Barotrauma

Barotrauma

Immersive Diving Gear
314 Comments
Nic 12 Jun @ 11:50pm 
(I forgot the step of putting it back but I doubt anybody ready would've been that confused)
Nic 12 Jun @ 11:49pm 
fun fact, you can put on a helmet, set it to pressurize, then the next unsuspecting fool who decides to put on the helmet then take it off right away for some reason goes POP, evil stuff man
Roadent 9 Jun @ 3:38pm 
Putting on a Diving Suit in an Innerwear slot, and then an Exosuit in the Outerwear slot leads to a visual bug, where the character appears like a headless Diving Suit (even though they still walk at the speed of the Exosuit, have a weak flashlight of the Exosuit, and have the walking sounds of the Exosuit)
Тупой зомби 6 Jun @ 2:54pm 
Hello! Unfortunately my friend has the same issue as @Latteverse. No other mods than LuaForBarotrauma, Immersive Diving Gear and workshop submarines. On vanilla subs everything is perfectly fine, but modded subs dont have helmets. This happens both in singleplayer and multiplayer
_]|M|[_  [author] 2 Jun @ 3:30am 
@Latteverse: You might be experiencing compatibility issues. I've just tested by hosting a multiplayer session with a Dugong as the starting submarine and the helmets spawned in the cabinets just fine.
So another mod might be overriding the diving suit cabinets. Try putting the mod higher in your load order.
Latteverse 1 Jun @ 10:35am 
Hello! Is there any way to fix no helmets appearing in the subs whatsoever? Every time I load in multiplayer my subs don't have any helmets in the lockers, making them pretty much helmet-less, I would like to know if there's a fix to that.
TecBill 29 May @ 3:06pm 
Can you add hazmat helmet to the text file?
_]|M|[_  [author] 3 May @ 4:09am 
Sorry for the late replies!

@Sunflower: Yes it is! I try to design all my mods to be compatible with each other or provide compatibility patches listed in the description if it's not possible without patching.

@ChamParis: You'd have to just replace the modded item code with the vanilla code in an override. Can't remove it otherwise.
ChamParis 15 Apr @ 3:02am 
Lovely mod ! Im doing a bit of a project making a custom diving suit following your xml guidelines, and Im planning to just make a modified version of your mod that only affects the one suit. Im just wondering how to go about resetting all other suits to vanilla.
Susflower 4 Apr @ 10:16am 
This is compatible with Immersive Repairs?
Razuryam 31 Mar @ 11:05am 
@_]|M|[_ Oh! thanks for telling me, and thats great to know. Also thats understandable try not to over burn yourself, Its already nice and you not only have manage to bring so many immersion mods but keep them updated. make sure to have some proper rest and time for yourself :MHRISE_happy:
_]|M|[_  [author] 31 Mar @ 11:01am 
@Razuryam: Thank you! NEEDS shouldn't be used anymore. It's not maintained and outdated. I'm adding some of its functionality directly to Hungry Europans, but I can't say when I'm finally done with that update... At the moment I can barely find the time and energy to work on mods unfortunately. Sometimes I do a bit on the weekends, but mostly I have to wait until I can get some vacation to actually focus on modding.
Razuryam 30 Mar @ 5:29pm 
@_]|M|[_ ah, i see well then is good to know that, then ill just skip adding Hazardous reactors. So far ive made a decently big list of mod including most of your mods and its working perfectly fine, ill try to not over do it. Since i want to start creating my custom submarines that can work with this content. Your mods are really awesome by the way, they add a complexity to the game that can still be enjoyed in the single player without necessarily turning it impossible. Now ill just need to add Needs to the list to work with Hungry Europans haha.
_]|M|[_  [author] 30 Mar @ 10:19am 
@Wulfty: Ok nvm I saw you also asked in the discussion. So it's the regular diving suit set. I'll check on it.
_]|M|[_  [author] 30 Mar @ 10:03am 
@ProdiJy2000: I'm not interested in making it compatible since I don't play with that mod and it's quite a lot of work which I don't have the time for anymore.

@Wulfty: Which suit and helmet specifically does this happen with?

@Unbearable TEDDY: The simplest, but messy approach would be just removing <Fabricate>, <Price> and <PreferredContainer> from all helmets and applying the tags the suit is checking for directly to the suit itself or the character. The GUI for pressurization would need to be moved into the suit items as well then.

