Barotrauma
JobsExtended
403 件のコメント
Draconis🐊  [作成者] 11月16日 22時08分 
going to make artsy smithy make higher quality knives and multitools next update
Naked Snake 11月16日 11時16分 
welcome to the station crew
L'Etranger 11月16日 1時35分 
Finally


Space Station 13
Mechanos 11月15日 18時53分 
Am I correct, in that I'm not seeing any custom jobs related to expanding engineering/mechanics/wiring/trading/etc, other than.. giving more weapons to the lead engineer/mechanic, and giving drones to non-mechanics?

I can only make guesses since a role tree isn't posted, but it kinda seems like this is themed around.. giving existing combat classes, even more toys/cross classing, rather than RP. Minus the little bit of theoretical middle-management.

As someone that likes to play mechanic, and custom wire up the sub (mechanic gets more wiring options that engineer sadly), I personally was hoping to see classes/options that expanded on non-combat gameplay more.
furia155 11月7日 7時32分 
Not sure if its intended or not but the artisan smith perk of the quartermaster only makes better quality wrenches and screwdrivers and does not seem to work on other tools like welding torches and plasma cutters
L'Etranger 11月3日 10時01分 
is this compatible with the enhanced arsenal mod?
Макс 10月26日 4時34分 
уважаемый разработчик, будут ли в будущем добавляться другие роли и тяжело ли выполнить просьбу добавить роль вип персоны ?
Anti4iteR 10月12日 8時43分 
Ah ♥♥♥♥, it's alive? Gonna check if my russian localization still working and actual
Draconis🐊  [作成者] 10月10日 17時03分 
Perhaps you could put away the excess crewmembers at the hiring manager that you do not want? It is your game you can do whatever you want in singleplayer.
ValTheMadLad 10月10日 16時25分 
@Draconis
Singleplayer contains 1 person for like every job until 15/16, ruins singleplayer balance and i need to know if theres a way to fix this
Captain Eric 10月5日 10時03分 
Must have been something I did Draconis. Thought I had isolated some changes I was fiddling with to a different mod folder but must have contaminated my sprites. I double checked and my sprite sheets are drastically different than a fresh copy of your mod had. No clue how it happened lol. Disregard prior comment. You know how it goes.
Draconis🐊  [作成者] 10月5日 9時32分 
Not for singleplayer.
Mean & Evil 10月4日 19時31分 
Why does this mod change the default ships to contain someone of EVERY job? Ruins singleplayer balance.
Draconis🐊  [作成者] 10月4日 14時20分 
I have not had that problem what so ever. Are you running another mod that messes with uniforms or human.xml?
Captain Eric 10月4日 14時12分 
outfits missing hands? hidelimb=true for a lot of outfits that dont have gloves. Unless I borked my installation from messing around with things. Captains/Medics etc..
Draconis🐊  [作成者] 9月21日 13時44分 
massive amount of bugfixes and rebalances of trees, there were jobs that could make guns they couldn't make ammo for etc etc etc its all be looked at one at a time and compared to the other jobs.

Navigator had weird custom talent that was misreported that has been replaced, Navigator, XO and HoS got talent reworks.

Classes like janitor that could become messed up due to graduating into a tree they already had can no longer pick that tree, and due to how the backend code for that works to unlock 1 tree for that job at random it seems it can't be avoided, sorry! However the jobs did get some slight tweaks so they perform better and have access to talents geared towards them.
Draconis🐊  [作成者] 9月21日 7時57分 
Updated to add Mechanic and Engineer access to Head of Security ID Card as they are supposed to inspect the majority of the ship but not have Captain access.
GandalfIsNotAJedi 9月20日 11時29分 
Giving the HOS another id card was my idea, but another friend didn't like it. I think trying to create a mod to edit the id card is what we are trying to do, but we can't find where in the code the HOS id is being given access to medical. Glad I could be of some help though.
Draconis🐊  [作成者] 9月19日 20時50分 
But thanks for calling attention to that so I can add Engi and Mech to it

