Barotrauma

Barotrauma

Immersive Repairs
843 Comments
Italian Dong 27 Oct @ 8:58pm 
time to detonate trying to repair the nuclear generator because of my poor electrical skill as a starting engineer lmao
Engineer 20 Oct @ 11:57pm 
Why there is no slots for blades,filters and oil in sub?
lovbru1 19 Oct @ 4:39pm 
can bots fix hull breaches with the mod?
Evgen 19 Oct @ 2:00pm 
how to repair Multitool ? cant just drag new fpga into it
Abra⁧⁧cadabra 18 Oct @ 11:31pm 
Also would it be possible to make a patch for the Husk job by Hunter, so that you don't need a mask to weld? As well, it would be odd that a husk would be blinded when it doesn't use the eyes.
Abra⁧⁧cadabra 18 Oct @ 11:29pm 
For some reason I can still use the welding torch underwater? Not sure why, but theres no downside that I can see.
Evgen 14 Oct @ 4:09am 
how long does it take to open secure locker ? i spend like 3 fully charged batteries and it still locked. Also can you repair safe cracker? How can i do it, i cant pick it up when it fully broken.
_]|M|[_  [author] 10 Oct @ 12:04pm 
@Kalmorph: Bots repairing the engine will reset the engine oil back to 100%. This was done because they're not able to automatically exchange the oil when it's empty.

@ValTheMadLad: They should still spawn, tho I also once noticed them being absent when they shouldn't... I will probably revert the spawning mechanic of them back to the previous version. I changed it because someone reported them causing the infamous duplicate item ID bug, but it turned out they were using the lua version patch which changes vent blades in general so I don't think my previous method was actually at fault.

@josuadmc: That's caused by incorrect load order. Make sure to put Immersive Repairs above DynamicEuropa as listed in the description above :steamthumbsup:
josuadmc 10 Oct @ 10:31am 
Really love the Mod so far but there is an issue where repaired junction boxes still give sparking animations and noise when they are fixed up
ValTheMadLad 8 Oct @ 4:56pm 
Do vent blades no longer spawn automatically? i have to use the vanilla oxygen patch even tho i dont want to, is there any mod conflict that prevents them from spawning automatically or no?
Kalmorph 7 Oct @ 8:23am 
Heads up, I think there's something wrong with the Engine Oil, had this instance in singleplayer where they were 60% in a moment, and 3 or 4 trips later, it was 96%. I have no idea what caused them to recover, but something might be resetting them.
_]|M|[_  [author] 6 Oct @ 10:31am 
@Zerg: You can turn individual features off via patches linked in the description.
Vanilla Oxygen Patch to not have to deal with vent blades and air filters.
Vanilla Welding Patch to have vanilla welding tool without needing welding masks.
No Turret Repairs Patch to have vanilla indestructible submarine turrets so no repairs needed for them.

@TheDreamer: No, load order needs to be as shown in the description from top to bottom.
TheDreamer 6 Oct @ 6:59am 
Does this load order need to be reversed (neurotrauma on top) because mods load from bottom to top in this game?
Kalmorph 3 Oct @ 4:03am 
@Patriote At first, I had the same issue, but once I changed my load order, it fixed (more specificaly, I changed both the "Move/Sellable Wrecks" and its dependency and the "Enhanced Immersion" mods after all AFTER other immersive mods).
Patriote 2 Oct @ 5:19am 
By the way, vent blades no longer spawn automatically
Patriote 2 Oct @ 5:18am 
Thats a clientside issue, make them unsub, quit the game, boot the game, and download the mod from the main menu (doesnt matter if its through Baro or Steam Workshop, aslong as they download it while the game is up)
jekypoutin 28 Sep @ 9:14am 
Hey I noticed a problem today with the mod, it worked fine last night but when I booted up the server today my friends couldnt join cause they were stuck with a download screen that said downloading 0 bytes out of 0 bytes
Zerg 27 Sep @ 5:42pm 
Oh I scrolled through some comments, I have to assume this is the vanilla game re-assigning the IDs and it failing. Cause this all works in a new game but that specific save is broken. Oh well!

I love the idea, but we're just a 2 player co-op (and at best 3) so this unfortunately is a lot for 2 people to handle (and we have the difficult cranked!)

