Barotrauma

Barotrauma

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Immersive Repairs
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14 Dec, 2023 @ 2:24pm
5 Jul @ 11:20am
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Immersive Repairs

In 1 collection by _]|M|[_
Barotrauma Deathwish
57 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 screwdriver 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
503 Comments
_]|M|[_  [author] 14 Jul @ 2:00am 
@Matt92099: The suit seal is no longer needed. I removed it since it was just an annoying and unnecessary extra step that could get it the way of fire fighting. I just forgot to update the info. Will do that now :steamthumbsup:
Matt92099 13 Jul @ 11:39pm 
that respawn shuttle is the best thing ive ever seen
Matt92099 13 Jul @ 8:38pm 
says fire suit needs suit seal but cant figure out how to put one in
_]|M|[_  [author] 12 Jul @ 9:59am 
@Target Practice: Huh, I think that's a vanilla issue then since I just took the code from the deep diver duck (vanilla traitor item) with some adjusted damage values. So that would mean the deep diver duck also doesn't count as an attack when thrown. Might have to report that to the devs then.
Target Practice 11 Jul @ 7:09pm 
Throwing vent blades doesn't count as an attack, so they can be used to kill outpost NPCs without consequences.
_]|M|[_  [author] 11 Jul @ 10:10am 
@<†>Baigle1<†>™: Ok, yeah that would be doable to some extend. I'll see what I can do :steamthumbsup:
<†>Baigle1<†>™ 11 Jul @ 10:03am 
Yes, assuming some baselines for how electrical power is interpreted in a game context (whether its alternating or rectified DC of varying voltage/amperage with DC spikes or brownouts).

I'm assuming its a mash of both without really delving into it, since there are flourescent and incandescent lights, a surplus of motors in various devices, cathode ray displays and analog-style junction boxes and circuits, but the damage adjustment would work either way in this case, and would more realistically convey the effect of a personnel acting as a shunt between two varying circuit potentials. I think there is a lot of room for artistic liberty ultimately, but if the electronics are damaged by low or high turbine/reactor outputs, then that means the damage to a person would also vary and thus be within the domain of the mod's scope.
_]|M|[_  [author] 11 Jul @ 9:50am 
@panjicō: Yeah that's not intended. Thanks for reporting it. Will be fixed with the next update :steamthumbsup:

@<†>Baigle1<†>™: I'm not quite sure I understand your question. You're asking if it would be possible to make the reactor hurt you more or less depending on how much power it is producing while failing a repair?
heheboi 11 Jul @ 7:48am 
Also that would be huge berf to those who runs overvoltage
heheboi 11 Jul @ 7:48am 
Turbine speed is not alone deciding output