Barotrauma

Barotrauma

Immersive Ignitables
128 Comments
Justglassin 24 Sep @ 12:18pm 
That sounds really cool. I'll be keeping and eye out for it/will add it to my campaign when it comes out. Thanks for all the awesome mods!
_]|M|[_  [author] 22 Sep @ 2:23pm 
@Justglassin: It's intended as these values will be used by the upcoming tobacco addiction add-on mod which will make the addiction work more like the alcoholism in Hungry Europans where when you got addicted, you'll need to balance between suffering from withdrawal and consumption to eventually get rid of the addiction over time, rather than the tobacco addiction just being a few second long debuff causing low oxygen like it currently is with just Hungry Europans. Still need to tweak some things and test before I can release it.

@Rhyufer, @TheKittyLord: Huh I was unaware they added a crafting recipe with the latest game update... I've updated the mod to fix the missing recipe :steamthumbsup:
TheKittyLord 22 Sep @ 1:35pm 
I am excited for the mod getting updated, this along side the expansion mod are my absolute favorite mods!!!
TheKittyLord 22 Sep @ 1:34pm 
It appears the Molotov crafting recipe does not work with this mod enabled right now
Rhyufer 21 Sep @ 11:06pm 
How do you obtain the molotovs?
Justglassin 18 Sep @ 6:18am 
Hi, im noticing a potential error in the values for the "he-tobaccoaddiction" for the captains pipe and the cigar. This mod sets them at 0.15 and 0.20 while the Hungry Europans mod has those values both set at 4. I was able to smoke trough both an entire cigar and a pipe without getting addicted. Not sure if this was intended or not.
colocota 22 Aug @ 8:53pm 
Hi, I'm not sure if I'm missing something, but stress doesn't seem to increase at all when Immersive Ignitables is loaded above hungry europans (stress doesnt appear in health menu, even though moody europan has been activated)
I have tested it with only these two mods, placing IE under HE seems to work as expected
very fun mods btw :steamhappy:
Poly 20 Aug @ 3:38pm 
ive noticed that this mod overrides vanilla weapons overhaul (draconis) by removing the molotov's crafting recipe, wonder if its possible to make a fix
Kalen 20 Aug @ 9:58am 
Is the mod compatible with the Hydroponics mod?
kamikazeman1the1original 13 Aug @ 11:07pm 
Alright, thanks!
_]|M|[_  [author] 13 Aug @ 10:01am 
I've updated load order instructions.

Forgot I designed the mod in a way that it wouldn't really matter if it's loaded above or below Hungry Europans, but with Hungry Europans recent update it now overrides the captain's pipe and cigars to add a small addiction to them. I will most likely create a separate "add-on" mod for Immersive Ignitables which will add a proper addiction mechanic to it.

So make sure to load Immersive Ignitables ABOVE Hungry Europans, especially if you want to benefit from smoking reducing your character's stress!
kamikazeman1the1original 11 Aug @ 10:58am 
@_]|M|[_ Alright, I'll be sure to check it out. Sorry for the late reply, this is my first comment on a mod. Thanks for the help.
_]|M|[_  [author] 25 Jul @ 12:50pm 
@kamikazeman1the1original: I can't seem to reproduce this behavior. No additional molotovs spawn when I ignite one and throw it. I think there might be some incompatibility at play for you. Or perhaps if you're playing with Performance Fix, maybe that could cause some weird behavior due to reduced item updates, which could be fixed by adding molotovs to the high priority list perhaps.
kamikazeman1the1original 25 Jul @ 12:15am 
I just noticed that when you light a molotov and throw it, two more spawn and drop at your feet. I don't know if this has been noticed yet, or if it's just my mod list, but it's obviously a bug and I was curious if this was or will be fixed. Love the mod btw.
Mungo Santamaria 16 Jul @ 6:38pm 
understood thank you very much
_]|M|[_  [author] 16 Jul @ 12:57pm 
@Elite Bisquick: I feel like keeping localisations separate is better since only people who need it can download the file and it's not necessary to wait for me to update the mod when something needs updating.

