Barotrauma

Barotrauma

Primitive Medicines
fatherg.m  [developer] 10 Aug, 2023 @ 7:23am
Technical Questions and Bugs
Use this post to ask questions regarding things like compatibility. Don't ask questions like does this mod works with XXX mod because I don't know the answer as well. What you should do is ask does this mod override XXX in vanilla. You then find out if the other mod also overrides XXX in vanilla, and determine yourself if these 2 mods are compatible.

This is a c# mod that requires lua for baro installed correctly and the c# scripting feature of it enabled. Check that you have these correctly performed before asking questions.

Generally speaking, this mod only overrides medical stuffs: afflictions, medical items, medic's talents, so other medical overhaul mods are expected to not be compatible with this mod. Other things like weapons, submarine related things, human body parts related things, and etc. aren't touched upon, so this mod should be compatible with anything that doesn't override existing medical system.

Some vanilla contents overrode by this mod is done through code and not xml so that these overrides are universally compatible with other mods and extends to them. For example, all items similar to vanilla diving masks(in terms of category and tags) and holds oxygen tank will also hold analgesic gas tanks from this mod. Overriding vanilla diving masks is allowed as this wasn't done through xml.

This mod overrides some vanilla code; however, those codes shouldn't effect much, but in some rare cases it might be hard incompatible with some other lua/cs mods.

Report bugs in this discussion posts. Show either stacktrace(red texts on console) or crashlogs and indicate if you have other mods. Otherwise I can't figure out what's wrong.
Last edited by fatherg.m; 18 May, 2024 @ 7:20am
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Showing 1-10 of 10 comments
fatherg.m  [developer] 12 Aug, 2023 @ 7:55am 
This mod mostly overrides medical items and a few afflictions. Currently these 2 categories are the only things this mod overrides, meaning Human.xml, ragdoll.xml, or any weapons aren't touched.
Last edited by fatherg.m; 28 Feb, 2024 @ 4:01pm
Dr.Vaфе!ь 15 Aug, 2023 @ 1:28am 
If needed, can we have some compatability patch for haz reactors, enhanced armaments, real sonar?
fatherg.m  [developer] 15 Aug, 2023 @ 7:39am 
Originally posted by Dr.Vaфе!ь:
If needed, can we have some compatability patch for haz reactors, enhanced armaments, real sonar?
I will take a look at this later. However, if you are urgent, you can take a look at the xmls of my mod and compare them with these mods.
Regarding haz reactors, idk what exactly this mod does but my mod doesn't override radiation sickness nor antirad currently.
Wen 26 Apr, 2024 @ 1:59pm 
I keep getting an error on f3 saying "Can't find PMStatusHUD" in *location*. Is this a mod compatibility error? I don't have any other medical mods on.
fatherg.m  [developer] 11 May, 2024 @ 7:38am 
Originally posted by Wen:
I keep getting an error on f3 saying "Can't find PMStatusHUD" in *location*. Is this a mod compatibility error? I don't have any other medical mods on.

Mod is now updated. Please make sure you have the newest LuaForBaro installed, C# scripting enabled, and read the update notes for save-game combability info.
Jimrambit 11 May, 2024 @ 11:05pm 
Does This Mod Modify The Human.xml File?
fatherg.m  [developer] 12 May, 2024 @ 7:35am 
Originally posted by Jimrambit:
Does This Mod Modify The Human.xml File?

It doesn't.
Voyage 21 Jun, 2024 @ 4:40am 
Whenever I attempt to host a server with this mod, I get this error message:

