Barotrauma Extended v4.1

A place to show off your mods and discuss modding Barotrauma.
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chikoeduardo
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Barotrauma Extended v4.1

Postby chikoeduardo » Fri Feb 24, 2017 8:27 pm

Barotrauma Extended

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This mod expands the content in Barotrauma by adding new items and editing existing ones plus some other edits. Some of the stuff in the mod so far:

Creatures:
-Edited most creatures and added "Young" or weaker variants of some of them.
-Re-implemented the unused Scorpion creature as a small Electric Eel/Ship Worm group creature.
-Added a totally new creature/anomaly called Teleglitch, which is almost invisible and has the ability to "Glitch" in and out of submarines alone or with anyone nearby. Also, it's only damaged by specific methods.

Missions:
-Edited a number of vanilla missions and increased the money reward for all of them.
-Added a number of missions that include most of the new items plus new creature hunter missions with "boss" variants of some vanilla and new creatures.

Crewmember Clothing and Gear:
-Crew members are in Underwear now so they spawn with headgear, sweaters and trousers, which can be taken off and switched at any time. Clothing offers some protection and sometimes come with extra inventory slots but at the cost of a slight movement speed. Class related clothing is also effected by these changes.
-Also, some of the clothing can be customized with Tool Kit recipes. This is only for vanity/roleplaying purposes since they retain the same stats.

General Job changes:
-Edited the inventory and the skill min/max values in all the Jobs.
-Assistants are the executive officer or second-in-command now and the ones with no specific responsibilities or areas of expertise are called Seaman.

Cooking and Food:
-Cooking is now possible by using an Electric Oven and buying ingredients from the store.
-Recipes will require a specified amount of Cooking Skill for the foodstuff to be crafted.
-Most foodstuff give bonuses when consumed and all crew members have the new Cooking Skill at a certain level.
-With this new skill comes a new profession, Cook. They are the best at cooking and if also good at medicine, can produce poisoned meals.

More gas tanks:
-There is an expanded selection of gas tanks for Welding Tools and Plasma Cutters. These include Oxygen Tank, Oxygenite Tank, Sulphurite Tank and Thermite Tank. Oxygen Tanks are the most basic ones, the rest are craftable and have different properties like lasting longer or displacing the oxygen in a room when used, to name a few.

Melee Weapons:
-The Screwdriver and the Wrench can now be used as melee weapons. They are not proper weapons but they can be used in a pinch.
-Added a Diving Knife. It deals a moderate amount of damage, causes bleeding and it's really fast.
-Spears can now be used as melee weapons. They can also be made of different metals or even be made of plastic, which affects their stats but mainly how much damage they do.

Lowtech Ranged Weapons:
-Harpoon Guns can only be loaded with one 1 spear at a time now and require less skill to be used so it's more accurate.
-Added a military version of the Harpoon Gun, called Spear Gun. It can be loaded with up to 3 spears at a time.
-Added Dart Guns. They are scoped pneumatic rifles that can fire 2 types of darts, paralyzing and poisoning. They can hold 1 dart at a time.
-Revolvers are old and water renders them unusable but they are powerful and can be loaded with custom rounds.

Drugs and Chems:
-Edited some of the vanilla drugs and chemicals. Some can now be crafted or have different crafting recipes.
-Added new chems like Midazolam, a new chem that can be used to knock people unconscious, if used with a Medical Syringe.

Tool Kit:
-It's a carryable "crafting station" that can be used to make emergency items, item repair and makeshift weapons. It doesn't need power to work but most recipes require more skill and crafting time.

Saw Cutter:
-This is a less efficient version of the Plasma Cutter that works on batteries and will eventually need a saw replacement to work again.
-It can be turned into a makeshift weapon that will throw saw blades instead.

Handcuffs:
-They now reduce movement speed so prisoners don't run around as fast as their captors.
-A Copper Coil is a crafting ingredient but it can be used as makeshift handcuffs, which will eventually break after a while, releasing the target.

