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https://pastebin.com/HPT92CDP
Do you know what this could mean?
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.
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
@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
@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.
Supercapacitor straight up not working even when it is fixed
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.
and no oxygen making
@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.
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!
Thanks for your time, brother.
And I'm glad you guys are having a great time with the mod! :)
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.
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.
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.
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.
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.
@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.
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)
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.