Barotrauma

Barotrauma

S.A.F.S
251 Comments
valveworshipper 3 Sep @ 4:12am 
this is damn cool
Some Crusading Crusader 31 Aug @ 12:59am 
Nevermind, I found out how to utilise it! Thanks for making this mod! :steamhappy:
Hydremajor117 19 Aug @ 5:00am 
Any chance you could make a skin that makes 'em into gundams or something ?
Some Crusading Crusader 16 Aug @ 7:25am 
I don't seem to understand how the manual works. I've got the S.A.F.S extra talent(ive been reading the manual for 30+ minutes lol. they're still in my inventory, do i keep going?), all the resources I need to craft, and yet I am still incapable of crafting them; suits and nanochips. Am I missing something ? :steamsad:
Frank 9 Aug @ 11:23am 
could we get the option to use the alien power cells in exchange of it driving you insane just as a last resort power source
vivir 3 Aug @ 9:16am 
or add more spacious options for rods and ammunition boxes
vivir 3 Aug @ 9:05am 
Is it possible to reduce the suit's ammunition capacity and energy consumption, as carrying 4+ bars and ammunition boxes during combat is very inconvenient
mangostarfish 1 Aug @ 8:39pm 
When you refer to "the Research Station" do you mean any station with a research merchant? I have added this to an already started run and haven't figured out what kind of station I need to be looking out for. It could be from some extra station mods I have loaded that makes it harder to find.
Orangegutan 28 Jul @ 9:46am 
what is the kg health effect i get when i put the suit on
GIDEON J. COOPER 28 Jul @ 3:52am 
How can i use EXOVALCAN ????????
jyrsc 27 Jul @ 4:05pm 
is this compatible with combat extended legacy?
★ Wu-Lang ★ 27 Jul @ 1:11pm 
Thank you for a awesome Mod! :cool_seagull:
Frank 26 Jul @ 2:51pm 
the magnetic boots thing is more of a "is it even possible" kind of thing but the harpoon is a lot easier to make probably
Frank 26 Jul @ 2:50pm 
yea sorta but it drags you instead of the thing you shoot at it
DefaultString 26 Jul @ 2:45pm 
So like Harpoon-Welding tool?
Frank 26 Jul @ 2:42pm 
Ik i asked this a while back but is it possible to have magnetic boots or some sort of grapple hook to attach to the sub so i can repair the hull or kill enemies while on the run
DefaultString 22 Jul @ 12:39pm 
It is a power trip
govnoed 22 Jul @ 10:14am 
is this mod balanced(with baratraumatic and neuratrauma)? cuz i looked at most videos and it looks too op
papajack1 19 Jul @ 11:49pm 
Is there a way to use the arm attachment (Exo vulcan if it helps) with other systems like Exojet? Because I can't seem to without having to drop the arm/gun
ThePhantomX64 15 Jul @ 2:02am 
There was no new paintjob variants added recently, right?
Glitcher 12 Jul @ 11:01am 
What I mean is, do you think you could make a submarine that is dedicated towards the s.a.f.s, and if it’s not too much to ask, do you think you could make a platform to store the s.a.f.s in? Like the other exosuit mod. Also, reporting a bug, there is a bug where sometimes I can’t move the s.a.f.s, but I’m unsure whether it’s because of conflicting mods, or because it’s a bug in the mod, if you want to recreate this, it happened when I had cheats on and enabled godmode and/or had healed myself from injuries.
SoulDRoul 12 Jul @ 6:56am 
?
Glitcher 10 Jul @ 7:59pm 
Would it be possible for you to make a ship dedicated for the S.A.F.S?
Foppa  [author] 10 Jul @ 4:21pm 
@HeistMan273 Reading the manual thoroughly (100%) will unlock the extra talent for all S.A.F.S. recipes.
Foppa  [author] 10 Jul @ 4:16pm 
@SupremeMorpheus It’s all set now, so give it another try.
SupremeMorpheus 10 Jul @ 1:19pm 
I've been having the same issue - read the manual, can't craft the new exoblade. All the other recipes are accessible, but I had those unlocked from before the update
HeistMan273 7 Jul @ 6:31pm 
I may sound stupid, but I have read the S.A.F. manual and yet it won't let me craft any EXO parts, even if I have the resources, is something wrong with my mod list, or is it a different issue?
ThePhantomX64 1 Jul @ 4:00am 
TBh I just copied the code from exosuits that Real Sonar provides in the Lua Settings it has. Felt like having it resistance to sonar like exosuits would probable best fit it.
Foppa  [author] 1 Jul @ 2:06am 
@ThePhantomX64 Nice one! I'm glad you figured it out!
ThePhantomX64 30 Jun @ 11:52pm 
Here is the code for the new skin, also here is the onyx skin code since I realized in my last post that it had the name and not the item ID which was my bad.