@[95th] Phantom Civet: Quite a few have asked for wearable versions, but they become unusable when worn and would replace one of your wearable slots so you couldn't for example wear a hat and cigar. So not really worth implementing that.

@Mungo Santamaria: Yes, feel free to use any. If you decide to publish your work using sprites/code from this mod, please just mention that in your mod workshop description. :steamthumbsup:
Mungo Santamaria 15 Jul @ 8:41am 
can I use some sprite and some code from this mod
[95th] Phantom Civet 18 Jun @ 6:34pm 
Wish I could wear the cigars, pipes, and cigs I smoke with this mod. Love it so much, though :) the lighter is very useful, though i'm wondering if it'll ever run out of fuel.
Elite Bisquick 12 Jun @ 4:28pm 
Made a french translation of your mod, if you ever feel like directly adding the xml to your mod I'll delete my patch
hUbert 2 28 May @ 2:18pm 
I love genociding outposts with paper balls :captainclown:
_]|M|[_  [author] 11 May @ 12:28pm 
@rxleurn: I might do that once crafting recipes become unlockable through items instead of having to make a talent to unlock the recipe. I saw the BaroDevs working on that. Let's hope it comes sooner rather than later.
rxleurn 11 May @ 1:05am 
you should make the crafting recipe for the molotov a beer bottle and a couple organic fibers maybe
_]|M|[_  [author] 3 May @ 3:17am 
@cloudy_boi: Exactly the same as without the mod. They're only sold by separatist merchants if you have enough reputation (50+ Rep)
cloudy_boi 1 May @ 9:54pm 
Where do you find or craft molotovs??
_]|M|[_  [author] 8 Apr @ 2:21pm 
@Paapyer: Fixed them with the latest update. I actually wonder how long their hold position was messed up like that...
Paapyer 6 Apr @ 7:38am 
cigars are broken
D3ATHCOM5 6 Feb @ 8:04am 
Haven't change my controls, I removed all the mods and used just your mod, then added the patch for baro and a neuro patch. Works fine now, so I'll have to add everything back slowly until it doesn't, then I'll try changing the load order and if that doesn't work I'll make a patch for it if I can find out what's causing the issue
_]|M|[_  [author] 6 Feb @ 2:18am 
@Dan Dannigan: Sorry for the late reply. Not sure why the sprite is missing for you. I've checked the workshop version and the sprite loads fine for me. Try reinstalling the mod via the ingame mod menu if you haven't yet.

