Barotrauma

Barotrauma

Barotraumatic
2,525 Comments
Draconis🐊  [author] 17 hours ago 
Fault and Epicentrum needed a massive overhaul, damage was not correct at all, somehow old values got put back in from over a year ago? when?
Draconis🐊  [author] 12 Oct @ 4:26pm 
Bandolier text was for a different mod. Watcher wanderer was redone along with some creature inventories.
MasonMachineGuns  [author] 11 Oct @ 3:23pm 
they are extremly based on sound, im wondering if youre being so quiet that they donty show. what sub?
Chef Boyardee 10 Oct @ 9:51pm 
I do get some enemies in the islands, it's just the big lads that are a no-show. I try moving this to the bottom of my list and throw myself into the Abyss.
Draconis🐊  [author] 10 Oct @ 9:10pm 
No idea, check mod list and load order, if NONE are spawning something is wrong. The abyss is chock full of monsters not just abyssals so I do not know what to tell you
Chef Boyardee 10 Oct @ 8:47pm 
I have some kind of issue with Abyss creatures not spawning. I played a campaign all the way to the Great Sea, and I haven't seen any Abyss creature spawns (aside from a few hunting side objectives). The only mod I have on that "might" affect this one is Enhanced Armaments. I do have this mod on the very top of my load order, if that has anything to do with my issue.
Draconis🐊  [author] 10 Oct @ 7:17pm 
I am no longer accepting unsolicited friend requests on Steam since I have gotten 10 in the past few days from issues ranging from "How do I update the mod", "Mod is cool but can you vote for my counterstrike team on this sketchy gambling site" and " X monster is hard is this intentional?"

Will read comments here and respond in a somewhat timely manner as usual
Draconis🐊  [author] 9 Oct @ 1:05pm 
Thresher King was having MASSIVE issues including lag. Fixed

Reduced HP on Leatherback and Savage Leatherback.
Draconis🐊  [author] 8 Oct @ 6:11pm 
Yeah its like TOUGH and wears Armor but its not like impossible in Vanilla, its just a huge threat, I have killed them out on caves dives and survived with just a smg or shotgun, you can even sever its head with an axe rarely.
JvnkoLovesYou 8 Oct @ 5:12pm 
but i did see its id necklace, i love it
JvnkoLovesYou 8 Oct @ 5:11pm 
tested in sub editor, it took 1 full smg magazine to the head, and 3 shotgun shells point blank :steamsad: It very well may be an issue with my modlist however.
Draconis🐊  [author] 8 Oct @ 4:07pm 
No idea on your modlist if you mess with the human.xml to make things harder its going to be extremely rough. He can't take too many hits and should sometimes panic if injured heavily
Draconis🐊  [author] 8 Oct @ 4:06pm 
It dies to SMG and harpoon fire, target its head or soft underbelly, it is however it is an exceptionally deadly and intelligent reptillian horror. Check out his little ID card necklace!
JvnkoLovesYou 8 Oct @ 4:00pm 
is the scavenger intended to be as powerful as it is or do i have a bug :steamsad: it swam at mach fuck to the docking port, one shot the door, and then started killing crew in 2-3 hits :steamsad:
Draconis🐊  [author] 8 Oct @ 1:33pm 
oh so how that code works as you hold the trigger down it constantly uses the ammo box to remove and add condition at the same time but it only worked in older versions due to a timing/delta time quirk. Effectively its using and adding condition to the ammo even when its not firing but trigger is being held and is trying to average a held trigger to produce 200 shots or whatever. The new system ONLY removes condition when a projectile is fired.
Draconis🐊  [author] 8 Oct @ 1:32pm 
Still using the very outdated trick condition to the ammo box hack code as well. They are both outdated and filled the console with errors necessitating people use mods like "Don't open console on Errors"

I can't really troubleshoot this further.

<StatusEffect type="OnUse" target="This" condition="0.333" disabledeltatime="true" stackable="false">
<Conditional condition="gt 0" />
<RequiredItem items="ekgunnery_chaingunphysicoriumround" type="Contained" />
</StatusEffect>
<StatusEffect type="OnUse" target="This" condition="-0.333" disabledeltatime="true" stackable="false">
<Conditional condition="gt 0" />
<SpawnItem identifiers="ekgunnery_chaingunphysicoriumround" spawnposition="ThisInventory" />
</StatusEffect>
<Containable identifiers="ekgunnery_chaingunphysicoriumround" />
</ItemContainer>
JossyFoxxy 8 Oct @ 1:29pm 
Oh... ew
So I should just play with the old EK 1.x.x mods, right? That's what I'd been using prior and they worked just fine.
Draconis🐊  [author] 8 Oct @ 1:22pm 
So *sucks teeth* I was looking at the code for that and its basically just the legacy versions of the mods ran through some kind of chatgpt coding and some translation stuff.

