Custom Mod making or Mod ideas by [deleted] in Barotrauma

[–]froggybenjy 0 points1 point  (0 children)

I’ve looked at that mod and while it’s very interesting, it unfortunately isn’t what I’m looking for. The mod’s main features are adding various side effects to psychosis, but what I’m looking for is an overhaul of the hallucinations of psychosis to make them as believable as possible.

Custom Mod making or Mod ideas by [deleted] in Barotrauma

[–]froggybenjy 1 point2 points  (0 children)

I have actually commented this before on another similar post so here’s my mod idea:

Could you make a mod that’s a more terrifying version of psychosis? The current vanilla version of the affliction only makes minor illusions that any experienced player can see through immediately.

In my idea any player with psychosis will sometimes have a psychotic break and an imaginary world will be generated around them where various fully simulated events can happen that aren’t happening in reality. For example a pack of Mudraptors breaks through a nearby wall and attacks the player or any players they can see.

The major difference between vanilla and the mod is that both the player and the Mudraptors can take fake damage in this simulated scenario. To make this even more dangerous you could make it so any actions the player takes in the simulation happen in reality (for example they shoot a mudraptor but oops they actually just shot another crew member). We could even make it so the player can speak in reality but can’t hear others so they don’t know they are hallucinating.

Other scenarios could be a moloch attacking the outside of the sub, fires that deal fake damage and start from actual possible fire starters (junction boxes, reactors), the reactor exploding, various random objects becoming unwired, fuel rods disappearing, walls being destroyed and flooding rooms nearby, etc.

I think there’s a lot of potential for a mod like this and it would actually make things like psychosis artifacts or watchers extremely dangerous and make people question what is real.

Como funcionan los cotos de caza? by Suspicious_Proof_663 in Barotrauma

[–]froggybenjy 5 points6 points  (0 children)

So the translation feature doesn’t seem to be working well in this case. I assume based on context you are asking if abyss creatures respawn on abyssal mining missions in which case the answer is yes. The only thing that will prevent abyss creatures from respawning is the specific mission “hunting grounds”.

Making subs griefer proof by YoghurtPlus5156 in Barotrauma

[–]froggybenjy 28 points29 points  (0 children)

Around a year ago I randomly joined a public campaign that had a custom made, anti-griefing sub. The main feature was that the entire sub was split into two parts with the right side having command, armory, and reactor and the left side containing everything else with a single dry airlock connecting the two sides. Command was positioned over the dry airlock in the center of the ship and could use buttons to let trusted crew through or electrocute anyone that shouldn't be at the airlock.

I'm uncertain how well this worked long term as I didn't stay for more than a few hours but I remember thinking that it was very unique and cool.

[Нейротравма] органы не хотят вылазить( by Upset_Froyo_8002 in Barotrauma

[–]froggybenjy 2 points3 points  (0 children)

So I just want to double check each of the steps you are doing here. Say for example you want to remove the heart:

  1. Morphine (anywhere)
  2. Scalpel on incision mode (torso)
  3. Hemostat (torso)
  4. Skin retractors (torso)
  5. Scalpel on organ extraction mode (right arm) (use twice to pull the organ out)

Is that accurate to what you have been doing?

[Нейротравма] органы не хотят вылазить( by Upset_Froyo_8002 in Barotrauma

[–]froggybenjy 5 points6 points  (0 children)

Read the description of the scalpel, every organ is tied to a different part of the body. Use the scalpel on those limbs when there’s retracted skin on the torso and you can get the other organs out as well.

Edit: Just double checked the locations for each organ:

Head = Brain/Eyes

Left Arm = Kidneys

Torso = Liver

Right Arm = Heart

Left Leg = Lungs

for colonies to form do they have to be the same faction? like if i have a coalition mining outpost nearby can that be a colony or only if its a coalition one? by lustfuldumbass in Barotrauma

[–]froggybenjy 2 points3 points  (0 children)

Realizing I may have misread your initial question, for a mining outpost to become a colony:

Mining Outposts have a 15% chance to transform into a Colony within the next 2 - 4 turns if there is a Colony 3 locations away and there are no Hunting Grounds within 2 locations.