@D3ATHCOM5: The lighter only turns on when you hold RMB and then press LMB which you're not supposed to do as the lighter fuel is filled into the lighter by only holding RMB, thus not igniting the lighter. Did you perhaps change your controls and have it configured so both RMB and LMB actions are triggered just by using RMB?
D3ATHCOM5 5 Feb @ 7:37pm 
I tried filling up my inventory to forcefully put the lighter into my left hand and fuel into my right to bypass, but even that doesn't work. The fuel only get's used if I manage to light the lighter and if I light the lighter it goes out the moment I unequip the fuel. Idk, I'll figure out whatevers causing the bug later
D3ATHCOM5 5 Feb @ 7:23pm 
Doesn't work, rmb just lights the light and instantly uses the fuel as you put it into it. You can't change the hand the fuel goes into, it will always stay in the left hand, meaning rmb will always light the lighter. Idk why you wouldn't just give the lighter a inventory spot to slot the fuel into. Insuring maximum compatibility as that's how every item in the game works
Dan Dannigan 8 Jan @ 5:44am 
sweeeet sweet mod especially with the added lighter variety now, great job, although for me the lighter fuel has no sprite :( issue on my end maybe? i just crafted one and its invisible even if i drop it
_]|M|[_  [author] 7 Jan @ 11:42am 
@Verbose Mode: Just unequipping or picking up the item will extinguish it. Basically once it's not rendered it will extinguish, except in a trash can.
Verbose Mode 6 Jan @ 10:03pm 
Is there a way to manually douse a lit item? Say, for storing or throwing away without creating an inferno?
Silent Shadow 5 Jan @ 5:50am 
loving the new lighters
kenanthebarbarian 31 Dec, 2024 @ 5:26am 
Understood. Thank you!
_]|M|[_  [author] 31 Dec, 2024 @ 5:07am 
@kenanthebarbarian: Unfortunately not because of the way the item works code-wise. I'd have to either do constant checks, potentially impacting performance if too many lighters are present or I'd have to remove animations and have the lighter just be permanently open, but that's less satisfying.
kenanthebarbarian 31 Dec, 2024 @ 3:40am 
Digging the new lighter styles! Any possibility you can add a status bar to the lighter toolbar icon to display what the fuel level is?
Comrade Leanna 17 Nov, 2024 @ 11:20am 
goddamn barodevs breaking my mod
_]|M|[_  [author] 17 Nov, 2024 @ 11:13am 
@Red_T.B.S: This was fixed a while ago and only affected cigarettes, not cigars. (See my reply to @YankeeDoodleDweebus)
If you're playing with the expansion pack, then that might still need to apply the fix.
Red_T.B.S 16 Nov, 2024 @ 7:48pm 
After the most recent update that added the husk variations cigs / cigars are not visible
_]|M|[_  [author] 3 Nov, 2024 @ 1:26am 
@Ronnie1001: I can't reproduce the issues. They seem to work perfectly fine on my end (Tested with this workshop version of the mod). The only "issue" I found is that if you throw a molotov too close to yourself and it explodes, the explosion damage destroys all molotovs in your inventory.
I'll have to mess around a bit and see if I can fix that to prevent them from breaking in player inventories.
Ronnie1001 28 Oct, 2024 @ 10:37pm 
also if you have multiple moltovs in one hotbar slot and you light them it will throw all of them at once
Ronnie1001 28 Oct, 2024 @ 10:30pm 
Moltov seems to automatically throw itself when lit by the lighter even if i'm still holding m1
Robot_Harry 28 Oct, 2024 @ 1:42pm 
You should add nicotine poisoning and addiction for cigars.
_]|M|[_  [author] 23 Oct, 2024 @ 1:09pm 
@Cotton: lmao that's a funny idea!

@YankeeDoodleDweebus: Fixed it with todays update btw :steamthumbsup:
Was caused by a new optimization method that stops rendering items that are considered too small. Just increased the item by 1 pixel to fix it lol
Cotton 23 Oct, 2024 @ 12:08pm 
Needs immersive candles for romantic dinners in hungry europans
YankeeDoodleDweebus 22 Oct, 2024 @ 9:13pm 
URGENT!!1!: cigarettes sprites are broken
_]|M|[_  [author] 2 Oct, 2024 @ 11:01am 
@Cum Bum: I'll probably not make it completely zero, but instead opt for chance based to gain some carbon.
Super Pre-order 1 Oct, 2024 @ 3:23pm 
Petty crumpled paper deconstructs into entire carbon unit and spawns a lot in outposts. Carbon is already pretty abundant in the game and there are not enough things to spend it on. Is it possible to adjust it somehow? For example to make paper give zero output on deconstruction.
_]|M|[_  [author] 23 Sep, 2024 @ 6:18am 
@Dr.Sunshine, @x43x: The lighter is currently only "refillable" on a fabricator due to an invisible value on the item that dictates wether or not the lighter is empty and thus you craft the old lighter into a new one to start with a fresh value. I'll look into other ways of handling this to possibly allow properly refilling the lighter without actually replacing it.

@WC?: It currently doesn't count as a crime. I'll probably resort to making an event to have NPCs report your actions to security.