Barotrauma 潜渊症

Barotrauma 潜渊症

Jobs Extended
403 条留言
Draconis🐊  [作者] 11 月 16 日 下午 10:08 
going to make artsy smithy make higher quality knives and multitools next update
single father 11 月 16 日 上午 11:16 
welcome to the station crew
L'Etranger 11 月 16 日 上午 1:35 
Finally


Space Station 13
Mechanos 11 月 15 日 下午 6:53 
Am I correct, in that I'm not seeing any custom jobs related to expanding engineering/mechanics/wiring/trading/etc, other than.. giving more weapons to the lead engineer/mechanic, and giving drones to non-mechanics?

I can only make guesses since a role tree isn't posted, but it kinda seems like this is themed around.. giving existing combat classes, even more toys/cross classing, rather than RP. Minus the little bit of theoretical middle-management.

As someone that likes to play mechanic, and custom wire up the sub (mechanic gets more wiring options that engineer sadly), I personally was hoping to see classes/options that expanded on non-combat gameplay more.
furia155 11 月 7 日 上午 7:32 
Not sure if its intended or not but the artisan smith perk of the quartermaster only makes better quality wrenches and screwdrivers and does not seem to work on other tools like welding torches and plasma cutters
L'Etranger 11 月 3 日 上午 10:01 
is this compatible with the enhanced arsenal mod?
Макс 10 月 26 日 上午 4:34 
уважаемый разработчик, будут ли в будущем добавляться другие роли и тяжело ли выполнить просьбу добавить роль вип персоны ?
Anti4iteR 10 月 12 日 上午 8:43 
Ah ♥♥♥♥, it's alive? Gonna check if my russian localization still working and actual
Draconis🐊  [作者] 10 月 10 日 下午 5:03 
Perhaps you could put away the excess crewmembers at the hiring manager that you do not want? It is your game you can do whatever you want in singleplayer.
ValTheMadLad 10 月 10 日 下午 4:25 
@Draconis
Singleplayer contains 1 person for like every job until 15/16, ruins singleplayer balance and i need to know if theres a way to fix this
Captain Eric 10 月 5 日 上午 10:03 
Must have been something I did Draconis. Thought I had isolated some changes I was fiddling with to a different mod folder but must have contaminated my sprites. I double checked and my sprite sheets are drastically different than a fresh copy of your mod had. No clue how it happened lol. Disregard prior comment. You know how it goes.
Draconis🐊  [作者] 10 月 5 日 上午 9:32 
Not for singleplayer.
Mean & Evil 10 月 4 日 下午 7:31 
Why does this mod change the default ships to contain someone of EVERY job? Ruins singleplayer balance.
Draconis🐊  [作者] 10 月 4 日 下午 2:20 
I have not had that problem what so ever. Are you running another mod that messes with uniforms or human.xml?
Captain Eric 10 月 4 日 下午 2:12 
outfits missing hands? hidelimb=true for a lot of outfits that dont have gloves. Unless I borked my installation from messing around with things. Captains/Medics etc..
Draconis🐊  [作者] 9 月 21 日 下午 1:44 
massive amount of bugfixes and rebalances of trees, there were jobs that could make guns they couldn't make ammo for etc etc etc its all be looked at one at a time and compared to the other jobs.

Navigator had weird custom talent that was misreported that has been replaced, Navigator, XO and HoS got talent reworks.

Classes like janitor that could become messed up due to graduating into a tree they already had can no longer pick that tree, and due to how the backend code for that works to unlock 1 tree for that job at random it seems it can't be avoided, sorry! However the jobs did get some slight tweaks so they perform better and have access to talents geared towards them.
Draconis🐊  [作者] 9 月 21 日 上午 7:57 
Updated to add Mechanic and Engineer access to Head of Security ID Card as they are supposed to inspect the majority of the ship but not have Captain access.
GandalfIsNotAJedi 9 月 20 日 上午 11:29 
Giving the HOS another id card was my idea, but another friend didn't like it. I think trying to create a mod to edit the id card is what we are trying to do, but we can't find where in the code the HOS id is being given access to medical. Glad I could be of some help though.
Draconis🐊  [作者] 9 月 19 日 下午 8:50 
But thanks for calling attention to that so I can add Engi and Mech to it

