigger problem is needing both a welding mask and a helmet. The mask already reduces vision—this should be a fair tradeoff for some protection. It would be great to either combine the mask with helmets (like in Camera Mod) or have a craftable armored welding mask, to avoid constantly swapping gear.

AI & tool range – On some subs, AI can't reach hull breaches because the welding tool’s range is too short. This happens mostly before concentrated fuel becomes available. Slightly increasing the range could fix this without going full vanilla.
_]|M|[_  [author] May 17 @ 3:44pm 
@Parboleum Loyce: Ah my bad. It was changed to require a crowbar instead of a screwdriver and I forgot to adjust the mod description. This change was done to reduce the chance of accidentally finding and opening the loose vent since folks are more likely to run around with a screwdriver equipped than a crowbar.
Parboleum Loyce May 16 @ 4:06pm 
Does the loose vent interaction work properly?
My group hasn't been able to open any loose vents (while holding a screwdriver and tapping E doesn't do anything regardless of vent type) and I'm not sure if this is a core mod issue or something else causing it.
heheboi May 16 @ 4:01am 
It is better to fix leaks first and then power on devices, so electricution is not that bad.
heheboi May 16 @ 4:00am 
Literally on the pictures of mod description. To clean filters you take not 0% filter, put ethanol in it and then hold right mouse button and left one. As power issues - you need to unhook and stop charging batteries and supercaps or you will get electricuted, same goes for junction boxes. If even 1 watt goes through em, ya cooked.
Binary Reaper May 15 @ 3:40pm 
Is there a guide for this mod? Our sub flooded and we unhooked all the power but still kept getting electrocuted while we were trying to repair the junction boxes so that we could get the pumps going. We also could not figure out to clean the air filter with the ethanol.
_]|M|[_  [author] May 15 @ 2:22am 
@Alfred Glitchcock: Yes that's still accurate. To prevent junction boxes from starting fires you'll need to create a custom patch to override the junction boxes and remove the <SpawnItem> line that is responsible for spawning the effect_firestarter item.

If you don't know the basics of modding Barotrauma you can reach out via the DynamicEuropa discord server or get assistance by the community on Undertow Games discord server.
Alfred ⁧⁧Glitchcock May 14 @ 2:34pm 
Is this still accurate?

The mod does not interact nor affect passive condition loss, however once a junction box hits 50% or lower it can randomly cause a short-circuit which will damage it a bit more (-15 hp). The short-circuits have a 2/20 chance to occur every 12 seconds or instead start a fire with a 1/20 chance while the junction box is at or below 50% condition.
So 17/20 times nothing will happen.
Alfred ⁧⁧Glitchcock May 14 @ 2:12pm 
Does Immersive change some variable on how often junction boxes start a fire? Is there something we can do maybe so it doesnt start a fire? Thanks for helping!
_]|M|[_  [author] May 11 @ 12:27pm 
@DummeHytteOst: No, the fire axe is not impacted by the talents, however the halligan tool is.

@Xiivait: Not sure, I haven't tested the new version of NT Cybernetics yet so I'm not sure how it's affecting this mod.
_]|M|[_  [author] May 11 @ 12:25pm 
@xxx_420_Bad_Boy [Wizard_Cum]: I thought of the diving suits not having any UV protection since there's basically no light in that ocean, requiring the diver to get as much light as possible. That's why I decided to go that route of having to equip the mask underneath the suit. (And for compatibility reasons as I'm not willing to create more patches)
I won't make bots able to magically repair the filter (can't make them repair it like players would) and ethanol will not slow down degradation. Degradation should be paused during outpost levels by the way (if Barodevs finally fixed events not starting up correctly)
Xiivait May 11 @ 5:50am 
How to replace the Multitool FPGA circuit when using NT Cybernetics (the new version)
DummeHytteOst May 5 @ 3:29am 
does the fire axe damage increase with any of the mechanic talents? like the Multifunctional talent
Also, would you consider altering it so that ethanol slows air filter degradation and changing it so that bots can refill air filters like the engine oil?

To elaborate: I find this mod to be critical for single player as it adds depth to the repair system, but its frustrating bot maintenance can't figure out how to switch out a dang air filter.
There's even a lore justification, all diving suits are repurposed space suits. They should already either have a smart auto-adjusting visual layer or some kind of UV-reflective coating to prevent bursts of light from blinding the occupant anyways.
@_]|M|[_ would it be possible to do a patch that adds all outfits tagged diving suit to confer immunity to welders' eye? also think it should probably apply to the electrician's goggles as well!
_]|M|[_  [author] May 3 @ 3:10am 
@Kane: Not possible. The only thing that can read fuel in this game is the reactor so I'd have to turn the engine into a reactor, but that you'd always have the engine and reactor UI as it can't be hidden. So yeah if you're using a submarine that has the engine on the outside for whatever reason, then you'll have to dive out and check on it. I recommend redesigning the submarine or chaging to a different one if it gets too annoying with your current one.
Kane May 2 @ 4:06pm 
Is it possible to check the engine oil level or condition inside the submarine? Or do I always have to swim outside to the engine compartment to inspect it? That gets really annoying after a while.
_]|M|[_  [author] May 1 @ 5:10am 
@SpaceWeasel: They only do if they're damaged beyond a certain point, overvolting or another mod is causing issues.