Barotrauma 潜渊症

Barotrauma 潜渊症

LeCrazyy's Item Variety Pack
204 条留言
LeCrazyy  [作者] 15 小时以前 
Praise be the honk mother
LeCrazyy  [作者] 15 小时以前 
Go for it
Numidyum 15 小时以前 
Is it fine if i use clown stuff for another mod and give credit?
LeCrazyy  [作者] 11 月 6 日 上午 3:37 
You could use the individual versions of this mod: aWeapons, aWeapons distributed and aEquipment which work as standalone no overrides if you want. The weapons in that are implemented via a blueprints system instead.
[K.E.M.|M.O.R.U.] 11 月 6 日 上午 3:32 
That's unfortunate... I just dont want to loose items which we can gain from talents. Otherwise, as i tested (quick test when i started new campain), theres gonna be only turrets to use :c
LeCrazyy  [作者] 11 月 6 日 上午 3:27 
Big mod still being updated would require a fair bit of upkeep from me, and I don't really use the mod either so I barely know anything in it. I'm completely fine if someone else wants to take up the challenge of that though.
[K.E.M.|M.O.R.U.] 11 月 6 日 上午 3:22 
Baroverhaul patch?
LeCrazyy  [作者] 8 月 21 日 下午 4:30 
Wonderful and insightful too.
BaguetteMan 8 月 21 日 下午 4:14 
i like spaghetti
LeCrazyy  [作者] 8 月 2 日 下午 1:34 
No problem, barotrauma spaghetti can cause a lot of wierd things, so hard to pinpoint causes
𝕓𝕣𝕦𝕙 8 月 2 日 下午 12:25 
I apologize, it does seem like this mod is not the issue. It may have been a memory or cache related issue on my end as it happened on any new or existing world with only this mod--but after further attempts today, it cannot be recreated. Thanks for the quick response regardless
LeCrazyy  [作者] 8 月 2 日 上午 1:58 
If your able to supply the error I might be able to help but I must admit I doubt its the cause of this mod as I haven't touched npcs in a while and it runs flawlessly on my end from hosting a campaign the last couple months and testing just to be double sure just now.
𝕓𝕣𝕦𝕙 8 月 1 日 下午 9:13 
Hello, there seems to be an issue with the latest version on dedicated servers or self-hosting. It gives a giant error log and won't spawn in any NPCs besides yours or outpost security. If there is any more info I can give to help I'd be happy to, this hasn't happened until this recent update.
LeCrazyy  [作者] 7 月 21 日 上午 6:50 
1: Do you have the emergency maneuvers talent? (It is locked behind this talent)
2: If you have that talent does it also still say it unlocks the recipe? (If it does not say it unlocks the item, you have another mod overriding the same talent above mine)
Lu7ky 7 月 21 日 上午 5:42 
Why can't I craft a PDA navigation terminal if I have all the requirements?
LeCrazyy  [作者] 5 月 20 日 下午 2:11 
The mask applies its own unique husk infection so not really unless a specific patch is made.
Also you should probably use enhanced husks instead, as improved is heavily outdated.
The Viral Divinity 5 月 20 日 下午 1:34 
Husk mask seems to not work with Improved husks and vice versa, don't know if there's a way to fix that or not.
LeCrazyy  [作者] 4 月 26 日 下午 1:54 
no prob
0ddbase 4 月 26 日 下午 1:08 
ah got it thanks for the info
LeCrazyy  [作者] 4 月 26 日 上午 2:27 
I think it might just because I forgot the particles on hit when I updated, so looks less, both do increased amounts over stun baton actual affliction wise though.
0ddbase 4 月 26 日 上午 2:22 
strange... is it inconsistent with the amount that base game stun batons give? did you fix this recently?
LeCrazyy  [作者] 4 月 26 日 上午 2:07 
Seems to be working on my end, just Detainer and E-COR does it from my mod. Might take a couple hits to actually see it though.
LeCrazyy  [作者] 4 月 26 日 上午 1:52 
I'll have a look and make sure later
LeCrazyy  [作者] 4 月 26 日 上午 1:52 
Hm, thought I changed them to do that a while back
0ddbase 4 月 25 日 下午 11:26 
just mentioning this but the detainer and all other stunbaton like weapons dont give the "zapped effect" as the vanilla ones do have it
LeCrazyy  [作者] 4 月 20 日 上午 11:15 
So basically if it changes any talents this mod adds recipes to, it wont have those recipes attached now. And if those talents are no longer in the list, it wont be there at all.
