Barotrauma

Barotrauma

JobsExtended
393 Comments
Captain Eric 5 Oct @ 10:03am 
Must have been something I did Draconis. Thought I had isolated some changes I was fiddling with to a different mod folder but must have contaminated my sprites. I double checked and my sprite sheets are drastically different than a fresh copy of your mod had. No clue how it happened lol. Disregard prior comment. You know how it goes.
Draconis🐊  [author] 5 Oct @ 9:32am 
Not for singleplayer.
Mean & Evil 4 Oct @ 7:31pm 
Why does this mod change the default ships to contain someone of EVERY job? Ruins singleplayer balance.
Draconis🐊  [author] 4 Oct @ 2:20pm 
I have not had that problem what so ever. Are you running another mod that messes with uniforms or human.xml?
Captain Eric 4 Oct @ 2:12pm 
outfits missing hands? hidelimb=true for a lot of outfits that dont have gloves. Unless I borked my installation from messing around with things. Captains/Medics etc..
Draconis🐊  [author] 21 Sep @ 1:44pm 
massive amount of bugfixes and rebalances of trees, there were jobs that could make guns they couldn't make ammo for etc etc etc its all be looked at one at a time and compared to the other jobs.

Navigator had weird custom talent that was misreported that has been replaced, Navigator, XO and HoS got talent reworks.

Classes like janitor that could become messed up due to graduating into a tree they already had can no longer pick that tree, and due to how the backend code for that works to unlock 1 tree for that job at random it seems it can't be avoided, sorry! However the jobs did get some slight tweaks so they perform better and have access to talents geared towards them.
Draconis🐊  [author] 21 Sep @ 7:57am 
Updated to add Mechanic and Engineer access to Head of Security ID Card as they are supposed to inspect the majority of the ship but not have Captain access.
GandalfIsNotAJedi 20 Sep @ 11:29am 
Giving the HOS another id card was my idea, but another friend didn't like it. I think trying to create a mod to edit the id card is what we are trying to do, but we can't find where in the code the HOS id is being given access to medical. Glad I could be of some help though.
Draconis🐊  [author] 19 Sep @ 8:50pm 
But thanks for calling attention to that so I can add Engi and Mech to it

<Item name="ID Card" identifier="hos_idcard" category="Equipment" description="Head of Security ID Card" Tags="smallitem,idcard,identitycard,id_security,id_medic,id_mechanic,id_engineer" cargocontaineridentifier="metalcrate">
Draconis🐊  [author] 19 Sep @ 8:48pm 
You can't mod ID cards that have already spawned unless you have a mod to directly edit the card
Draconis🐊  [author] 19 Sep @ 8:47pm 
You know you could just take his ID card and give him another one right?
GandalfIsNotAJedi 19 Sep @ 3:55pm 
It was an issue for a personal campaign me and some friends are trying to run. We were having issues trying to alter the mod to exclude medical access for HOS.
Draconis🐊  [author] 19 Sep @ 3:49pm 
not without altering the mod, HoS used to be a captain ID type which was causing some issues since it was making them this odd 4th secret captain. If its not an issues I don't see what the problem is. HoS might need Engineer and Mechanic ID's as well technically.
GandalfIsNotAJedi 19 Sep @ 3:43pm 
I'm just wondering if there is a way to change it.
Draconis🐊  [author] 19 Sep @ 3:25pm 
HoS has had medic access for awhile, what is the problem?
GandalfIsNotAJedi 19 Sep @ 3:13pm 
Why does head of security have access to toxin cabinet, and how do you stop it?
General_JOE 19 Sep @ 2:54pm 
Definitely is, it's the navigator actually, 3rd talent in the Specialist tree, now shows up as red_alarm with a broken affliction.
Draconis🐊  [author] 17 Sep @ 1:29pm 
That legacy talent is not in use in Jobs Extended. check your mods
General_JOE 16 Sep @ 9:19am 
Hey, I think it's the Executive officer that has a broken talent that was removed from vanilla, the one where you give a character an order to buff them. It appears to apply the buff to every single crewmember and give them crazy run speed.
Draconis🐊  [author] 12 Sep @ 12:49am 
I support NT even though I am not a huge fan of it, However NT Surgery + whatever is not supported nor will I due to numerous community issues with the mod in public gaming (the majority of servers I play are and will be public) and it contributes to the concept of main character syndrome and contributes immensly to the general bad image of NT in public servers.
ejebhf Project acc 11 Sep @ 11:32pm 
Subject: Compatibility patch request with Neurotrauma

Hi, I’m a big fan of JobsExtended and use it alongside Neurotrauma. I’ve been trying to make a small compatibility patch so that the Chief Medical Officer (medicaldoctor) job in JobsExtended has the surgery skill (to match Neurotrauma), but I keep running into loader errors before the patch can even activate.

Would you consider releasing an official compatibility patch or adding this change directly to JobsExtended?

This would make JobsExtended fully compatible with Neurotrauma without players having to manually edit files. I think a lot of people using both mods would appreciate it.