"SAFS_onyx":{"damageMultiplier":0.9,"anechoic":true},
"SAFS_nāga":{"damageMultiplier":0.9,"anechoic":true},
ThePhantomX64 30 Jun @ 11:09pm 
New update with a new paint job? looks like I need to add it to the list.
LoL_Mann 29 Jun @ 10:54am 
ThePhantomX64, You're the goat, man, I thought I had to keep the dots between the letters lmao
ThePhantomX64 25 Jun @ 1:16pm 
Ok so for anyone else using Real Sonar and want to add the sound proofing to the S.A.F.S similar to Exosuits in the mod, here is the code I did in the Lua Settings for Real Sonar under Diving Suit Resistances. Just copy and paste that in without replacing any of the already existing code and make sure it's inside the { } else it won't work. (in case anyone doesn't know how to.)

"SAFS":{"damageMultiplier":0.9,"anechoic":true},
"SAFS_camo":{"damageMultiplier":0.9,"anechoic":true},
"SAFS_camo2":{"damageMultiplier":0.9,"anechoic":true},
"SAFS_yellow":{"damageMultiplier":0.9,"anechoic":true},
"SAFS_clown":{"damageMultiplier":0.9,"anechoic":true},
"SAFS_seaweed":{"damageMultiplier":0.9,"anechoic":true},
"SAFS_snow":{"damageMultiplier":0.9,"anechoic":true},
"SAFS_V7":{"damageMultiplier":0.9,"anechoic":true},
"SAFS_moon":{"damageMultiplier":0.9,"anechoic":true},
"S.A.F.S_onyx":{"damageMultiplier":0.9,"anechoic":true},
Mockingjay 23 Jun @ 8:13pm 
I came across an issue while testing my new modlist where the SAFS suits wont walk if the player is in god mode. It's not a huge issue but wanted to make sure it was known.
Foppa  [author] 23 Jun @ 12:20pm 
@The IRS The game has a mechanic called "Repair Threshold." Once the suit's condition falls below that threshold, using the wrench will successfully repair it.
The IRS 19 Jun @ 12:31am 
I feel stupid for asking but I couldn't find an answer in the comments. How do you repair the suit whenever I use a wrench on it the color panel just opens and hitting it with the wrench doesn't work either? sorry if it says it somewhere and I'm just blind but I cannot figure it out.
Foppa  [author] 13 Jun @ 1:33am 
@k.leroy Thanks for the feedback! I'm glad you're enjoying the mod. Trying different fuel types like Thorium Fuel Rods might help with fuel consumption.
DefaultString 11 Jun @ 10:18am 
Using quality mod, load quality rod.
k.leroy 11 Jun @ 10:02am 
i feel like the new arm attachments drain the fuel rod way too fast, amazing mod otherwise
Lost Weapon Master 11 Jun @ 6:31am 
Is it possible to add an opportunity to meet hostile NPC's in this exosuit? If yes, it would be incredible
Space Tendies 8 Jun @ 10:00pm 
lol
the wizard 31 May @ 9:42am 
What the fuck do you mean "how do they stack up" HE PUNCHED A GUY TO PIECES IN THE FIRST GIF
FreneticNova 25 May @ 2:37pm 
How do these suits stack up against the vanilla exosuit
James the Bond 22 May @ 2:30pm 
Do you think you could make a separate mod that adds a storage locker, like a diving suit locker? It would help a ton.
AmazedPyro Boy 21 May @ 7:20pm 
Could you make a patch making them more expensive and slower or something pretty please with cherries on top
ItsJustMozzie_ 18 May @ 4:39am 
Stupid question, but I cannot move when inside the SAF even with a fuel rod and oxygen tank inside, am I doing something wrong?
AcousticOrca 11 May @ 3:39pm 
is there a way to make it use batteries instead of fuel rods. It clashes with advanced reactors which makes fuel rods awful to use for anything other than reactor
Пулемётчики 9 May @ 2:43am 
Dude I recommend to ponurphy armor survivability a lot, because this machine survives even after c-4 explosion (no damage at all)
Пулемётчики 8 May @ 11:02pm 
and uh.. a bit Unbalanced rn
Пулемётчики 8 May @ 5:09pm 
And can we please rework the night vision system? Because it looks awful to the eyes