Alien Artifacts:
-The Ancient Weapon now uses Shards as ammo and won't get damaged with use. Shards will explode if depleted completely.
-Replaced Incendium Bars with Thermite Shards, which can be used as ammo for the Ancient Weapon or in a number of crafting recipes.
-Shards have unique properties and can now be thrown like grenades. They can also be recharged/repaired by putting them in Artifact Holders.

Containers and Furniture:
-Edited most of the vanilla containers.
-Added Steel Lockers meant for storing weapons, like the Harpoon Gun.
-Added Fire Extinguisher Brackets. Specifically made for holding a Fire Extinguisher in place.
-Also added tables and chairs. Tables can store small things in a drawer it has and chairs can be thrown for minimal damage and stun damage.

Nuclear Reactor:
-Fire now increases the heat generated by Fuel Rods, increasing the chances for a Meltdown.
-Expanded the choice of rods that can be put in Nuclear Reactors. There are 3 types of Fuel Rods and 2 types of Coolant Rods.
-Fuel Rods are more unstable, generate heat and will unlock a limited Fission Rate percentage. They will also slightly damage the Reactor now.
-Coolant Rods will absorb some of the heat generated by Fuel Rods without affecting Fission Rate. They will also repair the damage made by Fuel Rods.

Diesel-Electric Generator:
-They generate a slower power output and will eventually break after a while but unlike Nuclear Reactors, they won't explode when they break.
-They work on Diesel Cans, which can only be carried on each hand and will burst into flames when in contact with fire, making them a hazard to have around.
-The Generator doesn't work on Fission Rate so the only way to increase its power output is to put more diesel in it, which also increases the damage it takes.
-They aren't affected by water much and will only require mechanical repairs when they break.

Duct Block:
-It's a 1x1 "door" that can be used to block air and water exchange in small drainage systems, like the one you see in the Nehalennia.
-They require a lot less skill to be repaired than normal doors and can also be welded.

Basic Switch:
-It differs from the Button in that it's smaller but it doesn't have the ID clearance system so anyone can use it.

New Alarm Buzzers:
They looks and work exactly the same as the vanilla one but they have different alarm sounds for more alarm variety.
-Added versions with 3 different song choices instead of alarm sounds.

Motion Detector:
-It works similar to water or oxygen detector but this one is triggered by nearby characters. It can be used for proximity alarms, automatic doors, etc.

Depth Mines:
-They are a new submarine weapon type that work similarly to Depth Charges. Mines barely sink when released and they are fired to the left instead of downwards. Specially useful against pursuing enemies.

Explosives:
-Most explosives have been replaced, edited and can be crafted now.
-There are also explosive with special properties, like the Wetbomb Charge, which will explode upon contact with water.
-Grenades have been replaced bya single item called, HTM Grenade, short for hand thrown munition. It's an empty case that can be filled with a payload, be primed with the use function and thrown. It will explode in about 5 seconds after being primed.

Upgraded Vessels:
-Some of the vanilla vessels have been retrofitted, and feature a different layout, a more organized rewiring, upgrades and automatic safety measures.
-Also added a "downgraded" version of the Nehalennia that works on generator power, outdated equipment, almost no automatic safely measures, etc. It's meant for players looking for a more challenging vessel.

...And much more. I will continue to add new stuff whenever I get free time. Enjoy!

Download Link:
https://www.dropbox.com/s/1nhpqhc2ldzig ... 1.rar?dl=0


About the Nehalennia Mark II:
Spoiler
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Bilge System:
-The Bilge is at the lowest deck, between the Ballast and the Airlock, and works automatically once it detects water. It's connected to Engineering, General Crew Cabins, Armory, Weapons and Command via a Drainage System with Duct Blocks.
-These Ducts can be opened/closed with a red button found in each of the mentioned rooms by anyone carrying an ID card. It's best to keep all ducts opened to slow down the Water Pressure in these rooms in case of flooding. Closing them is only advised if the breach is elsewhere and the Bilge has been compromised and unable to pump water out, causing all rooms with their ducts opened to flood instead.
-It's powered by one of the Junction Boxes found in Storage.

