Barotrauma

Barotrauma

Immersive Crates
71 kommenttia
[]Herz[] 10.7. klo 5.16 
Hey, why not return half the material during deconstruction? Because it's realistic. Or, conversely, it's unrealistic if you shred something and nothing remains.
_]|M|[_  [tekijä] 18.6. klo 12.03 
@El Charlatan: Put it higher in your load order. Another mod might be overriding it otherwise.

@Valkyrie: Finally fixed it. It was me being silly all along...
El Charlatan 17.6. klo 19.49 
It does not work for me, any suggestion?
Chocomin 17.5. klo 12.21 
I tried crafting a new crate but I still can't craft a clown crate.
_]|M|[_  [tekijä] 11.5. klo 13.00 
@timzyxel: I'd say no since this mod is specifically for crates.
timzyxel 29.4. klo 9.29 
is it possible to add a death bag to this mod?
Gesugao-san 18.3. klo 18.34 
I really like how this mod handles crate movement, but since the mod has the Crate Floater, I won't be able to add it to my main mod collection, the point of which is that mods can be safely removed from an existing save.
_]|M|[_  [tekijä] 25.1. klo 5.20 
@BellaBelial: It's a vanilla bug with crafting recipes not identifying the ingredients correctly. Try to deconstruct your old crate and craft a new one to potentially bypass the issue.
BellaBelial 22.1. klo 17.23 
i cant craft the clown crate because it requires the base game version of the crate instead of the mod variant. :c
_]|M|[_  [tekijä] 4.11.2024 klo 10.54 
@Call Me Mañana: If you happen to come across the error again at some point, please post the error so I can take a closer look :steamthumbsup:
tulpa 4.11.2024 klo 10.46 
it appears the bug i was having was unrelated from the immersive crates (i think?) or is fixed now, i got some sort of error from it which made me think it was due to immersive crates but i think it was unrelated.
_]|M|[_  [tekijä] 4.11.2024 klo 10.40 
@Zethronar: Hm that's interesting and good to know I guess. Not sure why it only accepts crafted metal crates tho as it's literally the exact same item as the others spawned from purchasing stuff or preplaced ones... Anyway glad there's a solution. Thanks for sharing!

@Call Me Mañana: I don't know how a mod overriding crates exclusively should impact a pvp load out lobby menu that doesn't feature crates. Anyways I've gone ahead and tested PvP mode and found no issues with just this mod installed.

@Real Canadiens Never Die: Yes, you can add and remove this at any time as stated at the bottom of the description :steamthumbsup:
Patriote 3.11.2024 klo 13.18 
Is this safe to add? Im seeing all the comments but id like a genuine input from the dev if possible :p
tulpa 25.10.2024 klo 5.33 
think it might be an incompatibility with the new team selection screen idk
tulpa 25.10.2024 klo 5.33 
for some reason this mod fucks up playing multiplayer pvp with friends, the clothing selection screen just bugs and fucks itself up till the entire server crashes
Dragova 23.10.2024 klo 18.44 
@Zethronar, I don't know why that worked but it did. Thank you. A freshly crafted steel crate dragged over to the ingredients bar somehow fixes that. I don't think that was the intended idea though, but I'll take it.
Zethronar 23.10.2024 klo 16.49 
@Shamoo, I couldn't get them to craft unless I used a freshly fabricated steel crate. Before the mod updated that is.. Might be worth a shot though.
Dragova 23.10.2024 klo 15.06 
I've tried testing load orders, removing/adding mods. The likely culprit has to be Baroverhaul since it directly impacts perks, but even that turned up no results after disabling it. I enjoy your mods _]|M|[_, but I think this one will have to be deactivated for now. I just want to be able to store my clowns.
_]|M|[_  [tekijä] 23.10.2024 klo 12.47 
@Shamoo: Not intended and it uses the exact same recipe as vanilla... I have honestly no idea why it doesn't work.
Dragova 23.10.2024 klo 12.16 
I can't craft clown crates even with the perk unlocked. I removed Immersive crates and the compatibility patch from the active list and I can now craft them. Was this crate disabled intentionally or is it a bug?
[95th] Phantom Civet 22.10.2024 klo 16.01 
No problem and.... yea, that sounds familiar to me as well.
_]|M|[_  [tekijä] 20.10.2024 klo 9.12 
@Phantom Civet: You are correct... Once again steam corrupted the image files. I have a support ticket open about this issue happening all across my workshop mods, but they couldn't figure it out this far... I'll keep having to re-export and re-upload the images from time to time. Thanks for making me aware of it!
[95th] Phantom Civet 19.10.2024 klo 20.09 
is it just me or did the photos for this mod vanish?
Midnight 25.9.2024 klo 16.43 
nice
_]|M|[_  [tekijä] 25.9.2024 klo 16.04 
Crates from other mods have now been removed from this mod and are available via the Immersive Crates - Mod Crates Compatibility Patch (Linked in the description)

@kooll: This is now fixed in the mentioned compatibility patch :steamthumbsup:
kooll 25.9.2024 klo 15.05 
the medical start create seams to be bork
_]|M|[_  [tekijä] 14.9.2024 klo 9.51 
@DefaultString: Sure thing!

