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The Abyssal Smith Job
   
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4 Mar @ 1:09am
29 Mar @ 7:08pm
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The Abyssal Smith Job

Description
Forged in the depths and tempered by the abyss, the Abyssal Smith is a master of survival both inside and outside the submarine. Armed with expert harpoon and melee combat skills, they thrive in the open ocean while providing invaluable support to the crew. With a keen eye for craftsmanship, they enhance weapons, tools, and gear, bringing the ingenuity of a blacksmith and the adaptability of a diver. Whether battling creatures in the abyss or reinforcing the sub’s defenses, the Abyssal Smith is an indispensable force in the deep.

Just a literal combination of the Diver job from the Diver job mod and the Blacksmith job from the New Seven job pack mod and adds a talent to help with ore detachment on tier 2 of Blacksmith called "Dredger".

This mod *REQUIRES* both Diver and New Seven mods be installed and loaded in your game in order to populate the talent trees and have the items available.

Diver mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2920304251
New Seven mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3167994183
5 Comments
TortuousAugur  [author] 29 Jul @ 5:31pm 
@DeadZed Thanks! The authors of the Diver job and the "new seven" pack did a really good job on the individual mods. I just saw an opportunity to combine two jobs that had similar combat roles.

It sure is a blast to play in my opinion, though!
DeadZed 24 Jul @ 4:38pm 
i did alot of testing with it thanks for geting back i dont remebr exactly what it was but i think it was abyssal smith or with out a space or with a underscore but i dont remeber sorry thanks for geting back to me i love the mod its amazing
TortuousAugur  [author] 24 Jul @ 7:38am 
When I put this job together, I literally used as much from the parent mods as possible. When I say the other two mods are required, it's not an exaggeration. The job will not work without the files from the parent mods. I did this to cut down on the possibility of duplicate items, their recipes and any conflicts that might come up all without just ripping off the other author's work.

Given the method it was created, it might need an id_tag from either diver or blacksmith jobs or even work with one? I'm really unsure as to how to answer your question as I essentially only learned just enough in order to mush two already existing jobs together into one...

2/2
TortuousAugur  [author] 24 Jul @ 7:37am 
@DeadZed I'm not entirely sure. I never specifically set an ID card tag type, so unless it's populated from the `Job identifier="abyssalsmith"` and is either id_abyssalsmith or just abyssalsmith, I'm really not sure what it would be. When I set the spawn point for the class, I picked Abyssal Smith from the drop down box and gave the vanilla id_ tags I wanted or needed for the current use, namely the tags for captain and medical officer.

Would the game recognize a custom id_tag?

1/2
DeadZed 19 Jun @ 11:41pm 
what the id_ name for the id card trying to add it to a secure button i did it with acolyte job but cant figure it out for this one