Barotrauma
Ancient Genes (More Genes)
177 comentarios
Azure Nocte  [autor] 5 AGO a las 12:34 
@✨ Stefan2042 ✨: Да, я думаю, это совместимо с Baroverhaul.
Azure Nocte  [autor] 5 AGO a las 12:32 
@Ёж: Basically, all genes are variations of the Crawler genes. To create one, you need to mimic its structure and modify its effects in <GeneticMaterial>, using a specific Affliction defined by StatusEffects.

Like the Crawler genes, its effect is determined by the "increasedswimmingspeed" Affliction, which can be found in Content\AfflictionsGeneticMaterial.xml.
Ёж 4 AGO a las 8:10 
Bro, how did you make a mod for genes? I don't understand how to give a percentage value for gene efficiency. I tried to change the value in the game files, but nothing helped. Help me please.
SIN 2 AGO a las 0:38 
Совместим ли этот мод с Baroverhaul, который полностью видоизменяет ветку талантов?
SUSMAN 23 ABR a las 9:49 
ah alr thansj
Azure Nocte  [autor] 23 ABR a las 6:46 
@SUSMAN: The vanilla genetic material should appear as usual—this mod DOES NOT overwrite genetic loot found in ruins.
SUSMAN 22 ABR a las 20:11 
how to get normal genetic material help!!1 the ancient ones always appear, help now now!!1
Azure Nocte  [autor] 13 ABR a las 6:02 
@0b: I admit it's a bit OP, but I haven’t figured out how to tone it down without making it boring... Maybe I’ll rework it once I come up with something.
Azure Nocte  [autor] 13 ABR a las 5:59 
@Up_Alr: Круто, что ты разобрался!
0b 12 ABR a las 10:49 
Death Stare is WAY too OP
5% or less for normal
1.5-2% for medium
Abyss 0.01%
0b 12 ABR a las 10:22 
Good mod for a added difficulty playthrough, too much for vanilla.
Genadijtrap 10 ABR a las 12:22 
Так что всё было так, как вы и писали: был изменён файл
Genadijtrap 10 ABR a las 12:19 
Я уже разобрался с проблемой, конфликт был с модом, заменяющим модели людских персонажей, изменяя при этом их скелет.
Azure Nocte  [autor] 30 MAR a las 4:17 
@Everything: 谢谢喜欢:steamhappy:
Everything 30 MAR a las 1:26 
太棒了!我太喜欢丘脑基因了!!简直完美
Azure Nocte  [autor] 23 MAR a las 7:06 
@Up_Alr: Если хочешь, можешь показать мне свой список модов, возможно, я смогу понять, в чём причина.
Genadijtrap 22 MAR a las 12:39 
Да, вполне возможно из-за конфликта с другими модами. Просто до обновления мода не встречал данной проблемы
Rose and Gold 15 MAR a las 10:40 
好的 我理解了! 再次感谢!
Azure Nocte  [autor] 15 MAR a las 10:34 
@Rose and Gold:
生物攻击对应R键是游戏默认的,要说的话,在config_player.xml里配置。
我想你的意思是能不能自定义攻击按键,但是据我所知这个部分应该不是mod能更改的,起码xml应该是不行的… 比如有多个肢体的时候,都是用R键攻击,这一点真的很蠢!
不过,这个想法很不错,我觉得可以去github给官方提建议
Rose and Gold 15 MAR a las 10:19 
@Azure Nocte 谢谢大佬!我看了相关的文件,但是好像没在文件里看到类似于“key=R”之类的绑定按键的配置,难道是游戏默认“如果有额外的攻击肢体,就是按R进行攻击?” 还是说在xml里有相关绑定按键的配置,我没看到?
Azure Nocte  [autor] 15 MAR a las 10:05 
@Rose and Gold:
赛博格基因写法就像原版的画皮感染,是通过定义一个感染后获得的额外肢体(limb)的攻击动作来实现的,你可以参考原版游戏里的\Content\Characters\Humanhusk\Huskappendage.xml来查看写法。
Mod里则是\Characters\HumanCyborg\Cyborglimbs.xml,不过里面写的比较杂乱,包含了一些弃用的代码…
Rose and Gold 15 MAR a las 9:57 
好牛逼的mod!我想问一下bro?我也是个mod爱好者,你mod中的“R键释放赛博格技能“”是咋做到的?我在xml文件里貌似没找到“把R键绑定到某个SE”的代码。。。能问下“R键触发SE”是在哪个xml文件里配置的吗
Rose and Gold 15 MAR a las 9:53 
Great mod! Can I ask you a weird question? I am also a mod enthusiast, your mod "R key to release Cyborg skills" is very cool, I am confused how this is done in xml files. In which xml file can i find the "press R to trigger effect" configuration?
Azure Nocte  [autor] 3 MAR a las 13:07 
@Up_Alr:
Странно. Я протестировал — проблем не было. Также в файле Cyborglimbs.xml индекс атаки конечностью (R) — 18, и я не определял конечность с индексом 21. Вы используете другие моды, которые одновременно изменяют human.xml?
Genadijtrap 3 MAR a las 10:13 
При использовании навыка (на R) вылезает данное сообщение:
Received invalid ExecuteAttack message. Limb index out of bounds (character: Узварчик, limb index: 21, limb count: 21)
Sound 11 ENE a las 10:28 
hmm thats odd, im currently using tainted thalamus and cyborg combined genes and i dont see any negative effects
Azure Nocte  [autor] 11 ENE a las 3:54 
@Sound: Yes, tainted genes, just like the vanilla genes, will have negative effects.
Sound 7 ENE a las 15:05 
do the tainted versions of the genes give you any negative effects?
Azure Nocte  [autor] 4 DIC 2024 a las 1:23 
@The Viral Divinity:
Have you considered the possibility of a mod conflict? In an unmodded game, the Incubation Bubble, where genetic materials spawn, has 9 slots, and both UGM and SUGM can stack. Therefore, it’s unlikely that only the genes from this mod would spawn.