Love it tho! keep at it.
Zerg 27 Sep @ 4:37pm 
I removed this from our game but now none of the welding tools or plasma cutters work. We were testing it and seeing what was going on.

But now our campaign is borked because removing it broke the vanilla ones.

Any idea's? I know not all mods are able to be removed mid-game.

Just curious
OHHH OK GOTCHA I WAS SO STUPID FOR THAT. THANK YOU <3
_]|M|[_  [author] 25 Sep @ 12:07pm 
@Sui: Either another mod is overriding something or you have concentrated welding fuel inside the torch, which increases its welding speed and allows it to function underwater, but drains the fuel much quicker.

@Creator of Tweak Sauce Izzybee: Make sure to follow load order instructions listed in the description above and put Immersive Repairs above DynamicEuropa. Loading the mods in the wrong order is usually what's causing these permanent particles and draining.
Ok so like whats up with the batteries being permanently drained and shocking the air with a particle but not doing anything. Is that immersive repairs or am I just insane
Sui 23 Sep @ 9:56pm 
Why I can use welding torch underwater?
Erhl'a 23 Sep @ 1:05am 
For now bandsges is are much more important, cuz bleedings everywhere. But morphine (or other opiates) due to increased requirements and dependencies after patches is still usefull, but not "number one". Deusizine and combat stimulators make sense.
Neurotrauma... I like the idea, but I disagree with a lot about the implementation.
Thanks for the responses anyway. And the sufficiently elaborate commentary used in your mods.
_]|M|[_  [author] 22 Sep @ 1:37pm 
@Erhl'a: Haven't played as a medic in forever so I don't know how the medical system handles now. The devs supposedly improved on it, but I remember morphine basically being the cure all. We mostly play multiplayer with Neurotrauma enabled.

@Профессионал: Thanks for reporting this. I've now pushed a hotfix. I also made it so air filters stop taking water damage if at 2% condition instead of 1HP which means you now also get more leeway to forget about cleaning it after a flooding if you have a higher quality air filter.
Профессионал 22 Sep @ 10:37am 
With the new update i cannot clean high quality air filter with ethanol, but still can clean normal air filters.
Erhl'a 20 Sep @ 6:10am 
I'm amazed at how much hacky coding there is in this mod, and I can only guess how you even figured out how to use half the things so improperly that everything works.

The pleasure is mine. ^-^
Do you have any ideas about medicine in game? Is the current system in an acceptable state, or are there any ideas on how it could be improved using your approach?
NULLRAD 20 Sep @ 5:27am 
ill wire up water detectors for an auto shutdown then
_]|M|[_  [author] 20 Sep @ 5:23am 
@DICK STEEL: I don't think so. Never tested it, but I don't think NT eyes checks for welder's eye afflction.

@Kolariah: I've now configured a minimum amount of oil for sale to all vendors (except clowns/husks)

@Erhl'a: It's been so long I honestly don't remember my intentions behind it. I think I just wanted something custom and reserve the incendium for flamers.

@NULLRAD: Wire a switch/lever to the "DISABLE_OUTPUT" Input and flick the switch/lever. This will stop them from supplying power output and thus stop them from electrocuting when damaged while the switch/lever is active. Don't forget to toggle them back on after repairing, otherwise your turrets may not shoot :captainsinful:
_]|M|[_  [author] 20 Sep @ 5:23am 
@Ocean: Regular passive degradation is not affected by the mod, however once the items fall below 50% and start to short-circuit, each time they short they'll receive some additional damage.

@Generic Catgirl:
Fireaxe: 10 laceration damage with 25% chance to double it and a 25% chance to cause 10 bleeding damage.
Halligan: 20 blunt damage with 25% chance to cause 10 laceration damage.