Airlock:
-The Airlock works with a system of two doors that forces one door to stay closed when the other has been opened.
-There's also a Pump in it that works automatically to get rid of the water but only if the Airlock is closed. This Pump also works in conjunction with the Bilge and is powered by the Junction Box in the Armory.
-There's an override red button next to the Bilge/Airlock door. Using that button will turn the light on top of it on, allowing the use of the red switch next to them. Using the switch with the override on forces the Bilge/Airlock door to stay opened or closed, ignoring the automatic safety measures.

Ballast:
-The Ballast is nothing special and works automatically, like in most Submarines. The Access door cannot be interacted directly.
-There's an override red button next to its access door. Using that button will turn the light on top of it on, allowing the use of the red switch next to them. Using the switch with the override on forces the Bilge/Ballast door to stay opened or closed, ignoring the automatic safety measures. This is only advisable in case of repairs, since keeping the door open will cause the Bilge to work and hinder the proper functionality of the Ballast.

Armory:
-The Armory is where most of the personal weapons and diving equipment is located.
-The hatch leading to the Bilge can be opened to aid the Bilge System to clear the water faster, in case the Armory, and the upper deck are flooded.

Storage:
-This is a small room next to the Armory in which goods, either for a mission or purchased, are stored.
-The two Junction Boxes in here are directly wired with Life Support and the Reactor Room as a safety measure to keep vital systems working in the event of a breach so its access door must be kept closed at all times.

The Hub:
-The Hub is the corridor that runs through most of the middle deck and allows access to most of the rooms in the submarine.
-It contains a number of Junction Boxes that comprise most of the main grid.
-Security Personnel start in here, near Weapons and the Armory.

Cabins:
-This where Engineers, Mechanics and Seaman start.
-There are Cabinets with general equipment and clothing for all crew members here.

Weapons:
-This is were all the submarine weapons are loaded. There are two Mine Layer Loaders, Two Depth Charge Loaders and Two Railgun Loaders, one for each Railgun.
-The Crew can only man the Railguns in this room, The Mine Layer and Depth Charges tubes can only be fired by the crew in Command.
-There's an automatic Blast Door System in place that works next to its access door. The blast door closes when half of the room is flooded, preventing the rest of the submarine from flooding.
-There's an override red button between the access door and the blast door. Using that button will turn the light on top of it on, allowing the use of the red switch next to them. Using the switch with the override on forces the blast door to stay opened or closed, ignoring the automatic safety measures. Can be used in conjunction with the access door as a manual "airlock" to access the room without flooding the whole submarine.

Engineering:
-This is where the Reactor, Backup Generator, Engine and Life Support are located, each with its own room.
-This is also where the Fabricator, Deconstructor and the Tool Kit are.
-There's an automatic Blast Door System in place that works next to its access door. The blast door closes when half of the room is flooded, preventing the rest of the submarine from flooding.
-There's an override red button between the access door and the blast door. Using that button will turn the light on top of it on, allowing the use of the red switch next to them. Using the switch with the override on forces the blast door to stay opened or closed, ignoring the automatic safety measures. Can be used in conjunction with the access door as a manual "airlock" to access the room without flooding the whole submarine.

Reactor Room:
-The Reactor is the main power source for the submarine. Its access door is always opened and will automatically close if water is detected as a way to prevent the Reactor Room from flooding. The submarine is not very demanding so its Shutdown Temperature should be set no more than 4000 kW, otherwise it could cause some Junction Boxes to fry or to burst into flames.

Generator Room:
-There's also a Diesel Generator that should only be used in case of Reactor failure or other emergencies preventing its use.
-The Generator is prone to breaking but unlike the Reactor, it won't explode. It will only catch fire if it reaches a Temperature of 3500 kW or higher.

