Barotrauma

Barotrauma

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Immersive Ignitables
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9 Apr, 2024 @ 9:47am
3 Oct @ 8:58am
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Immersive Ignitables

In 2 collections by _]|M|[_
Barotrauma Deathwish
64 items
Casual Ironman Campaign
17 items
Description
Features:
With Immersive Ignitables you'll need a lighter or an open fire to be able to make use of certain items.

Smoking also becomes more immersive by applying additional visual, particle and sound effects. You will now exhale smoke after taking a drag and depending on how long you inhaled, you will exhale smoke for a longer duration.

Ignited items will only burn as long as they are actively held or dropped on the floor. They will extinguish when they come in contact with water or when stored in your pockets or another container, except for trash cans.

Here is a list of all the items adjusted or added by this mod:
  • Lighter
    Used to ignite any ignitable item nearby. This allows to for example light a molotov or cigarette of a fellow crewmate if you hold your lighter close to their held item.
    It has a total active burn time of 120 seconds and once its fuel is empty, it will only spark, but never turn on. It can be refilled with welding fuel at a fabricator. It is not possible to display the fuel left inside it so if the lighter is no longer turning on after several attempts, it is probably empty.
    It will extinguish and can't be used when in contact with water.
    You can craft colored variants at a fabricator and find rare, more fuel efficient, engraved lighters in wrecks and abandoned stations.

  • Lighter Fuel
    Used to refill lighters. You can refill your lighter with it by holding both items in your hands and holding [RMB] (Aim).
    A single Lighter Fuel can refill a lighter fully up to 4 times.
    It can be crafted with aluminum and ethanol, but you can also buy it or find it in loot.

  • Pack of Cigarettes
    Can be bought at outpost merchants, vending machines or found in loot. Comes with 20 cigarettes inside.

  • Cigarette
    Once lit, it can be smoked to gain small amounts of psychosis resistance and cure a bit of your psychosis. It can be bought as Pack of Cigarettes at outpost merchants.
    Changes its sprite depending on how much of it has burned.

  • Cigar
    Once lit, it can be smoked to gain psychosis resistance and cure psychosis and reaper's tax. As in vanilla, it requires the captain's talent to craft it.
    Changes its sprite depending on how much of it has burned.

  • Captain's Pipe
    Once lit, it can be smoked to gain medium amounts of psychosis resistance and cure some psychosis. Requires Pipe Tobacco inside it to be able to light it up.

  • Molotov Cocktail
    Once lit, it can be thrown. It will explode on impact and cause a massive fire. If it somehow survived the impact, you can shoot at it, explode something nearby or hit it with a melee weapon to cause it to explode.

  • Crumpled Paper
    Once lit, it can be thrown and will start a fire after a few seconds. They can be found in trash or crafted with carbon at a fabricator.

  • Trash Can
    Putting a lit item inside a trash can will cause a fire after a while.

Load Order:
- Immersive ignitables
- Hungry Europans [if you're using it]
- Neurotrauma (Maintenance update) [if you're using it]
- Any mod that overrides any of the listed items

Not compatible with the original Neurotrauma due to not adding its afflictions via overrides! Use Neurotrauma (Maintenance update) instead which has fixed this issue.

Compatibility and other Patches:
Please read the descriptions and follow load order instructions!
- Tobacco Addiction Add-On
- Russian Translation
- Chinese Translation

Word of Advice:
I recommend to not hoard loads of ignitable items as they may impact performance in large quantities in already heavily modded campaigns. It isn't really noticeable in vanilla or lightly modded campaigns, but heavily modded campaigns that are already struggling with performance may have trouble with too many of these items. You can have quite a few of these in existence, but note that if you experience a lower framerate or lag after buying like 10 packs of each 20 cigs, you might want to get rid of some. All items can be deconstructed to get rid of them.
Popular Discussions View All (1)
0
15 May @ 1:56pm
Lighters are not refuelling -- BUG REPORT
DozenthTurmoil
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!