Barotrauma Extended v2.1

A place to show off your mods and discuss modding Barotrauma.
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Re: Barotrauma Extended v1.7

Postby chikoeduardo » Wed Mar 15, 2017 5:10 am

Earlier update, lads. A game-breaking bug was reported so this couldn't wait. Here's the changelog:

Mod Changes:
-Removed the handcuff ability for wires. Wires being able to do this would prevent them from being useable in the editor or by players to do rewiring.
-Added a new item, Coilcuffs. This will be the craftable makeshift handcuffs now. No skill requirements to craft. Couldn't name them Wirecuffs for some weird issue.
-Added a drink item, Beer. It slightly heals but it makes players really slow.
-Added a drink item, Red Wine. Expensive but the effects last for longer.
-Added a new food item, Potato. Eating it raw gives speed penalties. It's mostly a food crafting ingredient.
-Added a new food item, Carrot. Eating it raw doesn't give speed penalties.
-Edited the sprite for Mantis Meat so it's easier to differentiate from the new ones.
-Added a new food item, Thresher Meat. Mantis meat is slightly better than this one, at least when just fried.
-Added a new "food" item, Human Meat. This is in the files but it cannot be found in the game yet, only thru cheating or the editor.
-Added more cargo delivery missions to the list and edited some of the other missions.
-Added a new skill, Cooking. It's a required skill for food crafting.
-Added a new machine, Electric Oven. It's the crafting station for food making. Might be used for makeshift chem/medicine crafting in future updates.
-Food needs to be cooked for better stat boost. Meat can be eaten raw but has penalties now. Cooked food can be put in cans but will continue to degrade.
-Raw Food and Food Cans can be bought now. Food Cans can also be crafted now.

Nehalennia Mark II's Changes:
-Added a Canteen room. It only has an Electric Oven and a Food Cabinet for now. Doors are automatic so anyone has access to it.
-Removed some waypoints so the AI controlled crew members are less annoying.
-Edited some of the items found around the sub and added new ones.

-Wires can be used normally again. I didn't realize having them work like handcuffs would affect their ability to be used to wire electrical devices.
-The warning prompt about objects far from the sub was being caused by the wirecuffs from version 1.6 so it doesn't happen now.

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Re: Barotrauma Extended v1.8

Postby chikoeduardo » Fri Mar 17, 2017 7:32 pm

New update! Here's the changelog:

Mod Changes:
-Added a furniture item, Steel Table. It can be used to store up to 4 small items in its drawer. It can be picked up and placed down.
-Added a furniture item, Steel Chair. It's purely decorative. It can be picked up and placed down in case it gets knocked down.
-Added a new clothing item, Welding Helmet. It's fire-proof and offers some armor but obstructs vision and gives slight speed penalties.
-Added a new clothing item, Crewmember Beanie. It's a vanity headgear so it's just for looks.
-Added a new clothing item, Crewmember Cap. Another vanity headgear for more player customization.
-Added a new clothing item, Crewmember Vest. It's a sleeveless variation of the Sweater.
-Added a new clothing item, Crewmember Jumper. It's a variation of the Sweater with room for 1 small item.
-Edited the look of Crewmember Berets so they look more like actual berets.
-Edited some of the male/female head sprites to make them compatible with all the headgear items.
-Edited the starting gear and inventory of some of the available jobs.
-Reduced the skill requirements to fire the Harpoon Gun, Spear Gun, Dart Gun and the Revolver because it was affecting accuracy a lot.
-Increased the travel speed of Heavy Spears and Tranquilizer Darts so they fly in a less arched manner and reach further.
-Revolver Bullets now produce a faint light when fired and will stop once they hit something.
-Added a new crafting station, Tool Kit. It's used to craft makeshift and emergency items. Unlike the Fabricator, it uses no power and can be carried.
-Added a new item, Hot Can. It's a Food Can rigged with Thermite Powder which damages the contents on impact. It's especially useful when filled with impact-tolerant explosives.
-Renamed Coilcuffs to Copper Coil. Apart from being used as improvised handcuffs, they will be crafting components for mostly makeshift weapons.
-Stun Batons consume less battery power now.
-Added a new weapon, Stun Rod. It's a makeshift version of the Stun Baton. It uses lots of battery power and the shock is a bit more lethal.
-Added a new food item, Crawler Meat. It's similar to Mantis meat but has shorter effects.
-Added 3 more cooking recipes for the Electric Oven.
-Rebalanced stats applied by most food items. They heal slightly more but they actually give slight speed penalties because who can move faster when just fed.
-Thresher meat and crafted food that include it are the only food that gives speed boosts now.
-Fixed Seamen and Prisoners not having the Cooking Skill.

Nehalennia Mark II's Changes:
-Added 2 Steel Tables and 3 Steel Chairs in the Canteen.
-Added Cans with Crawler Meat into the food cabinet in the Canteen.
-Added a Steel Chair in the General Crew Cabins.
-Added a Tool Kit in Engineering, next to the Fabricator.

-Never double click the Tool Kit while you are carrying it. It will crash the game. This probably happens because crafting stations are not supposed to be carried.
-This version of the mod is incompatible with old saved games. Starting a new game is required.

Feedback question.

The Hot Can I implemented with this last update gave me an idea. Should I remove the Stun, Thermate and Blast grenades and make an empty grenade that detonates the contents on a set timer?

I could call it HTM, short for Hand Thrown Munition. This means instead of making different grenades, I could make different payloads, which could also be compatible with Railgun Shells and Depth Charges.

Or should I just implement this new grenade type and add new payloads but also keep the other 3 grenades?

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Re: Barotrauma Extended v1.9

Postby chikoeduardo » Tue Mar 21, 2017 11:58 am

Updated to v1.9 just uploaded. Here's the changelog:

Mod Changes:
-Added a new item, Aluminium Bat. It can only be found in a Special Delivery mission crate or by cheating. It hits hard and stuns for a second.
-Edited the Metal Crate sprite to be smaller. Stats are not affected, it's only a graphical edit.
-Added a new container, Metal Footlocker. These use the old Metal Crate sprite. They can hold 10 small/medium/big sized items.
-Added more cargo delivery mission to the list and edited some of the other missions.
-Renamed Nuclear Shell to Railgun Fusion Shell. They cannot hold items inside and will cause less damage. They cannot be crafted now.
-Depth Charge Shells can hold up to 2 items and can be crafted now.
-Renamed Nuclear Depth Charge to Depth Charge Fusion Shell. They cannot hold items inside and will cause more damage now.
-All Railgun and Depth Charge Shells will cause some stun damage now.
-Added a new submarine weapon, Mine Layer Tube. Similar to Depth Charge Tube but this one aims to the left.
-Added a new ammo type, Depth Mine Shell. These are similar to Depth Charges but they barely sink.
-Renamed Blast Grenade to Concussion Grenade and fixed their recycling recipe, which was giving Stun Grenade materials instead.
-Added a new weapon, HTM Grenade. A Hand Thrown Munition is a reusable steel casing with timer-based detonator that will detonate anything put inside when thrown.
-Added a new explosive, Shockwave Block. Anything caught in its blast radius will get stunned and hurled. Will deal enough structural damage to break windows.
-Added a new explosive, Destroyer Block. It's more powerful than the Blast Block in all aspects.
-Edited some of the crafting/recycling recipes and added new ones. Most items in the game can be recycled now.
-Edited the Density of some misc items so they float/sink at different speeds.
-Edited some weapons and ammo to have knockback effect.
-Edited the subdirectory submarines so they are playable with the new changes.

Nehalennia Mark II's Changes:

-Edited all Ladders so they "release" the characters by going straight up.
-Added an extra Depth Charge Loader in the Railguns Room.
-Moved the Depth Charge Tube trigger to Command and only the Captain or Assistant have clearance to use it.
-Added a Mine Layer Tube outside Engineering, next to the Engine.
-Added two Mine Layer loaders in the Railguns Room.
-The trigger to lay mines is in Command and only the Captain or Assistant have clearance to use it.
-Edited some of the items found around the sub and added new ones.

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Re: Barotrauma Extended v2.0

Postby chikoeduardo » Tue Mar 28, 2017 1:56 am

It's been a while so update tiem! Here's the changelog:

Mod Changes:
-Added a new food item, Snailfish Meat. It has weaker effects than Crawler meat.
-Added a new food item, Flour. It cannot be consumed on its own but it's a cooking ingredient for better food. It degrades when in water.
-Added more cooking recipes, edited some of the ones added in the previous updates and made some editing to the sprites.
-Aluminium can now be in Bar or Powder form for different crafting recipes. Recycling a bar will give 2 units of powder.
-Added a recycling recipe to turn Copper Bars into Powder.
-Edited some recipes to use powder instead of bars. Since powder is half a bar, small items won't require an entire bar to be crafted now.
-Edited some containers, furniture and other items to stop them from appearing behind crafting stations, engines, etc.
-Steel Chairs can be thrown now. They can be used to break windows and will knock characters over if they land near them.
-Steel Tables will knock characters over if they land near them. It usually happens when the sub crashes or gets hit really hard.
-Removed the "Use" function from Food Cans, since they do nothing with that.