<Item name="ID Card" identifier="hos_idcard" category="Equipment" description="Head of Security ID Card" Tags="smallitem,idcard,identitycard,id_security,id_medic,id_mechanic,id_engineer" cargocontaineridentifier="metalcrate">
Draconis🐊  [作者] 9 月 19 日 下午 8:48 
You can't mod ID cards that have already spawned unless you have a mod to directly edit the card
Draconis🐊  [作者] 9 月 19 日 下午 8:47 
You know you could just take his ID card and give him another one right?
GandalfIsNotAJedi 9 月 19 日 下午 3:55 
It was an issue for a personal campaign me and some friends are trying to run. We were having issues trying to alter the mod to exclude medical access for HOS.
Draconis🐊  [作者] 9 月 19 日 下午 3:49 
not without altering the mod, HoS used to be a captain ID type which was causing some issues since it was making them this odd 4th secret captain. If its not an issues I don't see what the problem is. HoS might need Engineer and Mechanic ID's as well technically.
GandalfIsNotAJedi 9 月 19 日 下午 3:43 
I'm just wondering if there is a way to change it.
Draconis🐊  [作者] 9 月 19 日 下午 3:25 
HoS has had medic access for awhile, what is the problem?
GandalfIsNotAJedi 9 月 19 日 下午 3:13 
Why does head of security have access to toxin cabinet, and how do you stop it?
General_JOE 9 月 19 日 下午 2:54 
Definitely is, it's the navigator actually, 3rd talent in the Specialist tree, now shows up as red_alarm with a broken affliction.
Draconis🐊  [作者] 9 月 17 日 下午 1:29 
That legacy talent is not in use in Jobs Extended. check your mods
General_JOE 9 月 16 日 上午 9:19 
Hey, I think it's the Executive officer that has a broken talent that was removed from vanilla, the one where you give a character an order to buff them. It appears to apply the buff to every single crewmember and give them crazy run speed.
Draconis🐊  [作者] 9 月 12 日 上午 12:49 
I support NT even though I am not a huge fan of it, However NT Surgery + whatever is not supported nor will I due to numerous community issues with the mod in public gaming (the majority of servers I play are and will be public) and it contributes to the concept of main character syndrome and contributes immensly to the general bad image of NT in public servers.
ejebhf Project acc 9 月 11 日 下午 11:32 
Subject: Compatibility patch request with Neurotrauma

Hi, I’m a big fan of JobsExtended and use it alongside Neurotrauma. I’ve been trying to make a small compatibility patch so that the Chief Medical Officer (medicaldoctor) job in JobsExtended has the surgery skill (to match Neurotrauma), but I keep running into loader errors before the patch can even activate.

Would you consider releasing an official compatibility patch or adding this change directly to JobsExtended?

This would make JobsExtended fully compatible with Neurotrauma without players having to manually edit files. I think a lot of people using both mods would appreciate it.

Thanks for your time and for all the work you’ve put into JobsExtended!
Draconis🐊  [作者] 9 月 5 日 下午 4:44 
working as intended
Xy | Hori 9 月 5 日 上午 11:21 
not sure if its this problem is from this mod but clothes from "jobsextended" when unequiped drop all items on the floor
Draconis🐊  [作者] 8 月 26 日 下午 12:38 
It does not replace vanilla but to get the new jobs to work in .XML correctly they have to spawn and have ID's and the new jobs have NT compatible ID cards for their jobs. Its kind of a mess, the old way was the LUA would patch the submarine and make duplicate spawn points for all of the classes and assign them ID's that way.
Non1KK🎩 8 月 26 日 上午 3:16 
This mod replaces the ids of vanilla professions. Can you write new vanilla IDs (cards) and mods?
Draconis🐊  [作者] 7 月 30 日 上午 6:29 
This isn't made for singleplayer due to the how station NPC's are coded as part of a giant list you cannot add or subtract from without making it not work with other mods that do so. If "recruitable NPCs.xml" was its own thing then we could substitute a Jobs Extended version override of that file so you could pick them up at stations.
Trainlord05 7 月 29 日 下午 6:19 
So from what I (kinda') understand, once I start with these N.P.Cs I'm stuck with them, and can't hire anyone new with the H.R. manager who has the same role. Is that how this works?
Glitcher 7 月 10 日 下午 2:03 
It didn't exactly help as to explain how to make a new job..
Draconis🐊  [作者] 7 月 10 日 下午 1:59 
read the above guide
Glitcher 7 月 10 日 下午 1:53 
I can't find the customization part, so I can add new roles.
Draconis🐊  [作者] 7 月 10 日 下午 1:25 
Use the Karma system.
Glitcher 7 月 10 日 下午 1:17 
Adding onto that, the base game jobs will be free for the players to choose, while the higher commanding jobs are locked until the server host gives that job to a player.
Glitcher 7 月 10 日 下午 1:16 
Can you make it where the person who is hosting a server with this running has to give the higher roles to players? And do you think it'd be possible to expand on the roles? As in, expanding the line of command? Meaning, the players have to earn their way up.
Draconis🐊  [作者] 7 月 5 日 下午 10:47 
above most other mods that do stuff to clothing unless they add variants. besides classes this affects the ballcap, bandolier and toolbelt
MRKS 7 月 5 日 下午 10:20 
Any importance on where this should go in the load order?
TemmieTheGod 6 月 29 日 下午 10:06 
can you post the base stats of the new roles? It'll help me know when I should make a new character lol
Draconis🐊  [作者] 6 月 9 日 下午 6:08 
I spent a lot of time balancing the talents out and its not perfect but it should run pretty smooth and not have any weird issues. I just can't make the classes added to the buy list since the station NPC's are part of a giant list of ALL npc's on stations that every other mod uses and I can't inject npc's in. Even adding new classes is rough because of how spawn indentifiers and tags work but I got it running on XML pretty tight so you don't run into any LUA issues.
CatalystPump 6 月 9 日 下午 5:37 
Thank you for the awesome mod though! <3 We ended up deciding to run without permadeath enabled (and are just saying you have to "create new" when you die, now), and several of my crewmates have had a good time roleplaying non-essential roles.

Heck, honestly? The custodian especially is such a useful job to designate even if we didn't have the mod enabled.

Much love!
CatalystPump 6 月 9 日 下午 5:35 
Yeah I understood. Thank you both for the response. Big shame, but it is what it is.
MasonMachineGuns  [作者] 6 月 9 日 下午 12:12 
tldr: no permadeath