@Razuryam: No idea honestly as I haven't played with that mod. I personally only use Enhanced Reactors (and its management add-on if we're playing MP)
Hazardous Enhanced Reactors is probably outdated since I made multiple updates to Enhanced Reactors, including lua performance improvements by Evil Factory.
Razuryam 27 Mar @ 9:28pm 
Lil question, if i want to use this mod with Hazardous enhanced Reactors, with what patches should i work with, The Enhanced reactor ones or the Hazardous ones? ;o
Unbearable TEDDY 17 Mar @ 11:45am 
Hello, I have a question regarding altering the mod files for personal use with my group of friends. I understand you're very busy, but was wondering if you knew if it was possible to remove the helmets all together and incorporate the pressure mechanics into just the diving suits? If so, are their any tips you could give to point me in the right direction to do that? I really would like to play with this mod, but that has sadly been the stipulation decided amongst the group. I have time to mess around with the mod files but just wanted to make sure it was even possible before I spend too long on it. Thank you very much for all the work you've done!
Wulfty 7 Mar @ 10:02pm 
I think I'm having issues with the mod. Every time I try to leave the sub with a full set rated for 4000m at 2000m my character takes damage despite being fully pressurized.
ProdiJy2000 2 Mar @ 6:39pm 
Is there a patch for the barotrauma suits. I was suprised when I didnt find one since its so popular. Is it not possible?
Eye5x5 24 Feb @ 10:26pm 
great mod, I wish there were more mods that add weaknesses and debuffs to diving suits. Sure, if you swim out and can't get back to your submarine you are 100% dead, but still, if you know where your submarine is and have enough oxygen to get to it, there is basically no risk to going outside. Which sucks because I really like the idea of being completely stuck in this claustrophobic layered titanium tube with 99% chance of death if you somehow get outside of it and I feel like especially with the only weakness of diving suits being oxygen and maybe crush depth, the game really doesn't emphasize on it enough, to me atleast.
Biggis Dickus 6 Feb @ 6:54am 
ah that is too bad. I tried it with that mod but any other mod that adds diving suits causes the diving suit to be swappable. need a version with suit that is completely locked to the player only removable via tool or button press.
_]|M|[_  [author] 5 Feb @ 2:03pm 
@Biggis Dickus: This is an XML only mod and XML is very limited so the progress bar for example is impossible to add. However there is a C# mod which has been released very recently that locks the diving suits of this mod when they're pressurized.
You can find it here:
https://sp.zhabite.com/sharedfiles/filedetails/?id=3412298275
Biggis Dickus 5 Feb @ 6:39am 
I have had issues with this, with any other mod that adds dive suits this does not work and you explode yourself, even with the mod that is supposed to prevent this.

We need a way to lock the dive suit to the player, I had to stop using the mod because of the issues with collecting items and dive suits from corpses.

There needs to be a way to lock the dive suit and helmet. also there should be a "progress bar" to unequip the suit, like how there is a progress bar for removing potted plants etc. Its silly that a potted plant takes more effort to remove than a pressurized dive suit! This would stop accidental removal.

Sadly this make it UN-ImmersiveDiving! Even being able to drag the dive suit off the player is just too easy to do. the helmet would have a locking mech that would be locked to the suit when the valve was turned closed. thus the value would have to be turned to pressure release for the helmet to unlock!
_]|M|[_  [author] 2 Feb @ 6:47am 
@Indie-ana Jones: I'll check on it.

@Stratus: Exosuits are unaffected by this mod's pressure mechanic.
Stratus 1 Feb @ 3:20pm 
Was just wondering if this changes the exosuit in anyway? Or is it always pressurized and allow someone to get in and out of it.
SSlavyanesh 23 Jan @ 7:30am 
@_]|M|[_ thx
Indie-ana Jones 21 Jan @ 11:51pm 
The clown diving suit doesn't seem able to pressurize at all.
_]|M|[_  [author] 19 Jan @ 1:25pm 
@SSlavyanesh: Yes this is compatible. There's no custom medical afflictions that could conflict with Neurotrauma in this.
Salsa 18 Jan @ 4:25pm 
@Garother ETA on an upload? I can never remember to depressurize my suit and kill myself all the time.
SSlavyanesh 5 Jan @ 8:07am 
This mod compatible with neurotrauma? Ofc maybe im stupid and dont found info abt it in description, but i need to know this
cuphead 28 Dec, 2024 @ 7:36pm 
okay have good luck
_]|M|[_  [author] 28 Dec, 2024 @ 7:47am 
@cuphead: Sorry, but that is way too much work for something I'm personally not really interested in. I don't have a lot of free time so when I spent time modding I'm keeping focus on things I'm actually interested in. I've left examples and comments in the mod's code itself so if someone wants to try their hands on creating a compatibility patch, feel free to do so!
cuphead 23 Dec, 2024 @ 10:54pm 
compatibility*
cuphead 23 Dec, 2024 @ 10:54pm 
bro we need Barodrama V5 Compability Patch please
_]|M|[_  [author] 20 Dec, 2024 @ 12:29pm 
@Garother: In the diving suit presets there's a line in each preset which determines what affliction and how much of that affliction is applied.
Example:
<Affliction identifier="pressure4000" amount="1" />

However, if you increase this amount you may also increase the amount of the <ReduceAffliction> in the corresponding affliction itself to prevent longer depressurization or constant pressurization if the value in the suit is higher than the reduction of the affliction.

