Barotrauma

Barotrauma

Chemical Agents
Feniter  [kehittäjä] 29.5.2023 klo 20.05
Q&A + Suggestions
Ask me something here and maybe I or other people can answer it. Suggest anything you want but no guarantees they will be added due to factors of not-feasible or too far from the mod's goals and concept.
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Näytetään 1-15 / 41 kommentista
Spawn IDs or names
Feniter  [kehittäjä] 30.5.2023 klo 21.18 
fenitergasgrenade1 to 6
feniterchemicalmunition1 to 4
feniterrailgunshell
feniterhazmats/feniterhazmatsred
feniternerveagentcure
feniterpulmonaryagentcure1 to 2
feniterpsychoagentcure
feniterchemicalblisterbandage
feniterdecontaminant

that should be most of the mod, I can't remember the other smaller items. When I give out the update I can take a look at the identifiers and tell it here.
Mod will work with?:
Neurotrauma
Hazardous Reactors
Mechtrauma
Feniter  [kehittäjä] 31.5.2023 klo 16.29 
Works I think, shouldn't override regular afflictions or human character xml.
how do i cure chemical residue
Feniter  [kehittäjä] 12.6.2023 klo 21.53 
That's... not my mod that's EHA, since I've dealt with that I'll answer anyway, it is cured by stabilozine.
the lachrymator agents really don't spread nearly enough gas around to be efficient at all in any way so i feel like they should have the gas spread be buffed a lot
Feniter  [kehittäjä] 20.6.2023 klo 18.37 
I don't use gas particles as spread... it's just a fancy disguised explosion due to performance issues with spawning alot of items with each their own statuseffects. I might consider making it so that any AI entities might just get stunned when in range and at a specific level of exposure as a sort of buff.
After playing around with this a bit in a multiplayer campaign, I have a few suggestions:

Standard hazmat suits that don't require thermal goggles

Cheaper antidotes (fr the nerve gas antidote is crazy expensive)

Using gas canisters to release gas into areas rather than just using them for chemical shells

Using gas to get rid of ballast flora (sorta like fumigation)

Maybe some kind of gas nozzle or sprayer that can be hooked up to a button and a canister (like setting up gas nozzles in the ballast to deal with ballast flora or fumigating the captain's quarters with blister agent for some trollsome fun)
Is there a container that can safely contain the Unknown Chemical Container?
And where could i optain it?
I have a chemical weapon container but it does not seem strong enough to protect me or my bot crew from the effects. (As the description of the weapon container indeed states)
Is this mod compatable with NT (with addons) , enhanced araments and Robotrauma
Is there a chance you could look into making a comp for the EK mods? since someone group fixed them, and they add better combat/utility Dive suits (which as it stands are deathtraps when someone flings a Grenade that comes back)
Feniter  [kehittäjä] 30.11.2023 klo 5.47 
@Scratch_999, no idea for NT and Robotrauma, I have an EHA patch right in the description. Robotrauma supposedly has immunity against its effects on the other mod but I haven't tried it if it actually works.
@Fritzy the Fox, EK mods like the hardsuits? I'll do it tomorrow.
@Jasper1222, no I don't have plans to make a safe container for the Unknown Chemical Container

@AcousticHITMAN45,
1) Sure no problem, do you want the NVGs kept or also removed.
2) I'll tweak it and update it tomorrow.
3) Uhh gas canisters sure, I'll throw it in, you can't throw it tho, just releasing gas into an area as soon as you trigger it(make sure to drop it).
4) Ok, tomorrow as well.

P.S Sorry for the late reply, I only got back to barotrauma today.
Viimeisin muokkaaja on Feniter; 30.11.2023 klo 6.16
What exactly is the difference between normal and PVP items?

Can you use the chemical agents effectively on bosses?
Feniter  [kehittäjä] 19.2.2024 klo 18.04 
PVP blistering agents have effects that target each limb separately, regular item don't(This is due to the case of the game lagging with a lot of status effect on AI so make sure you use them without AI crewmates on either sides)
.
provided they're biological by the entities' data in the code then yeah which is usually the norm.
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