Thanks for your time and for all the work you’ve put into JobsExtended!
Draconis🐊  [author] 5 Sep @ 4:44pm 
working as intended
Xy | Hori 5 Sep @ 11:21am 
not sure if its this problem is from this mod but clothes from "jobsextended" when unequiped drop all items on the floor
Draconis🐊  [author] 26 Aug @ 12:38pm 
It does not replace vanilla but to get the new jobs to work in .XML correctly they have to spawn and have ID's and the new jobs have NT compatible ID cards for their jobs. Its kind of a mess, the old way was the LUA would patch the submarine and make duplicate spawn points for all of the classes and assign them ID's that way.
Non1KK🎩 26 Aug @ 3:16am 
This mod replaces the ids of vanilla professions. Can you write new vanilla IDs (cards) and mods?
Draconis🐊  [author] 30 Jul @ 6:29am 
This isn't made for singleplayer due to the how station NPC's are coded as part of a giant list you cannot add or subtract from without making it not work with other mods that do so. If "recruitable NPCs.xml" was its own thing then we could substitute a Jobs Extended version override of that file so you could pick them up at stations.
Trainlord05 29 Jul @ 6:19pm 
So from what I (kinda') understand, once I start with these N.P.Cs I'm stuck with them, and can't hire anyone new with the H.R. manager who has the same role. Is that how this works?
Glitcher 10 Jul @ 2:03pm 
It didn't exactly help as to explain how to make a new job..
Draconis🐊  [author] 10 Jul @ 1:59pm 
read the above guide
Glitcher 10 Jul @ 1:53pm 
I can't find the customization part, so I can add new roles.
Draconis🐊  [author] 10 Jul @ 1:25pm 
Use the Karma system.
Glitcher 10 Jul @ 1:17pm 
Adding onto that, the base game jobs will be free for the players to choose, while the higher commanding jobs are locked until the server host gives that job to a player.
Glitcher 10 Jul @ 1:16pm 
Can you make it where the person who is hosting a server with this running has to give the higher roles to players? And do you think it'd be possible to expand on the roles? As in, expanding the line of command? Meaning, the players have to earn their way up.
Draconis🐊  [author] 5 Jul @ 10:47pm 
above most other mods that do stuff to clothing unless they add variants. besides classes this affects the ballcap, bandolier and toolbelt
Chime 5 Jul @ 10:20pm 
Any importance on where this should go in the load order?
TemmieTheGod 29 Jun @ 10:06pm 
can you post the base stats of the new roles? It'll help me know when I should make a new character lol
Draconis🐊  [author] 9 Jun @ 6:08pm 
I spent a lot of time balancing the talents out and its not perfect but it should run pretty smooth and not have any weird issues. I just can't make the classes added to the buy list since the station NPC's are part of a giant list of ALL npc's on stations that every other mod uses and I can't inject npc's in. Even adding new classes is rough because of how spawn indentifiers and tags work but I got it running on XML pretty tight so you don't run into any LUA issues.
CatalystPump 9 Jun @ 5:37pm 
Thank you for the awesome mod though! <3 We ended up deciding to run without permadeath enabled (and are just saying you have to "create new" when you die, now), and several of my crewmates have had a good time roleplaying non-essential roles.

Heck, honestly? The custodian especially is such a useful job to designate even if we didn't have the mod enabled.

Much love!
CatalystPump 9 Jun @ 5:35pm 
Yeah I understood. Thank you both for the response. Big shame, but it is what it is.
MasonMachineGuns  [author] 9 Jun @ 12:12pm 
tldr: no permadeath
Draconis🐊  [author] 3 Jun @ 4:48am 
Because it seems like you can't easily add new hireable npcs to the pool without completely redoing station npcs dot xml so if you have Dynamic Europa, Enhanced Armorments, VWO or any other mod that reworks station NPC's it will conflict and override and would need a big patched version that would have to be kept updated.
CatalystPump 3 Jun @ 2:11am 
Wanted to run this with a permadeath campaign but as you can't hire these jobs from the HR Manager it makes it so you can't respawn as these jobs after your first character. There's no patch for this mod to fix this, and the universal patches that do exist are all out of date and don't work.

Oh, Lord Draconis, please bless us with hireable JobsExtended crew members so that I may include this mod in a permadeath run. Amen.
Draconis🐊  [author] 1 Jun @ 3:18pm 
Vanilla Jobs are not affected unless you are using Baroverhaul or another job mod
落星也 1 Jun @ 2:55pm 
can i add this mod to an existing save & what will happen to my characters' levels
Draconis🐊  [author] 19 May @ 5:40pm 
try putting items in them
Dawa 19 May @ 4:40pm 
what does the new icons on toolbet do?
Bermuda 25 Apr @ 4:42pm 
Scratch that, figured out it was spawnpoint related
Bermuda 25 Apr @ 2:56pm 
If I wanted to make certain doors/containers job specific, where would I find the ids for the modded jobs?
Draconis🐊  [author] 8 Apr @ 10:23pm 
will look into it I forgot the custodian got the apprenticeship due to how the other classes and the barooverhaul patch were made.
Lukako 8 Apr @ 8:00am 
In the Custodian tree, you can pick an apprenticeship. If you select the 'Mechanic' apprenticeship and get unlucky, it will select the talents for the 'Machinist' tree - despite the fact that Custodian gets a modified variant of this already.

This will give the Custodian the 'Hull Fixer', 'Tinkerer', 'Quickfixer' and 'Let it Drain' talents. While this may be intended, it causes you to be able to get two parallel traits at the same time - and decreases the potential talent trees that the Custodian has access to by one.