Engine Room:
-The engine is powered by a Battery that needs to be set accordingly by a crew member so it doesn't run out of power. The reason for this is to "soften" power surges, preventing power failures in submarine systems like the Navigation Terminal and fires in Junction Boxes.
-The Relay Component next to the Engine Battery receives most of the power surge fluctuations, which might fry it and sometimes cause a fire in the worst of cases.
-The lack of a ventilation system and the automatic access door kept closed should stop fires from propagating.
-If the light in the room is off, then it means the Relay Component needs repairs and is not powering the Engine anymore. For this reason, an Engineer should stay in Engineering at all times.

Life Support:
-This is where the Oxygen Generator, Oxygen Module and a Backup Battery are.
-The Oxygen Generator provides air for most of the submarine but Command. The Oxygen Module provides air for Command only.
-The Backup Battery should only be used in case both the Reactor and the Generator are not working. It might cause power surges if used otherwise.
-The Junction Boxes here provide power for the Oxygen Generator and Module and are directly wired with the Reactor Room and Storage as a safety measure to keep vital systems working in the event of a breach so its access hatch must be kept closed at all times.

Medical:
-Medical is where Medical Doctors and Prisoners start.
-The Medical Fabricator is after the second door, along with some cabinets with meds, drugs and other chemicals.

Canteen:
-The Canteen is located at the center center of the submarine, near Medical and is where the Cooks, if any, start.
-There's an Electric Oven and cabinets with canned food and beverages in them.
-The door is automatic and wired to a Motion Sensor so anyone can access the Canteen, even creatures.

Command:
-This is were the Captain and the Assistant start. Most of the submarine systems are controlled from the Bridge.
-The Command Quarters has lockers with general items and unique weapons.
-Ballast Control is a red switch that turns the Pumps in the Ballast on and off.
-Engine Control is a red switch that turns the Engine on and off. It has a light that lets crew members know if the Engine is working or not.
-Reactor Control is comprised of three switches. The red switch is an emergency shutdown in case the reactor has reached dangerous temperature levels, displayed when the red light on top is on and the alarm is sounding. The normal switch and light in the middle is the Reactor Room door control to open and close it remotely. Next to the door control is a red switch and white light, which is the override for the access door so it can be forced to either stay opened or closed, ignoring the automatic safely measures.
-Bilge Alert lets crew members know if the Bilge has been triggered and display which Ducts are opened and closed. An alarm will sound if the Bilge is overflowing and the sub is flooding.
-Duct Control has a button to open and close the Command Duct. The second button will override and link all ducts to the Command Duct, preventing them to be interacted with by using their respective buttons, unless the override is lifted.
-Oxygen has two switches, one to turn on and off the Oxygen to Command and the other one for the rest of the submarine. The Duct System affects the oxygen flow around the sub so the Command Duct should be closed in order to fully stop the oxygen flow.
-Airlock has two switches. The white one is used to dock with a nearby respawn shuttle or release it. The red one forces the airlock hatch to stay closed as a way to prevent unauthorized access.
-Bridge View Controller lets crew members see through a camera just on top of the Bridge.
-The Mines Controller allows mines to be released from the Mine Layer Tube just under the Engine and it's connected to a camera at the back of the submarine.
-The Charges Controller allows depth charges to be released from the Depth Charges Tube just under the Ballast and it's connected to a camera near the tube.

Bumpers:
-There are a number of structures around the submarine that will absorb some damage when crashing. There are some around the Bridge, Weapons and the Lower Decks.
-The Bumpers in the Lower Decks also work as anchor and might prevent the sub from slipping to the sides if the terrain is uneven enough.



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If you like my mods, please consider making a donation. Any donation will be used to buy games, DLCs, and better hardware/software so I can make better mods for more games.
Last edited by chikoeduardo on Wed Dec 13, 2017 1:41 am, edited 55 times in total.

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Wicker
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Re: Barotrauma Extended

Postby Wicker » Sat Feb 25, 2017 1:39 am

This looks really great!
I definitely need to pick this up some time!
I could help you if you want.
I created the Aquaphobia mod and would love to help.
Spoiler to SCP CB below!
Spoiler
You die a lot.