And yes feel free to publish it!
Garother 20 Dec, 2024 @ 11:59am 
Yeah i already started to look at mod's insides and already made local quick band-aid fix for our server, for suits to be less deadly and to helmet's supplies waste, and going to tweak better all the values, a bit later.

So ig i may publish it with all your credits? For simplier usage and maybe someone will also find tweaked values useful. I just never published mods and so patches yet so i wanna clarification XD

Also reading code i not kind of got sure about from what value speed of pressurising depends... is it "ReduceAffliction" "amount" one? or smth another
_]|M|[_  [author] 20 Dec, 2024 @ 11:29am 
@Garother: I'm afraid I won't be able to make a lite version as I simply do not have enough time to work on everything. I'm faaaar behind my schedule for Hungry Europans already for example. It was supposed to be done in september. Now it's december...

Anyways, pretty much everything in this mod's code is commented so if someone wants to create a lite version patch, they should have a fairly easy time creating it and adjusting things.

As for the helmets, it was intended, but I can see how it feels weird not getting anything. I might make them deconstruct into a random material they're made of.
Garother 17 Dec, 2024 @ 6:05pm 
Can we at any point have kind of "lite" version of it? I feel like wanting something in-between, as vanilla "click on suit and you are safe" feels too easy and unimmersive, but instant jumpscare death from missclick on suit (our medic once killed patient just by missclick on autopulse -.- neurotrauma yes) and managing suit's seals, batteries - feels overwhelming and rather annoying sadly atm.

If describing more exactly i'd wanted to theoretically see it as: helmets - without seal use, and with ~x2 less battery use. Damage from uneqipping it pressurized is as maybe around ~50% of vitality organ damage(maybe may also scale with how much pressure it can protect as slight addition?). Also with slightly faster pressurizing/depressurizing.

Oh and also its weird, diving helmets not giving anything on deconstruction despite its resourse cost, its intended?
1.ID | T/3. Hollan [Ranger] 13 Dec, 2024 @ 4:52pm 
ahh gotcha. Thanks for the response
_]|M|[_  [author] 7 Dec, 2024 @ 7:35am 
@1.ID | T/3. Hollan [Ranger]: Yeah that's by design due to these lockers having multiple slots and items are displayed in order. Adding helmets to them would cause the helmet to take one of the diving suit display positions and cause suits to be displayed outside of the locker.

@Acid Green: Would require a separate patch adjusting all the diving suit items.

@jybil178: Yeaht that might be a mod conflict. Put Immersive Diving Suits at the top of your load order and see if it still happens. If it stopped then load order was the issue with an semi-incompatible mod.
jybil178 27 Nov, 2024 @ 5:33pm 
Hmm... it might be some of the mods I have on, but I'm not starting off with any helmets. And when I try to get a bot to equip a suit and get ready to go dive, the "bot helmet" goes back and forth between flashing on and off for a spilt second, ever couple off seconds
Acid Green 24 Nov, 2024 @ 12:32am 
would be cool if there was an option for pressurization to be faster
1.ID | T/3. Hollan [Ranger] 23 Nov, 2024 @ 4:04pm 
Large diving suit lockers have no slots for diving helmets. Not sure if that's by design but FYI
_]|M|[_  [author] 19 Nov, 2024 @ 1:19pm 
@Sandwich Guy: That's odd. I'm playing with both and never experienced such an issue.
These two mods don't actually interact with each other since they override entirely different items and afflictions so I'm a little confused as to how Immersive Repairs would cause random pressure deaths.

@Midnight: Exosuits are not affected by the pressurization mechanic so they work the same as in vanilla. All this mod does to exosuits is fix their ambience by playing the correct sound depending on your surrounding and releasing air bubbles from breathing when underwater.
Midnight 19 Nov, 2024 @ 8:29am 
what about exosuits? best option with this mod?
Cheeseologist 18 Nov, 2024 @ 9:37pm 
i figured out its immersive repairs but i have no idea why
Cheeseologist 17 Nov, 2024 @ 5:34pm 
Do you know what would be causing random water pressure deaths? I could be chilling on a station or in my ship and sometimes randomly die to water pressure with out touching water.
_]|M|[_  [author] 3 Nov, 2024 @ 1:16am 
@MOSTMADest: Yeah could be a mod conflict, but I'm not sure. I haven't seen this behavior. The only thing I witnessed in earlier versions was bots equipping and dropping the suit over and over again, but this was fixed.

@QualFire: Pretty sure that's a different mod causing issues as I'm using the complete global darkness reboot as well and it's working perfectly fine.
QualFire 26 Oct, 2024 @ 3:50pm 
doesnt work with complete darkness reboot mod
light in helmet doesnt working
MOSTMADest 24 Oct, 2024 @ 5:48am 
My mechanic dies of pressure. He goes fixing, equipes mask, then realises, that pressure is too much and goes for suit. After equiping it he does not equip a helm, then dies. Don't know why this happens. May this be because of mod compatibility?