@Midnight: Yes that's still coming. I'm splitting this mod and this one will be the vanilla crates and another one will be published only containing the modded crates. (Almost done)
Midnight 11.9.2024 klo 10.59 
only vanilla crates mod?
DefaultString 31.8.2024 klo 11.42 
You have set golden standard for crates. Will use your code in my mode if i may with your blessing.
Slawiek Bebrow♡ 25.8.2024 klo 8.02 
Cool
Stov_bro 10.8.2024 klo 10.26 
донт спик фор энглиш
:captainclown:
_]|M|[_  [tekijä] 4.8.2024 klo 11.55 
@SEN steve: I wasn't aware it existed so it's not included yet. I'll add it when I split the mod into vanilla and modded crates :steamthumbsup:
Karvode 3.8.2024 klo 6.42 
Does surgery tool crate from NT pharmacy add-on also work?
[95th] Phantom Civet 31.7.2024 klo 16.48 
a crate floater? why isn't this in the base game?! this would make mining so much better before you get the cargo scooter XD

but i guess tool belts, cases, and backpacks are a lot to the devs concerning eyes already.... but i still love this idea. i'll try this once i get my own crew and season them.
_]|M|[_  [tekijä] 14.7.2024 klo 3.45 
@Arri: Ah ok thank you! Will do :steamthumbsup:
Arri 13.7.2024 klo 10.54 
Additionally I suggest reverting the Lua hook's initializer element entirely to

<ItemComponent>
<StatusEffect type="OnSpawn" target="This" disabledeltatime="true">
<Conditional scale="0.4" />
<LuaHook name="NT.medstartercrate.spawn" />
</StatusEffect>
</ItemComponent>

(sourced from Neurotrauma's "medstartercrate" XML def itself)
Arri 13.7.2024 klo 10.54 
Hi, the Neurotrauma's "medstartercrate" Lua hook fails to run due to wrong initial scale of the item which results in the starter items not filling the crate on spawn

Despite the removal of <Conditional scale="0.4" /> in your XML def of the crate inside the hook initializer, the Lua hook's code itself within Neurotrauma has an additional internal check for the scale of the item which must equal 0.4

To fix the issue, the scale="0.5" of "medstartercrate" must be changed to scale="0.4" in the moddedcrates.xml to allow the Lua hook to run, which after filling the crate with items returns the crate to scale="0.5" permanently, preventing the crate's inventory respawns on every following roundstart
_]|M|[_  [tekijä] 25.6.2024 klo 10.37 
@masło: No that shouldn't affect savegames at all. The only thing that can happen is a one-time error message about the item now missing, if you had one of the other mods crates on your submarine. :steamthumbsup:
masło 25.6.2024 klo 10.35 
oh alright, will my save corrupt if you move the modded crates to a different mod?
_]|M|[_  [tekijä] 25.6.2024 klo 10.33 
@masło: Because I have over 100+ mods and more than half of them are compatibility patches and I'm simply fed up with doing individual compatibility patches and clutter up my workshop even more... I'll eventually separate them into a single "Modded Crates" patch, but I don't know when yet.
masło 25.6.2024 klo 7.27 
actually just overall mod crates, why?
masło 25.6.2024 klo 7.25 
why the hell am i getting neurotrauma refrigerated crates
_]|M|[_  [tekijä] 5.6.2024 klo 10.13 
@Starempire42: Ahh ok yeah that makes more sense :D
But nah, what's done is done. And for some mods it does make sense to make patches due to the otherwise quite large mod file size since I would have to include everything from the main mods I want to make compatible like textures and sounds to avoid people needing to use all of these to play without errors... So not worth it. For the crates it's just a few kb of texture space basically so that's ok to include.
Starempire42 4.6.2024 klo 13.04 
@_]|M|[_ Oops my bad I was looking at the wrong thing when you were talking about the “ That is true, however I'm really fed up with making a ton of compatibility patches. More than half of my 100+ published mods are just compatibility patches...” And I was saying you should just include those patches into those main mods to fix that issue.
_]|M|[_  [tekijä] 4.6.2024 klo 10.33 
@KitsuneKas: Yeah I might split it into vanilla crates with a modded crates add-on. That would be the optimal way to avoid making several compatibility patches while not bloating the fabricator of people who only need the vanilla crates.

@Starempire42: I gotta be honest I'm a little confused about your suggestion. Currently there are no patches, because everything is already included here.

@John Shaft: Sadly my modding time is now severely limited to only weekends causing things to drastically slow down from now on. So don't expect "amazing" mods and mod updates as frequent anymore. I'll still try my best to deliver fun and quality stuff, but it will just take longer.
Sand Echidna 3.6.2024 klo 23.08 
My man cannot stop making amazing mods
Starempire42 31.5.2024 klo 10.00 
@_]|M|[_ can't you just implement the patches into the main mod? instead of multiple different mods that you probably have to update. I'm not a coder nor a mod creator just wondering.
Voided_Oni 30.5.2024 klo 20.34 
mb it was another mod i was just getting a error about one of the crates that was conflicting with it mb
Voided_Oni 30.5.2024 klo 20.29 
for me this mod doesn't work i think its because of not running dynamic europa and not building things but not for sure
StickVerts 20.5.2024 klo 8.16 
Enchanced armanents has an animated outfit, so its gotta be possible in some way? you could ask the creator of it or just peep his code