Barotrauma

Barotrauma

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JobsExtended
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7.474 MB
24 Jun, 2021 @ 11:56am
30 Aug @ 11:20am
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JobsExtended

In 1 collection by MasonMachineGuns
BaroTraumatic Experience
11 items
Description
Works with winter update 2024!

Announcement!
- First beta for 1.9, LUA removed, ID cards use variant cards for ease of play and not needing lua. Captain types are all captains Heads are whatever their department is. No special or cross cards.

-Skills and talents are based around Vanilla, lower skills are no longer a thing unless you play janitor, convict or passenger. Which are weirdo assistant types.

Supported languages: EN,CN,PTBR,PL,RUS

JobsExtended is a realistic, configurable, and more in depth look into roles for Barotrauma. This mod adds in a more realistic set of customizable (and configurable) roles for the crew. JobsExtended is configurable using karma to permit certain players to pick certain roles, perfect for admins to help control security clearances, griefing, and roleplay. The default settings will deter griefers from becoming high level roles, but for more precise control, see the admin/Karma utility section.
[DISCLAIMER]

You Cannot Buy Modded Bots from Stations, only the vanilla 5 roles
Forced low skill removed to facilitate better gameplay instead of grinding skills to normal
This mod can easily improve Immersive, Roleplay, OR Traitor gameplay.

NEW ROLES

Captain: The Head of the vessel, the daring risk-taker, the ruler; Only 1 can be in charge!

Executive Officer: 2nd-in-command, Keeps everyone in line and preforming their job or defends the CO and executes his will. Captain with Warlord tree instead of politics.

Navigator: Drives the Boat. Depending on the sub, they could locate minerals, lead the diving team, or use/maintain exploration drones. Captain with Frogman instead of Gunslinger

Head of Security: Responsible for all security operations on board the submarine and for the armory. Security with captain style gunslinger pistol focus.

Chief Medical Officer: Manage the infirmary on the submarine and makes sure that the medical supplies never run out and the medical staff operate under the Hippocratic oath (or not).

Diver: Diver has been removed AA is back in development and this was Security+.

Chief of the Boat: Supervisor for all electrical systems and leads all technical personnel, use brute force when necessary. Engineer with Bosun leadership abilities

Quartermaster: Material management and head Mechanic, With help of the Janitor, they keep the sub clean, fills every storage cabinet and provides ammunition for all weapons.

Custodian: Assists Quartermasters in keeping the sub well cleaned, supplied, and stockpiled. An Assistant crossed with both engineer and mechanic.

Passenger: Civilian that travels among the crew as a guest, presumably for a price, scientific discovery, or the experience. Low skills mostly supports the crew by buffs as they eventually grow into a role.

Prisoner: Lock Em Up! This convict is like an assistant but geared more for melee and pistol combat roles they can't be a clown due to failing the background check. Similar pistol talents to Captain.
EDIT: No longer spawns cuffed and has headset. No one was actually using Karma system to force this novel role so its made just a sort of trustee/work release program inmate.

Vanilla Roles such as medical, engineer, mechanic, and security are essentially the same.

FEATURES

Variety

Every one of the 15 Jobs has 3 subroles with to further specialize each role to job title, being combinations of existing job roles such as the XO who is like a Captain with Security talents and a 5 vitality bonus, The heads of staff have captain talents worked into their trees to speed skill growth in their department and act as mentors. While things like Janitor and Prisoner play similar to assistant with a focus on electrical/mechanical and security/melee respectively.

Talents

Talents are being developed to further add variety to the jobs.

Items

Clothes are deconstructable, contain pockets, and provide special job specific protection. As seen in the mod Pockets For All (Draconis) fork. They are no longer small items and can only go in the hotbar but items contained inside can only be accessed when worn to prevent hoarding clothing to use as hotbar slot pockets like vanilla medical outfits.

Admin/Karma Utility

Through use of the Karma system or commands, moderators can limit players to certain roles. The minimum Karma required for each role is as follows, Note this SHOULD still work as it was vanilla karma system based:
CO: 95
XO: 85
COB: 85
HOS: 75
CMO: 75
NAV: 65
QM: 55
SO: 55
DIV: 50
DR: 50
ENG: 45
MEC: 25
JAN: 15
PAS: 5
PRIS: 0

Special Thanks
EagleWolfQueen and Specter The Unchained for Chinese translation.
Polaris for Brazilian Portuguese translation.
Kaofan for Polish translation (nawet jesli jestem polakiem, raczej malo mi sie chcialo bo nie gram wiec dzieki ~M)
Anti4iteR for Russian translation (hope it works havent reached author yet)
mage6614 for the Old Crew Uniforms

Submarine collection

JE automatic spawn point code no longer worked and was removed you do not need special submarines or code. If you have a funky submarine that uses other ID card tags I may add them to the new job ID cards unless its an older sub and in that case it should be updated to use vanilla ID tags.

Huge thanks to Evil Factory, he is a true hero!

Other stuff
Be sure to check out Barotraumatic Discord! [discord.gg] We hang out there very often, so you can get updates on when we play, chat with us, or even get sneak peaks of upcoming updates of mods!

Have a nice day playing with our mod! o7
Popular Discussions View All (3)
2
26 Aug @ 3:16am
[Русская локализация|Locflization-RU] Ошибки, баги, недочёты
Anti4iteR
1
3 May, 2023 @ 2:24pm
German translation
Waffelparty
0
13 Apr @ 12:09pm
Is there some where where i can find the talents for all of the new jobs?
dixoniii
372 Comments
Draconis🐊  [author] 5 Sep @ 4:44pm 
working as intended
Xy | Felinae 5 Sep @ 11:21am 
not sure if its this problem is from this mod but clothes from "jobsextended" when unequiped drop all items on the floor
Draconis🐊  [author] 26 Aug @ 12:38pm 
It does not replace vanilla but to get the new jobs to work in .XML correctly they have to spawn and have ID's and the new jobs have NT compatible ID cards for their jobs. Its kind of a mess, the old way was the LUA would patch the submarine and make duplicate spawn points for all of the classes and assign them ID's that way.
Non1KK🎩 26 Aug @ 3:16am 
This mod replaces the ids of vanilla professions. Can you write new vanilla IDs (cards) and mods?
Draconis🐊  [author] 30 Jul @ 6:29am 
This isn't made for singleplayer due to the how station NPC's are coded as part of a giant list you cannot add or subtract from without making it not work with other mods that do so. If "recruitable NPCs.xml" was its own thing then we could substitute a Jobs Extended version override of that file so you could pick them up at stations.
Trainlord05 29 Jul @ 6:19pm 
So from what I (kinda') understand, once I start with these N.P.Cs I'm stuck with them, and can't hire anyone new with the H.R. manager who has the same role. Is that how this works?
Glitcher 10 Jul @ 2:03pm 
It didn't exactly help as to explain how to make a new job..
Draconis🐊  [author] 10 Jul @ 1:59pm 
read the above guide
Glitcher 10 Jul @ 1:53pm 
I can't find the customization part, so I can add new roles.
Draconis🐊  [author] 10 Jul @ 1:25pm 
Use the Karma system.