Error while reading a message from server.
Exception thrown while reading segment EntityEvent at position 32.
Inner exception: Object reference not set to an instance of an object.
at PrimMed.Patches._MeleeWeapon.<PostCtor>g__calcMod|2_1(Character u)
at PrimMed.Patches._MeleeWeapon.<PostCtor>g__belowTH|2_2(FastSE se, Entity _, IReadOnlyList`1 targets)
at PrimMed.Replace.FastSE.Apply(ActionType type, Single deltaTime, Entity entity, IReadOnlyList`1 targets, Nullable`1 worldPosition)
at Barotrauma.Item.ApplyStatusEffect(StatusEffect effect, ActionType type, Single deltaTime, Character character, Limb limb, Entity useTarget, Boolean isNetworkEvent, Boolean checkCondition, Nullable`1 worldPosition) in <DEV>\Barotrauma\BarotraumaShared\SharedSource\Items\Item.cs:line 2066
at Barotrauma.Items.Components.ItemComponent.ApplyStatusEffects(ActionType type, Single deltaTime, Character character, Limb targetLimb, Entity useTarget, Character user, Nullable`1 worldPosition, Single afflictionMultiplier) in <DEV>\Barotrauma\BarotraumaShared\SharedSource\Items\Components\ItemComponent.cs:line 922
at Barotrauma.Item.ClientEventRead(IReadMessage msg, Single sendingTime) in <DEV>\Barotrauma\BarotraumaClient\ClientSource\Items\Item.cs:line 1999
at Barotrauma.Networking.ClientEntityEventManager.Read(ServerNetSegment type, IReadMessage msg, Single sendingTime) in <DEV>\Barotrauma\BarotraumaClient\ClientSource\Networking\NetEntityEvent\ClientEntityEventManager.cs:line 221
at Barotrauma.Networking.GameClient.<>c__DisplayClass123_0.<ReadIngameUpdate>b__0(ServerNetSegment segment, IReadMessage inc) in <DEV>\Barotrauma\BarotraumaClient\ClientSource\Networking\GameClient.cs:line 2177
at Barotrauma.Networking.SegmentTableReader`1.Read(IReadMessage msg, SegmentDataReader segmentDataReader, ExceptionHandler exceptionHandler) in <DEV>\Barotrauma\BarotraumaShared\SharedSource\Utils\SegmentTable.cs:line 296


The only other mod running is LUA
Voyage 21 Jun, 2024 @ 4:43am 
May help to mention this occurs when I apply a bandage to any limb
fatherg.m  [developer] 21 Jun, 2024 @ 6:22am 
Originally posted by What is a heavy main?:
Whenever I attempt to host a server with this mod, I get this error message:

Error while reading a message from server.
Exception thrown while reading segment EntityEvent at position 32.
Inner exception: Object reference not set to an instance of an object.
at PrimMed.Patches._MeleeWeapon.<PostCtor>g__calcMod|2_1(Character u)
at PrimMed.Patches._MeleeWeapon.<PostCtor>g__belowTH|2_2(FastSE se, Entity _, IReadOnlyList`1 targets)
at PrimMed.Replace.FastSE.Apply(ActionType type, Single deltaTime, Entity entity, IReadOnlyList`1 targets, Nullable`1 worldPosition)
at Barotrauma.Item.ApplyStatusEffect(StatusEffect effect, ActionType type, Single deltaTime, Character character, Limb limb, Entity useTarget, Boolean isNetworkEvent, Boolean checkCondition, Nullable`1 worldPosition) in <DEV>\Barotrauma\BarotraumaShared\SharedSource\Items\Item.cs:line 2066
at Barotrauma.Items.Components.ItemComponent.ApplyStatusEffects(ActionType type, Single deltaTime, Character character, Limb targetLimb, Entity useTarget, Character user, Nullable`1 worldPosition, Single afflictionMultiplier) in <DEV>\Barotrauma\BarotraumaShared\SharedSource\Items\Components\ItemComponent.cs:line 922
at Barotrauma.Item.ClientEventRead(IReadMessage msg, Single sendingTime) in <DEV>\Barotrauma\BarotraumaClient\ClientSource\Items\Item.cs:line 1999
at Barotrauma.Networking.ClientEntityEventManager.Read(ServerNetSegment type, IReadMessage msg, Single sendingTime) in <DEV>\Barotrauma\BarotraumaClient\ClientSource\Networking\NetEntityEvent\ClientEntityEventManager.cs:line 221
at Barotrauma.Networking.GameClient.<>c__DisplayClass123_0.<ReadIngameUpdate>b__0(ServerNetSegment segment, IReadMessage inc) in <DEV>\Barotrauma\BarotraumaClient\ClientSource\Networking\GameClient.cs:line 2177
at Barotrauma.Networking.SegmentTableReader`1.Read(IReadMessage msg, SegmentDataReader segmentDataReader, ExceptionHandler exceptionHandler) in <DEV>\Barotrauma\BarotraumaShared\SharedSource\Utils\SegmentTable.cs:line 296


The only other mod running is LUA

Fixed in latest version. However, this appears to be originating from something more deeper, probably game/LUA core code change. I'd need to investigate it more. Also, it seems that this only triggers on server.
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