If you find the Incubation Bubble has only 1 slot or that UGM is unstackable, it suggests that other mods might be overriding them and causing the situation you described.
The Viral Divinity 1 DIC 2024 a las 17:50 
@Azure Nocte I Guarantee you, on some level this mod DOES override normal loot tables, this is now the 6th ruins, and every single piece is UGM instead of regular. For a frame of reference, I'm netting ~12 - 20 per ruins depending on size, so that's a LOT of chances for it to be a normal one if it's not, no? There's literally zero way based on that infinitesimally small probability remaining that this mod isn't doing something funky somehow.
Azure Nocte  [autor] 30 NOV 2024 a las 7:27 
@The Viral Divinity:
This mod DOES NOT change anything in game, new genes are added to the loot list, not replacing it.
I think you're just unlucky.
The Viral Divinity 29 NOV 2024 a las 14:48 
Seems to make ruins only give the Strange version of the genetic material, not sure but I've checked 3 already and they only had Strange Unidentified Material. Which makes no sense, because even as good as they are, with how few genes are in this mod they have no business being that common, and not being able to get the other 85% of the genes in the game without getting lucky at a city / research area having a medical doctor on board, or being a medical doctor, seems really bad.

Unless I'm just that unlucky :orccaptain:
󠁳 15 NOV 2024 a las 11:56 
спасибо за мод
Skogshuggaren 25 OCT 2024 a las 14:03 
I really like the removal from vending machines - thank you Azure! One of my favorite mods for sure!
Dragova 24 OCT 2024 a las 20:20 
Thank you for the update! :GoldenH:
Azure Nocte  [autor] 23 OCT 2024 a las 13:22 
@Shamoo: I dont play barotrauma lately sorry, but I would adjust this mod when I find time. As for the genetic material from vending machines, I know it breaks the immersion, but I also know that some people like this feature... Maybe I could find a proper way to balance this
Dragova 23 OCT 2024 a las 12:28 
Would you be so kind to remove the Strange Unidentified Genetic Material from vending machines and anything that isn't a research merchant and wrecks/ruins? These are some really useful genetics, but it's kind of strange seeing them handed out like candy almost everywhere.

Also note that there have been big changes to the genetics system in that removing genetics no longer destroys them. All the more reason to reduce their availability and savor the rarity.
Azure Nocte  [autor] 20 OCT 2024 a las 9:15 
@DenseZechen: Improved Husks
DenseZechen 19 OCT 2024 a las 15:54 
from what mod is that fifth screen shot?
zerosen 21 SEP 2024 a las 16:21 
busco un mod como este, pero más equilibrado donde los genes tengan la misma dificulta para encontrarlo lo probé y pues el precio se me hace muy barato para un gen no siento algo que me ayuda y me suba la dificulta solo encuentro algo que me facilita todo x 10 si tan solo no pudiera ver que me otorga automáticamente lo descarto y le quita como esa sensación de que puede ser algo inesperado del resto me agrada un poco
Fake Sunbro 14 SEP 2024 a las 23:09 
are yall making sure to use standard genes versus the strange genetic material? the strange only gives this mods genes.
bracinho 11 AGO 2024 a las 19:03 
I'm having the same problem as @.-LoneLinx-.
Erhl'a 25 JUN 2024 a las 8:54 
Meh. Can I take anchient gene and talamus gene without everything else that is unnecessary and imbalanced?
MoW 24 JUN 2024 a las 10:32 
Seems like a great mod, I'll make sure to test it
Azure Nocte  [autor] 18 JUN 2024 a las 10:04 
@.-LoneLinx-.: That's weird, because genes in this mod can only be bought at city/research outpost/vending machine, or found in ruins, and generally would not affect the vanilla genes nor their spawning.

As for husk infection: high strength of ancient genes could potential stop the transformation due to high amount of healing. The only ways to save the victim, as far as I can think of, are:
1.Put a zealot robe on the victim.
2.Get to the outpost and find help from the outpost medic.
.-LoneLinx-. 18 JUN 2024 a las 7:49 
I've got a small question. In a run a group of friends and I are doing, I seem to only be finding genes from this mod. Not even base game ones. Do you think we may be experiencing a bug? Its a double edged sword currently. Its great we keep getting the same genes because I can easily make 100% clean genes. But bad because we had someone get husk infection with the ancient gene, and we couldnt kill him because that gene kept popping on the husk. (we had to flak cannon him to kill the monster I created). Any advice would be appreciated.
Azure Nocte  [autor] 9 JUN 2024 a las 9:40 
@Goggles I would love to do so if this game allowed mod options.
Goggles 9 JUN 2024 a las 9:23 
Only if its not a big deal would it be possible to include a version that doesn't make you vulnerable to EMP effects?
Azure Nocte  [autor] 27 MAY 2024 a las 2:51 
@Фанзиль: Хорошо знать это, Спасибо!
Фанзиль 27 MAY 2024 a las 2:05 
Он неплох, просто местами забавные слова, но суть понятна. Не преживай:captainsmooth: