Re: Barotrauma Extended v3.3

#31
Mod update for today. Here's the changelog:

Mod Changes:
-Added a new creature type, Young Mantis. They are half the size of adult ones and also have half the stats, mostly. They spawn in small groups.
-An Adult Mantis will not attack young ones, unlike the more aggressive Tiger Threshers.
-Added a new creature type, Old Tiger Thresher. This is an unique mission creature that replaces the "Killing a Tiger Thresher" one with a strong variant.
-Added a new creature type, Old Mantis. This is an unique mission creature that replaces the "Killing a Mantis" one with a strong variant.
-Crawlers will no longer work with Husks and will hunt them down unless there are Humans or bigger predators nearby.
-Coelanths will no longer work with Tiger Threshers and will attack them on sight.
-Infested Carriers won't attack Fractal Guardians since they are now considered to be part of the same species. Most creatures will stay clear of them.
-Scorpions no longer bleed. Edited their attack priorities so they defend better. Some creatures fear Scorpions and will keep their distance or flee from them.
-Raw Snailfish Meat is toxic now. Consuming it will stun characters for a second several times and will also cause mild suffocation and reduced movement speed.
-Morbusine is now a Snailfish based neurotoxin. It has stronger effects than Raw Snailfish and it can be applied up to 4 times, which can be lethal.
-Added a new neurotoxin, Hematosine. It causes a stacking bleeding effect that gets worse over time.
-The Bleedout Dart is a Hematosine based ammo for the Dart Rifle now so it requires that chemical in its crafting recipe.
-Ethanol now causes effects similar to those applied by alcoholic drinks instead of just apply a speed penalty.
-Most chemicals cannot be carried in the hands now because the new effects in them causes a bug that applies the effects by just clicking the mouse button.
-Added a fake Mantcrawl Cocktail recipe for the oven. It contains Snailfish toxin, which will apply the toxin effects on anyone that eats the food.
-Edited the speed bonus/penalty applied by food so they stack instead of forcing a set value.
-Added a new Job, Cook. They are culinary specialists with the best cooking skill.
-Engineers now carry Wire instead of a Wrench since their job has more use for wires.
-Increased the rate at which Gauss Weapons consume metal bars when firing.
-Removed the armor value given by the different trousers because it was causing them to become fireproof somehow.
-Reduced the speed penalty for the Body Armor a bit and edited its sprite so it doesn't look as big and cumbersome on characters.
-Increased the speed penalty applied by the handcuffs and edited their sprites.
-Nuclear Reactors can only hold 3 Fuel Rods at a time and their meltdown explosion is bigger now.
-Diesel-Electric Generators Can hold up to 5 Cans of Diesel as a way to boost its slow power rate. They also deteriorate at a slower rate now.
-Edited the "Salvaging an artifact" mission that ends up being a Moloch. Killing the creature now prompts a message and the debriefing is slightly different.

Nehalennia Mark II's Changes:
-Replaced the double window with a single one because it was still being buggy.
-Resized some of the rooms and hulls, and made some aesthetic edits around the submarine.
-Removed an internal wall causing the sub to flood, even if the outer wall was still intact.
-Removed some redundant structures from the submarine and edited some of the items found around.
-Added a spawn point for Cooks in the Canteen to avoid them spawning in random ones and get an ID clearance they are not supposed to get.

Re: Barotrauma Extended v3.3

#34
Best suggestion ever:
Add banana peels, CLOWN BE PROUD!1
(If they're there, and I cant find them, then I'm so blind.)
They should work like this:
On contact with any person, they get stunned for 3 or more seconds.
(Actually, make them however you want, I would really love to just use them ingame.)

Re: Barotrauma Extended v3.3

#35
X0men0X wrote:Best suggestion ever:
Add banana peels, CLOWN BE PROUD!1
(If they're there, and I cant find them, then I'm so blind.)
They should work like this:
On contact with any person, they get stunned for 3 or more seconds.
(Actually, make them however you want, I would really love to just use them ingame.)
I don't think something like that can be implemented with xml editing. That would require programming and dll skills I don't have. :P

Re: Barotrauma Extended v3.4

#36
Alright, new update for today. Here's the changelog:

Mod Changes:
-Edited the vanilla Moloch so it damages itself each time it rams a submarine. This will eventually cause the creature to "give up" and leave the submarine alone.
-Added a new creature type, Old Moloch. This is an unique creature variant that replaces the ones you have to kill in a couple of missions. This one doesn't quit.
-Added a new spear type, Uranium Spear. It's fired at a slower speed, deals less damage and bleeding but does more stun and structural damage.
-Added a new spear type, Fulgurium Spear. It's a craftable option in case there are no other metal types around. It's comparable to an Aluminium Spear.
-Added new saw types, Uranium Saw and Fulgurium Saw. Similar in concept than the new spear types but for the Saw Gun.
-Depth charges and mines will take full damage when used so they would need to be recycled, which will yield less materials, and reconstructed to be used again.
-Rebalanced the stats of all railgun ammunition. They all take damage when hitting something depending on their material type.
-Added a new railgun ammunition, Railgun Uranium Spear. It's heavier than steel ones so it does more damage to structures with an area of effect radius.
-Added a new railgun ammunition, Railgun Fulgurium Spear. It's comparable to aluminium ones and its only unique property is not sinking or floating.
-The Diesel-Electric Generator doesn't work on fission anymore. The only way to speed up the output is to put more diesel in it.
-Uranium Fuel Rods are not perfectly stable anymore. They unlock fission rate generation by 25% per rod and generate extra heat instead. They cause minimal damage to reactors.
-Thermite Fuel Rods unlock fission rate generation by 50% so having 2 rods will allow players to set the fission rate to 100% though it will quickly cause overheating.
-Fulgurium Fuel Rods are now the most stable option. They unlock fission rate generation by 20% per rod and they don't generate extra heat, which also means they generate slower power output.
-Added a new reactor rod, Oxygenite Coolant Rod. It absorbs heat but it doesn't affect the fission rate percentage. It also "repairs" heat damage to reactors caused by fuel rods.
-Added a new reactor rod, Sulphurite Coolant Rod. It's less effective than the Oxygenite based one, which makes it ideal to be used with Uranium Fuel Rods.
-Restored the ability of nuclear reactors to hold 5 reactor rods again and decreased the degradation speed of all reactor rods.

Nehalennia Mark II's Changes:
-Added structures similar to masts on top of the submarine. They hold some of the wiring for the outside lights and cameras and are fitted with emergency lighting.
-The Mizzen Mast holds most of the wiring and its main light is wired to the engine relay. Its component light is wired with the water detector in the bilge.
-The Main Mast works as a periscope and its main light is wired to the engine relay. Its component light is always on so it works as a beacon.
-There are two smaller masts surrounding the Main Mast and their only purpose is to hold wiring cables and provide lighting for the periscope.
-The Fore Mast has its main light wired to one of the power relays in the bridge. Its component light is wired with the water detector in the bilge.
-The rewiring in the engine relay component has more static load so that means less chances for the isolated relay to short out from power spikes.
-Removed some unnecessary emergency lights and increased the emergency lighting strength in vital rooms. Made some aesthetic edits around the submarine.
-Added a Sulphurite Coolant Rod in one of the Cabinets found in Engineering.

Re: Barotrauma Extended v3.5

#37
Small update for today. Maybe the last one for now since I'm starting to play other games these days. Here's the changelog:

Mod Changes:
-Added a new payload. Shockwave Charge. It's an electronic device that uses an ultra-sonic audio wave release to cause massive damage to characters.
-Added a Tool Kit recipe to make detonators, which are no longer available in stores since they are a traitor item.
-Edited the look of detonators and they also don't show the contents now. The only way to see what's inside is to interact with it.
-Edited the sprites used by all explosive charges.

Nehalennia Mark II's Changes:
-Edited the drainage ducts in Engineering. They now go around it, parallel to the outer wall. This further shields Engineering against hull breaches.
-The Ballast has been segmented into 3 compartments so a breach in one of them wont cause the submarine to plummet into the abyss.
-Added a switch in Ballast Control to remotely allow access to the Ballast doors.

Re: Barotrauma Extended v3.5

#38
Hello, the creator of this chic fashion. I have a problem with its inclusion. When I select this assembly in the settings then when I press "accept" I go to the server and I write that I use the vanilla version and not chiko, I go to the settings and I have is already vanilla and not chico ... Help please :) !? :shock: :shock: :,( :doubt: :sad:

Re: Barotrauma Extended v3.5

#40
I've been asked to make more subs for this mod but I'm not savvy enough to make one from scratch. Instead, I will retrofit the rest of the vanilla ones just like I did with the Nehalennia. Also if you guys have more ideas and suggestions or some feedback about the mod, you are welcome to post them here. I'll just work on submarines now but if a suggestion is good enough and can be implemented, I'll add it into the mod.

Edit: Also I noticed a design flaw in the Nehalennia Mark II's override systems. It allows anyone to activate/deactivate the override... only the open/close button works with the ID system... it should be the other way around.

shabaka wrote:Hello, the creator of this chic fashion. I have a problem with its inclusion. When I select this assembly in the settings then when I press "accept" I go to the server and I write that I use the vanilla version and not chiko, I go to the settings and I have is already vanilla and not chico ... Help please :) !? :shock: :shock: :,( :doubt: :sad:
I'm not sure I understand. You want to play with this mod or switch back to vanilla? Either way, try setting it up in the launcher instead of the ingame options.

T-REX wrote:Hey, i want you too fix one thing, please, fix damadge from guns (revolver and Gauss) it damaging ONLY in head, aiming is shitty, i can't always shoot only in head, torso or legs are not damaging, fix it please in next update. Thank ya for mod :)
That's weird. I just tried and it works just fine for me. Maybe FPS is affecting aiming somehow. I can't do anything if that's the case.
Also, this game is not meant to have firearms so that's another reason firearms are working weird with the aiming. Technically, the revolver is just an harpoon gun that fires its bullets at higher speeds and the gauss weapons are just plasma cutters with longer reach.