Spawn a normal EK/1.x hull foam sprayer and compare it to the one in the Chinese version and how its absurdly oversized due to a scale issue when the code was formatted.
JossyFoxxy 8 Oct @ 1:20pm 
If that's not the issue then it must be hungry europans cause I'm going full rounds in the Plateau with only a single monster group spawning at max world aggression :C
JossyFoxxy 8 Oct @ 1:03pm 
Oh, no, it's a remaster by Lucifinel! Last updated august 18th
Draconis🐊  [author] 8 Oct @ 12:54pm 
EK hasn't been updated since 2022 so I can't trouble shoot using outdated mods.
Draconis🐊  [author] 8 Oct @ 12:53pm 
So abyss creatures respawn even in vanilla, don't stay down too long.
JossyFoxxy 8 Oct @ 12:48pm 
Hey! Been playing with the mod on for a long time and I love it
Though recently, I started a new campaign and the only two additions are the EK Mods remastered and Hungry Europans. Barotraumatic is still at the top of the load order as always despite EK saying it needs to go on top.
Even at the highest difficulty, monsters don't seem to spawn like they are supposed to anymore. It's like vanilla barotrauma, just a pre-set number of monsters, no random spawns, and mostly crawlers, watchers, vanilla monsters.
Do the EK mods interfere in any way, as far as you know?
Beel 8 Oct @ 5:37am 
i.. see. okay so i am like near the startish of the aphotic plateau. i am on 45 difficulty and..goodness, that was my first lost round in a good while. we got ambushed by separtists(i think dynamic europa). we took em out with EHA, and then when we went abyss diving, young endworms greeted us, proper endworm was fought off, then we tried to mine caves, second endworm came by, then a third endworm after i died and tried to come back to the abyss, and then in my death screen again, i saw our sub being attacked by 3 full on endworms? am i just unlucky or did other mods screw with the difficulty, im running enhanced husks over it all and DE at the bottom
Draconis🐊  [author] 8 Oct @ 4:23am 
Each biome is curated to have its own eco system and random monsters at certain depths. It uses a series of timed/range events to periodically spawn monsters groups and smaller wandering packs at both the main/side path and in the abyss. Meaning that its not just giant abyss monsters but other strange things that rarely stray into the upper reaches.
Beel 8 Oct @ 12:55am 
hey so do i understand this correctly, that barotraumatic makes it so that the round becomes harder and harder as time passes?
New Black 7 Oct @ 6:36pm 
I see, but still thank you for your patience
Draconis🐊  [author] 7 Oct @ 11:52am 
There is so much stuff in here that belongs to so many different people, many of whom have not been around or played the game since 2022 and several who are active but only work on Barotraumatic it would be hard to figure out a blanket permission.
New Black 7 Oct @ 4:44am 
Hi, me and my crew are developing a new mod, and we want to use some creatures of your mod and do some alternatives so that we can create some more cool stuffs in our mod, i'm asking if you could let us to do so. Surely we'll add you and your mod to our list of acknowledgements, and we will indicate the source.:steamhappy:
speeks 6 Oct @ 11:05am 
Hi, I noticed that when applying the infected dive suit to corpses. It spawns two thalamhusks
william.lewis.462 6 Oct @ 6:49am 
Has anyone been getting bad performance with this mod recently?
Draconis🐊  [author] 5 Oct @ 10:17pm 
This mod does not require improved husk.
cuujm 5 Oct @ 8:12pm 
ur works r amazing! i wonder if its possible to activate this mode and do not activate the old "improved husk" content?
Draconis🐊  [author] 5 Oct @ 9:31am 
yes it works
Devil Zil Maker 4 Oct @ 11:46pm 
How it work, if i add in existing game save?
Draconis🐊  [author] 4 Oct @ 10:01pm 
Thanks we have spent an extreme amount of time tweaking it. I gotta get another fix out soon for that scooter though
Pajser 4 Oct @ 8:31pm 
Bro, This is one of the best mods I played in my life
Draconis🐊  [author] 4 Oct @ 2:25pm 
Looks like I missed one of the new pathless .png but I got all of the other ones. oo, next update I guess
Enix 4 Oct @ 1:11pm 
[Barotraumatic] Sprite "C:/Users/egor_/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2518816103/Items/Tools/Scooter.png" not found!
Draconis🐊  [author] 3 Oct @ 4:57pm 
Ok so fun times. I want to get a few sets of variants out in the next big update so I can refine the spawn list to have different raptors, crawlers and threshers to go a long with the big husk update earlier this year.

Unlike the husks where you can really go crazy with the base game suits or legacy rig suit claws. I am trying to figure out some things to really flip into the lists for crawler_random and such. The new lava thresher is very much biome locked and might need to get some nice updates to the abyss in Great Sea spawn lists where volcanoes and smokers are extremely common.
Draconis🐊  [author] 3 Oct @ 3:10pm 
update was supposed to go out this morning should be a solid round of serious bug fixes and inventory errors. oof
Draconis🐊  [author] 1 Oct @ 11:41pm 
The sprite exists but it was pointing at the wrong png for horizonrtal containers, will fix this weekend in patch
Draconis🐊  [author] 1 Oct @ 11:33pm 
odd I could of sworn it did at one point, also there was a light and heavy version kicking around. Will look into it.
Rhyufer 1 Oct @ 6:29pm 
The Jovian diving suit doesn't have a sprite for large diving suit lockers, so when its put in a large diving suit locker, its invisible
Draconis🐊  [author] 30 Sep @ 11:26am 
Did a scan, turns out creature editor didn't catch the low chance of burns on lavathresher bites for whatever reason and posting errors in console big time, changed to burn and hotfixed, not updating it for a week even if something else pops up again soon.
Draconis🐊  [author] 30 Sep @ 10:16am 
This is neat but this is someone elses new mod
Draconis🐊  [author] 30 Sep @ 6:50am 
Ok so fairly heavy series of patches and fixes, we have a new enemy in the form of the Watcher Elite, New Alpha Charby sprite and redone lava thresher sprites.

clown driver bomber has a battery in their scooter, as does the trimmer saw on spawn.

Lots of bleeding and damage issues fixed especially on the fractal mermaid which had too many attacks and each could do one shot lethal damage chance on hit. now it has several steady raking attacks and the special claw attack. It actually had paralyzing attack but it was so low it would never built up enough in the characters system so it was removed.
Draconis🐊  [author] 27 Sep @ 12:34pm 
Its supposed to have disposable batteries in it, or is it spoooooky running on clown magic?
Anphenion 27 Sep @ 6:57am 
Make the DeepseaclownnewSaw spawn with fulgurium batteries or any kind of batteries