<Item name="ID Card" identifier="hos_idcard" category="Equipment" description="Head of Security ID Card" Tags="smallitem,idcard,identitycard,id_security,id_medic,id_mechanic,id_engineer" cargocontaineridentifier="metalcrate">
Draconis🐊  [作成者] 9月19日 20時48分 
You can't mod ID cards that have already spawned unless you have a mod to directly edit the card
Draconis🐊  [作成者] 9月19日 20時47分 
You know you could just take his ID card and give him another one right?
GandalfIsNotAJedi 9月19日 15時55分 
It was an issue for a personal campaign me and some friends are trying to run. We were having issues trying to alter the mod to exclude medical access for HOS.
Draconis🐊  [作成者] 9月19日 15時49分 
not without altering the mod, HoS used to be a captain ID type which was causing some issues since it was making them this odd 4th secret captain. If its not an issues I don't see what the problem is. HoS might need Engineer and Mechanic ID's as well technically.
GandalfIsNotAJedi 9月19日 15時43分 
I'm just wondering if there is a way to change it.
Draconis🐊  [作成者] 9月19日 15時25分 
HoS has had medic access for awhile, what is the problem?
GandalfIsNotAJedi 9月19日 15時13分 
Why does head of security have access to toxin cabinet, and how do you stop it?
General_JOE 9月19日 14時54分 
Definitely is, it's the navigator actually, 3rd talent in the Specialist tree, now shows up as red_alarm with a broken affliction.
Draconis🐊  [作成者] 9月17日 13時29分 
That legacy talent is not in use in Jobs Extended. check your mods
General_JOE 9月16日 9時19分 
Hey, I think it's the Executive officer that has a broken talent that was removed from vanilla, the one where you give a character an order to buff them. It appears to apply the buff to every single crewmember and give them crazy run speed.
Draconis🐊  [作成者] 9月12日 0時49分 
I support NT even though I am not a huge fan of it, However NT Surgery + whatever is not supported nor will I due to numerous community issues with the mod in public gaming (the majority of servers I play are and will be public) and it contributes to the concept of main character syndrome and contributes immensly to the general bad image of NT in public servers.
ejebhf Project acc 9月11日 23時32分 
Subject: Compatibility patch request with Neurotrauma

Hi, I’m a big fan of JobsExtended and use it alongside Neurotrauma. I’ve been trying to make a small compatibility patch so that the Chief Medical Officer (medicaldoctor) job in JobsExtended has the surgery skill (to match Neurotrauma), but I keep running into loader errors before the patch can even activate.

Would you consider releasing an official compatibility patch or adding this change directly to JobsExtended?

This would make JobsExtended fully compatible with Neurotrauma without players having to manually edit files. I think a lot of people using both mods would appreciate it.

Thanks for your time and for all the work you’ve put into JobsExtended!
Draconis🐊  [作成者] 9月5日 16時44分 
working as intended
Max Retarded #P3 9月5日 11時21分 
not sure if its this problem is from this mod but clothes from "jobsextended" when unequiped drop all items on the floor
Draconis🐊  [作成者] 8月26日 12時38分 
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🎩 8月26日 3時16分 
This mod replaces the ids of vanilla professions. Can you write new vanilla IDs (cards) and mods?
Draconis🐊  [作成者] 7月30日 6時29分 
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 7月29日 18時19分 
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 7月10日 14時03分 
It didn't exactly help as to explain how to make a new job..
Draconis🐊  [作成者] 7月10日 13時59分 
read the above guide
Glitcher 7月10日 13時53分 
I can't find the customization part, so I can add new roles.
Draconis🐊  [作成者] 7月10日 13時25分 
Use the Karma system.
Glitcher 7月10日 13時17分 
Adding onto that, the base game jobs will be free for the players to choose, while the higher commanding jobs are locked until the server host gives that job to a player.
Glitcher 7月10日 13時16分 
Can you make it where the person who is hosting a server with this running has to give the higher roles to players? And do you think it'd be possible to expand on the roles? As in, expanding the line of command? Meaning, the players have to earn their way up.
Draconis🐊  [作成者] 7月5日 22時47分 
above most other mods that do stuff to clothing unless they add variants. besides classes this affects the ballcap, bandolier and toolbelt
MRKS 7月5日 22時20分 
Any importance on where this should go in the load order?
TemmieTheGod 6月29日 22時06分 
can you post the base stats of the new roles? It'll help me know when I should make a new character lol
Draconis🐊  [作成者] 6月9日 18時08分 
I spent a lot of time balancing the talents out and its not perfect but it should run pretty smooth and not have any weird issues. I just can't make the classes added to the buy list since the station NPC's are part of a giant list of ALL npc's on stations that every other mod uses and I can't inject npc's in. Even adding new classes is rough because of how spawn indentifiers and tags work but I got it running on XML pretty tight so you don't run into any LUA issues.
CatalystPump 6月9日 17時37分 
Thank you for the awesome mod though! <3 We ended up deciding to run without permadeath enabled (and are just saying you have to "create new" when you die, now), and several of my crewmates have had a good time roleplaying non-essential roles.

Heck, honestly? The custodian especially is such a useful job to designate even if we didn't have the mod enabled.

Much love!
CatalystPump 6月9日 17時35分 
Yeah I understood. Thank you both for the response. Big shame, but it is what it is.
MasonMachineGuns  [作成者] 6月9日 12時12分 
tldr: no permadeath