Nehalennia Mark II's Changes:
-Increased the size of the Canteen and added an extra food cabinet with some goods in it.
-Moved the Medical Bay to fit the new Canteen and made some small aesthetic changes to that deck in particular.
-Added on/off switches for the Fabricator, Medical Fabricator and Deconstructor as a way to save power and reduce power grid load.
-Added switches to toggle "power in" on and off for the Batteries. Turn off when Batteries are fully charged to reduce power grid load.
-Moved the Relay components for the batteries to more accessible spots in case they fry and need repair.
-Renamed the Railguns room to Weapons and edited/added labels around the submarine.
-The Airlock is partially automatic now. Opening the Airlock door will close the the Bilge/Airlock one and closing it will revert the action and drain the water.
-The Bilge has been optimized by the new Airlock system so water is drained faster. Bilge Pump is powered by Life Support and Airlock Pump gets power from Storage.
-Added override switches for the Bilge/Airlock and the Ballast doors and removed their access panels. Overriding is the only way to manually open/close them now.
-The Engine is powered by a battery now. Being partially separated from the main grid reduces power surges, which means less chances of fires across the decks.
-Engine Battery receives most of the power fluctuation now, which might fry its relay component and sometimes cause a fire in the worst of cases.
-Added an alert system for the engine In Engineering and Command. Lights react to power surges and they turn off when something is wrong with the relay.
-Fixed some lamps having different stats than others and edited some of them to make lighting a bit more dimmer.

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Re: Barotrauma Extended v2.1

Postby chikoeduardo » Fri Mar 31, 2017 7:19 pm

Mod update for today. Here's the changelog:

Mod Changes:
-Added a new door type, Duct Block. It's a tiny door that can be used to block ducts in bilge systems, for instance. It needs less skill to repair.
-Added recipes to turn metal powders back into bars. Useful for emergency purposes.
-Added a new type of spear, Training Spear. It's a polycarbonate spear that does more stun damage and doesn't stick to targets. It's a last resort weapon.
-Added a new type of spear, Aluminium Spear. It's the second weakest type of spear. It's a crafting option in case there's no steel bars around.
-Replaced Spear with Copper Spear. Same stats, different color. Recycling wires to make one of these could come in handy in case of emergency.
-Replaced Heavy Spear with Steel Spear. Same stats and it only requires a steel bar to make. It's the best one available so far.
-Both the Harpoon Gun and Spear Gun can use all type of spears now. They also display recoil animations when firing.
-Revolvers won't work underwater now. They will slowly recover functionality once out of the water. They also display recoil animation when firing.
-Added a new chem, Gun Powder. The only way to obtain it is by deconstructing Shockwave Blocks or Revolver Bullets. You'll get 4 units of Gun Powder per block.
-Added a new ammo type, Revolver HL Bullet. It's a custom upgraded ammo with higher stopping power but slightly less damage output.
-Revolver ammo have chances to lodge into characters so they are easier to find now.
-Changed the skill requirements for some crafting recipes. Handloading and explosives crafting require the Weapons skill, for instance.
-Stun Rods now require an Aluminium Spear instead of a Steel one to craft.
-Potassium now reacts violently with water, causing a small explosion. Submarines are not dry places so moving around with them might slowly deteriorate them.
-Added a new explosive type, Wetbomb Block. It's similar to a Blast Block but this one also detonates when in contact with water.
-It's possible to store up to 3 small items in plastic bags now. Plastic Bags will only protect the contents from fire or water if they are in an inventory slot.

Nehalennia Mark II's Changes:
-Added a control panel in Life Support to switch the oxygen generator on and off. Only the Captain or Assistant have clearance to use it.
-Added Duct Blocks to every room connected with the Bilge System. The previous Emergency Signal panels now open/close the Blocks in these rooms.
-The Emergency Alert system has been replaced by an extended Bilge Alert system. It now displays which rooms have their Duct Blocks on/off.
-Added a Duct Control system in Command. The upper panel turns local Duct Blocks on/off and the lower panel connects all Duct Blocks with the upper panel.
-Reinforced the walls protecting the Ballast, Bilge and Airlock.
-Deleted some redundant structures and made some minor aesthetical edits.

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Re: Barotrauma Extended v2.1

Postby Wicker » Sat Jun 24, 2017 2:19 pm

Im impressed.
Most mod's don't even escape development.
Your actually putting time and loads of dedication into it.
In my opinion, you should be one of the Dev's of this game.
Spoiler to SCP CB below!
You die a lot.

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Re: Barotrauma Extended v2.1

Postby chikoeduardo » Tue Jun 27, 2017 4:56 pm


I've been told the game got updated so I will check that out and update the mod accordingly to avoid compatibility issues. I'll see if I can think of new stuff to add too.

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