Barotrauma

Barotrauma

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Immersive Repairs
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6.240 MB
Dec 14, 2023 @ 2:24pm
Jun 14 @ 6:12am
32 Change Notes ( view )

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Immersive Repairs

In 2 collections by _]|M|[_
Barotrauma Deathwish
63 items
Casual Ironman Campaign
17 items
Description
A Repairs Overhaul
No Lua required! Purely XML based.
Repairs will take more time and coordination between crewmembers under certain conditions.
Not recommended for people with low patience and a need for speedy campaigns.

Features:
Check the images above for more details!
  • Almost Completely Bot Friendly:
    Bots don't need to switch between different welding tools, automatically refill (repair) oil when repairing the engine and don't cause explosions on failed skill checks.
    Known issue: Bots also try to repair the submarine turrets outside, causing them to take a diving suit and then realizing that they can't follow repair orders outside the submarine, dropping the suit somewhere in your submarine or in outpost airlocks if docked. There is currently no way to get rid of this issue unless the game devs allow bots to have a repair order active outside of submarine as well... :)

  • The Right Tool For The Job:
    Pick the tool that suits your situation best! For example a jackhammer is good for mining while the plasma cutter is good for tearing down structures.

  • Outside Repairs:
    No longer can the mechanic repair everything from inside. The turrets and discharge coils will now slowly take damage from usage, so you should repair them once in a while if you don't want them to break during combat! They now also feature a condition output pin so you can wire them up to a text display to always have an eye on their condition.
    Damage on your outside hull? Better get a diving suit and go repair it from the outside as welding tools have a shorter range, require more precission and can no longer weld through multiple walls.
    Still sinking so you can't get out, but you also can't reach the leak due to some questionable sub-design? Don't worry!
    Make sure to have an "Automatic Welder" at hand to place down near a spot you seemingly can't fix and it will do the rest!

  • New Repair Failures:
    Not qualified for the job? Better leave it to the professionals. Engines can now explode on failed repair attempts and depending on the speed they were running at, the damage increases, dealing not only damage to you but to your submarine walls as well! Feeling tired? Maybe try yourself on a junction box, supercapacitor or battery to get a fresh zap of energy!

  • New Effects:
    Some items come with special effects under certain conditions. Oxygen generators will drain oxygen from all rooms when set on fire while junction boxes, supercapacitors and batteries will randomly zap, start fires or electrocute nearby water when flooded.

  • Air Filters:
    Oxygen generators now require an airfilter. Don't worry, you don't have to constantly craft a new one as long as you take care of it by regularly cleaning it with ethanol, especially after flooding! If you don't take care and let it break, you'll have to replace it with a new one.

  • Vents Need Blades:
    That's right. All of your vents will now require vent blades to function. Vent blades will take damage in water so best to check on them after a flooding! They can also be thrown at intruders (or crewmates) but they will take damage as well as the person hit by it.

  • Hidden Loose Vent Inventories:
    No longer can you tell which vent is a loose vent and which one is not. You can only find out by opening a vent with your "Action" key (default "E") while having a crowbar equipped to view the hidden inventory.

  • Oiled Engines:
    Engines will now require oil. Engines without any oil will rapidly degrade and explode upon breaking, damaging nearby players and the submarine hull. (Cooking Oil from Hungry Europans also works, but doesn't last very long)

  • Sensible Reactors:
    The same repair failure event as seen in my Enhanced Reactors mod, but without the radiation.
    Make sure to turn a reactor off before trying to repair it or it may enter a critical state which would require you to constantly repair it for about 30 seconds as soon as possible! or it will blow up while also battleing with random fires, so better have a helping hand with a fire extinguisher on your side, if you do decide to try and repair an active reactor!
    It is recommended to quickly spam-click the repair button if the reactor entered the critical state as it doesn't take any fail damage in this state, until your repair progress was successfully started and the condition is above 30%.

  • Multitool, A Repair Pack Replacement:
    Forgot the repair pack existed? Yeah, me too... It's more useful now as it has become a multitool which can repair things very quickly. It's perfect for sticky situations that require extremely fast repairs. However repairing objects with its handheld mode by just pointing and pulling the trigger is the fastest, but will not prevent degrading of the repaired object for a while, meaning it will start to degrade again right after the repair. The multitool will degrade very quickly from usage itself, making it a costly tool as it requires inserting a new fpga circuit to fix it back up again. But it also still acts as a screwdriver and wrench combined, so you don't need to carry those with you any more.

  • New Afflictions:
    Welding without a welding mask? Not a bright idea, despite the welding sparks being very bright... In fact too bright for your eyes! So watch out to not catch a "Welder's Eye" or you'll have a hard time navigating around your submarine. It can only cure on its own very slowly or treated by outpost doctors for quite hefty price!
    (Playing with Hungry Europans? Sleeping in a bed will speed up the healing process drastically!)
    Watch out for oil! Failing an engine repair or somebody throwing a canister of oil at you will spill some oil onto you, making you slip and fall for quite a while. Get rid of it quickly by getting sprayed with a sprayer containing ethanol!

  • Reworked Fixfoam:
    Fixfoam is no longer available as a grenade and can only be applied via a sprayer with a fixfoam tank to temporarily very quickly repair any leak. After applying fixfoam, you have about 3-4 minutes to weld over the fixfoamed area to prevent it from opening up the leak when it's starting to degrade.

  • New And Additional Sounds:
    Some modified items like the oxygen generator and vents will now feature new sounds and have interaction sounds when for example opening their connection or repair panel.
    If you've played with Enhanced Immersion, you're already familiar with them.

Compatibility And Other Patches:
Read the descriptions of these patches and follow load order instructions to prevent issues!
- Vanilla Oxygen Patch
- Vanilla Welding Patch
- No Turret Repairs Patch
- NT Cybernetics Compatibility Patch
- Robotrauma Compatibility Patch
- Russian Translation

Load Order:
- Enhanced Reactors / - Hazardous Reactors (If you're playing with one of them)
- Immersive Repairs
- DynamicEuropa (If you're playing with it)
- Neurotrauma (If you're playing with it)

Credits:
- Early version testing, feedback and ideas - orthos
- Firefighter Suit - Hadrada
- Simplified Chinese translation by HDC
- German Translation by profole
Popular Discussions View All (1)
0
May 10 @ 8:43am
SUGGESTIONS FOR CHANGE
Fagottini
773 Comments
Difficulty Tweak 22 hours ago 
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.