@Mr. Orgasm: I don't like magically vanishing vent blades.
As for the engine and oil changes, those require lua as the backwards force seems to be undetectable with XML for some reason so I can't fix it.
NULLRAD 13 Sep @ 12:09pm 
any way to turn off batteries and supercapacitors electrocuting everything? its annoying as all hell
Erhl'a 13 Sep @ 7:13am 
Hey-o.
Why for welding underwater you added concecratedweldingfuel, but not use incendium fuel with double consuption rat?. It's for balance or just you want it that way?
Kolariah 10 Sep @ 9:17pm 
Currently playing a campaign with friend and had to enable cheats to spawn engine oil. No vendor in the largest outpost, playing with dynamic Europa, sold any. Sad first time playing for two players wanted to get achievements.
DICK STEEL 3 Sep @ 10:26am 
hello, is this mod compatable with NT eyes expantion? also just wanted to say, great mod and have had a lot of fun
Mr. Orgasm 2 Sep @ 5:42pm 
Vents: Blades utomatically deleted when durability reaches 0% (what do you think about this?)
Oil: Oil is to be consumed when moving in ANY direction NOT only when moving to the right, this has to be added for sure! Check this error please.
Engine: Engine wear/deterioration and oil consumption to change smoothly without sudden jumps.

You can check this mod, author did some error fixings, performance and balance for smoother (not easier) gameplay. I'm only thinking about balancing things better.
Thank you for your contribution in community

Immersive Repairs Lua patch Fixed+Rebalanced
Antinous 31 Aug @ 1:07pm 
I noticed a pretty horrible bug: Sometimes, if an active Battery is submerged in water, and it's damaged enough that it drains all the power, the Battery will spark endlessly, even *after* you drain the room, turn off the backup power and repair the device.

Since Batteries cannot be replaced, any of them affected by this error are permanently lost.
balderus 30 Aug @ 10:42am 
never mind, now i know how to do it
balderus 30 Aug @ 10:32am 
hello, i have a problem...it seems like ethanol doesnt work well with the air filters...because they are constantly broken and i cant clean them
Generic Catgirl 29 Aug @ 9:14pm 
what are the damage values of the halligan bar and fire axe btw?
Ocean 27 Aug @ 8:54pm 
Sorry, by acting up I should've said they degrade really quickly and catch on fire. The way the sub's electrical grid is set up is reactor -> batteries -> junction boxes, so we pretty much never see over/under voltage occurring
Ocean 27 Aug @ 8:52pm 
Does this mod in any way affect the condition decrease of electronics over time? My friends and I took a sub I had made, refitted it to fit with mods and we noticed the batteries are acting up in this version of the sub. They think it's immersive repairs so I'll ask just in case (I think it was a game update or I messed something up in wiring, we haven't played in a long time but the unmodded version of the sub ran great)
ryangoslinglover306 15 Aug @ 3:12pm 
thank you
_]|M|[_  [author] 15 Aug @ 11:43am 
@ryangoslinglover306: Yes, but existing shops will not offer the modded items unless you update them with the Update Campaign Store mod.
ryangoslinglover306 15 Aug @ 6:16am 
pls?
ryangoslinglover306 13 Aug @ 11:54am 
is this compatible mid campaign?
_]|M|[_  [author] 11 Aug @ 2:05pm 
@GumiBear: No, they are one-time use items.

@GameOne: Yes, but existing shops will not offer the modded items unless you update them with the Update Campaign Store mod.

@Marleene: Batteries and Supercapacitors will continue to zap when damaged until they have no charge left, unless you wire a switch/lever to their "Disable Output" pin and activate the switch to disable the batteries/supercaps.

@Fourslash: Aye, thanks for reporting that. I'll fix that with the next update :steamthumbsup:

@Gun_gunblCH: Wrong load order. Please read and follow load order instructions from the description above. Your culprit is most likely DynamicEuropa.
Gun_gunblCH 11 Aug @ 1:39pm 
For some reason electrical panels and batteries start visually zapping at some point, with batteries completely not working - not for charging themself nor batteries inside. No operations with wires nor repairs help, batteries just continue sparking and not working. Anybody else have this problem?
Fourslash 6 Aug @ 6:05am 
Hi, there seem to be a small error in premium engine oil recycle recipe - it uses empty can of regular oil instead of premium one. engine/engine.xml:1027 there should be identifier="premiumengineoil" instead of identifier="engineoil"
Marleene 3 Aug @ 3:41am 
I'm having a elettrical problem. Everytime that the whole submarine is off, when floaded you get costant zaps. This makes the game impossible to play. Is this a bug?
GameOne 2 Aug @ 11:56am 
does it work if added mid-campaign?