LeCrazyy  [作者] 4 月 20 日 上午 11:14 
For any talents that are overridden by both, only the mod on top in mod list will work.
Leviathan 4 月 20 日 上午 11:11 
Sorry to bother, and if it was answered at some point, but I have a question. If I use a mod that add/changes talents, would your mod work properly? or maybe some stuff might be missing.
LeCrazyy  [作者] 3 月 18 日 上午 3:33 
No I haven't got a baroverhaul patch and it wont work outside the box but there is the standalone versions in description that dont override talent trees.
And nah dont have any donation site but cheers.
ProdiJy2000 3 月 17 日 下午 9:16 
Is this patched for baroverhaul so the items in the skill tree work with baroverhaul skill tree. Also I love the mod do you have a patreon or somewhere to support?
LeCrazyy  [作者] 2 月 10 日 上午 5:33 
Unlimited power obtained
momoko mh 2 月 10 日 上午 5:31 
Thank you! Now I can do what I want!
LeCrazyy  [作者] 2 月 10 日 上午 2:44 
The default value is 10000cm which is 100m which seems to explain why it cuts off around 95m away
LeCrazyy  [作者] 2 月 10 日 上午 2:38 
in the same area try adding range="1000000" to it, I haven't tested it myself but it appears to be a value you can put on RemoteController's from looking at the github.
https://github.com/FakeFishGames/Barotrauma/blob/0e8fb6569d2810e2f8ad5fb17b4bba546cc5739a/Barotrauma/BarotraumaShared/SharedSource/Items/Components/RemoteController.cs
momoko mh 2 月 8 日 上午 8:37 
Sorry, i think i meet another problem...
I can actually use it outside the sub, but about 95m from the sub it doesn't work again...
Is there any way to solve it?
LeCrazyy  [作者] 2 月 7 日 下午 1:36 
No problem
momoko mh 2 月 7 日 上午 11:39 
Thank you! it works!
LeCrazyy  [作者] 2 月 7 日 上午 11:06 
I'd say make a localmods copy of my mod, remove the steamworkshopid part from filelist.xml as that'll cause issues otherwise and probably change name so you can tell it apart.
go into Items/atools.xml and find the item with identifier: anavterminalpda and near the bottom you'll see onlyinownsub="true", change that to false or just remove the line I think works too.
momoko mh 2 月 7 日 上午 11:00 
May i know how can i make the Navterminal PDA can use outside the submarine?
LeCrazyy  [作者] 1 月 27 日 下午 6:23 
Yeah I'd personally still stick with cargo for cave missions, but would probably take a military for wrecks as the distance to sub is often smaller so can do multiple trips but having a bit of extra space is still nice.
Nyx (She/Her) 1 月 27 日 下午 6:01 
fair enough
LeCrazyy  [作者] 1 月 27 日 下午 4:08 
Also while its not very effective, you can aim one handed weapons while using it.
LeCrazyy  [作者] 1 月 27 日 下午 4:06 
It can go into your inventory so is a lot more compact.
While it has a small speed debuff over regular scooter, its so little that its practically a direct upgrade.
Nyx (She/Her) 1 月 27 日 下午 1:35 
So what's up with the military scooter being objectively worse than the cargo scooter?
LeCrazyy  [作者] 2024 年 12 月 1 日 上午 3:47 
Its less balanced by its not talents nature but the standalone mods are aEquipment, aWeapons and aWeapons distributed
Hammer Goblin 2024 年 11 月 30 日 下午 2:57 
Sadness, I like hammock. Would give my Doctor some personality, having a bed suspended above the Saw Table. Lol
LeCrazyy  [作者] 2024 年 11 月 30 日 下午 2:55 
Not that I've heard of
Hammer Goblin 2024 年 11 月 30 日 下午 1:24 
Has anyone made one yet?
LeCrazyy  [作者] 2024 年 11 月 14 日 上午 11:30 
I'm not sure I'd want to give myself the responsibility of keeping that patch updated all the time, both are mods are still actively updated and new things added, it's already a pain keeping aWeapons and aEquipment updated alongside this and I do have other mods I want to work on.
I'm happy to help give direction when it comes to others wanting to take up that responsibility though.
Mister_Minecart 2024 年 11 月 14 日 上午 11:07 
a compatibility patch for baroverhaul would be great