About Tougher and Healable Pets with Hats!
From Steam WorkshopFeatures: Pets can wear hats! Added Orange Boy's Hat, Psilotoad's Hat, Peanut's Costume and Cthulhu's Basket as seen in the thumbnail as rewards for making pets happy. They can only be crafted in a…
[h2]Features:[/h2][hr][list] [*] Pets can wear hats! Added Orange Boy's Hat, Psilotoad's Hat, Peanut's Costume and Cthulhu's Basket as seen in the thumbnail as rewards for making pets happy. They can only be crafted in a fabricator using 1x Organic Fiber and 1x corresponding pet drop (Chitin Chunk, Hallucinogenic Bufotoxin, Mucus Ball and Dementonite). [*] Pets can be given medical items via the Health Window [H]! [*] Pets' health has been increased to 100, where they fall unconscious at 0 and die at -100, like humans! [*] Pets take half damage from all sources! [*] Pets recover health, bleeding and burns at a rate of 0.2/s! [*] Pets will be tougher in combat when dealing damage by temporarily gaining up to 50% of their maximum health, 30% damage resistance, and inflicting damage vulnerability. These effects will scale cumulatively but will wear off quickly. [*] Pets such as Orangeboy, Psilotoad, and Cthulhu will respectively have "special attacks" (afflictions with visual & sound effects) of burning, stun, and bleeding; acid burns, paralysis, and infection; and electric shocks, stun, and radiation to play a supportive role in combat. [*] Pets will lose happiness at a halved rate! [*] Pets will eat food at 45 hunger (every 25mins) instead of default 30 hunger (every 16mins). [*] Pets will receive a starvation affliction alongside internal damage when hunger reaches 100, where they will now fall unconscious instead. You can put them out of their misery or attempt to revive them with fentanyl and feed them food right after before they fall back into the unconscious state. For higher success, drop food close to 1% right in front, then administer fentanyl and walk away. [*] Pets will flee at 25% health. [*] Pets can be given genes to further enhance their survivability (e.g., Moloch, Hammerhead Matriarch, Mollusc, and Skitter) or combat (e.g., Hammerhead and Hunter)! [*] Pets such as Orangeboy, Psilotoad and Cthulhu will now prioritise eating over protecting their owner to avoid starving to death. [*] Pets have a name tag slot and a hat slot above their inventory. [*] Pets will eventually despawn into Pet Duffel Bags if items were left on the body after dying.[/list]
[h2]Compatibility[/h2][hr][quote][i]Place the mod order above other mods that override pets such as BaroTraumatic and other pet mods but below mod patches for this mod or the order it states.
It should be safe to add the mod mid-campaign, but not to remove it afterwards.[/i][/quote][list] [*] Tougher and Healable Pets with Hats - Patch for [HC] Mantis Pet [*] More and Larger Petraptors for Tougher and Healable Pets[/list]
Highlights
From source dataFootprint
Rated a light load on a server.
Last update
Its author last shipped an update 16 mo ago.
Tougher and Healable Pets with Hats! on Nxeon
From our catalogue- One-click install
- Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
- Server load
- light
- Smallest plan we suggest
- Barotrauma — 2 GB (2 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 2025-06-26, released 2025-06-26
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| Workshop |
From 1 recorded build of Tougher and Healable Pets with Hats!.
Run Tougher and Healable Pets with Hats! on a Barotrauma server
Deploy a server above, then upload the file in Files.
What kind of mod it is
From the catalogCreatures & NPCs
Adds or changes creatures, NPCs and how they behave.
Compatibility
- Game
- Barotrauma
Verified at the source
- ✓Steam WorkshopOfficial listing, checked 2026-10-10Open ↗
- ✓AuthorRendoe, as published on Steam Workshop
- ✓LicenseNot published by the sourceFree