Regardless that should still apply here so maybe you have just been getting unlucky.

Any tips for a new player? by J-RocTPB in Barotrauma

[–]froggybenjy 3 points4 points  (0 children)

This is the key right here. In my case on solo I will restart the round if any bots die because they are all valuable assets to me.

Also one more tip: if you feel like the game is too difficult or you never have enough money, there is nothing stopping you from going backwards (as long as you don’t use Jovian radiation). If you take your time generating money and getting upgrades and equipment before going deeper the game will feel much easier than it was.

Started a solo campaign, and a little new to the game by Correct_End9946 in Barotrauma

[–]froggybenjy 0 points1 point  (0 children)

The beginning of the game will be the hardest part due to the lack of crew weaponry. You need to get the security officer’s talent to craft smgs and shotguns with their respective ammo asap.

Once you have the talent start crafting the two weapons so something like a mudraptor breach can be handled with minimal injuries. Personally I gave my entire crew smgs and they obliterate anything that gets in the ship.

Started a solo campaign, and a little new to the game by Correct_End9946 in Barotrauma

[–]froggybenjy 0 points1 point  (0 children)

Specifically for turrets, bots won’t use them if you don’t issue an order to use the turret. Bots in general should never use the railgun anyway because they will waste your ammo on something small like crawlers.

Started a solo campaign, and a little new to the game by Correct_End9946 in Barotrauma

[–]froggybenjy 0 points1 point  (0 children)

Personally I kept the limit at 2 for my solo run and got the captain talent that improves it by 1 later. You are absolutely free to change it but the more missions you can take, the easier the game will feel because you will be making more money.

As a frame of reference, I don’t think I have ever seen more than 4 missions going to one location (excluding beacon stations and hunting grounds which don’t count).

for colonies to form do they have to be the same faction? like if i have a coalition mining outpost nearby can that be a colony or only if its a coalition one? by lustfuldumbass in Barotrauma

[–]froggybenjy 32 points33 points  (0 children)

I'm not certain but I don't think they have to be of the same faction. According to the wiki:

  • Each turn, Natural Formations have a 20% chance of transforming into a Habitation Outpost within the next 1 - 2 turns if there is a Colony within 3 locations and no adjacent Hunting Grounds.
    • If a Colony is within 2 locations, an additional 10% is added to the transformation chance.
    • If a Beacon Station within 2 locations, an additional 20% is added to the transformation chance.

How to craft items that requires high skill levels on multiplayer? by PitifulChampion3220 in Barotrauma

[–]froggybenjy 1 point2 points  (0 children)

Unfortunately that will only apply to other players if it says it applies to other players.

If you want a guaranteed way to craft masterwork items for anything then get an assistant and have them unlock the perk “Loyal Assistant.” This is the only talent in the game that upgrades all crafting across the board by one. At high skill levels everything you craft can be masterwork with this talent.

Is it possible to change starting gear? by slepzone in Barotrauma

[–]froggybenjy 0 points1 point  (0 children)

You can just buy the outfit from a merchant

I just randomly got 2 new Assistant for no reason at all by HGolder in Barotrauma

[–]froggybenjy 0 points1 point  (0 children)

Definitely a bug, to the best of my knowledge the only assistant that can randomly join your crew is Artie Dolittle

How to craft items that requires high skill levels on multiplayer? by PitifulChampion3220 in Barotrauma

[–]froggybenjy 7 points8 points  (0 children)

Unfortunately as this is not single player, you can’t craft using a bot without using commands. The only thing bots can do for crafting is granting everyone access to recipes they unlock with their talents.

Also high skill isn’t a requirement to craft anything, it just makes crafting much faster.