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chikoeduardo
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Re: Barotrauma Extended

Postby chikoeduardo » Sat Feb 25, 2017 11:58 am

Aw... I tried making a Dart Gun, that would work like a medical syringe thrower but it crashes the game. There's no item that works like that so I'm guessing it's not possible at the moment. I'll suggest the idea, though. It could be perfect for dealing with people and monsters alike.

Edit: Scratch that, I did actually managed to make a Dart Gun but the darts can't seem to be able to old each chemical like I wanted them to. Instead, I'd have to make a dart with each effect, which is not ideal. In the meantime, I could add 2 types of darts, a Tranquilizer one and a Poison one.

Wicker wrote:This looks really great!
I definitely need to pick this up some time!
I could help you if you want.
I created the Aquaphobia mod and would love to help.

Thanks for the offer lad. This game is a lot more easier to mod than other games but I might have xml related questions in the future.

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chikoeduardo
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Re: Barotrauma Extended v1.1 and v1.2

Postby chikoeduardo » Sat Feb 25, 2017 6:00 pm

I just updated the mod. The changes are:

-Added a new weapon, Dart Gun. It's an scoped rifle that can fire tranquilizer darts. The darts can be bought or crafted.
-Added a new item, Oxygenite Tank. These are not available in markets so they can only be crafted. Unlike Oxygenite Shards, these can be refilled.
-Diving Masks and Suits will take Oxygenite Tanks instead of Oxygenite Shards for the same effects.
-Plasma Cutters can use Oxygenite Tanks, which makes them last a lot more before running out.
-Oxygen Tanks have less explosive power when they caught fire now.
-Removed the armor values given by unarmored clothes because they would prevent spears from causing bleeding and sticking.

Important:
Plasma Cutters added via submarine editor prior to using this mod won't be able to use Oxygenite Tanks unless edited to do so.


Update 1.2 of the mod has just been uploaded. The new changes are:

-Added a new Weapon, Spear Gun. It's a military version of the Harpoon Gun. Up to 3 light or heavy spears can be loaded in it.
-Added a new Weapon/Ammo, Heavy Spear. It's an upgraded version of the Spear, which can only be fired by Spear Guns.
-Harpoon Guns can only be loaded with 1 spear at a time now. They also have a slightly different aiming animation.
-Spears now require both hands to carry and have a slightly different melee animation.
-Handcuffs now reduce movement speed so prisoners don't run around as fast as their captors.
-Slightly edited the look of the Utility Vest. It now looks lighter and is no longer being displayed behind the trousers.
-Edited the look of the Utility Jumpsuit. It looks less cumbersome and has high-visibility features now.
Last edited by chikoeduardo on Wed Mar 08, 2017 8:25 pm, edited 1 time in total.

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chikoeduardo
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Re: Barotrauma Extended v1.3 and v1.4

Postby chikoeduardo » Sun Mar 05, 2017 6:54 pm

New mod update, lads. Here's the changelog:

-Added a new Mission, Killing a Mantis. It's as expected, with a bounty of 600 credits.
-Edited the Assistant Job. It's now considered the executive officer or second-in-command.
-Added a new Job, Seaman. These are now the ones with no specific responsibilities or areas of expertise.
-Edited the inventory and the skill min/max values in all the Jobs.
-Added a new container, Fire Extinguisher Bracket. It displays the Fire Extinguisher so players can tell if it's empty or not.
-Added a new container, Steel Locker. It has less room but it can store some of the bigger items in them, like Spear Guns.
-Stun Batons are no longer considered small weapons so they can't fit in Crates or Steel Cabinets anymore.
-Spears and Heavy Spears have the "weapon" tag now, which will allow them to be stored in containers.
-Tranquilizer Darts can now be stored in containers, including Medicine and Toxic Cabinets.
-Changed the crafting recipe for Spear Guns. They now require 1 Harpoon Gun, 1 Steel Bar and 1 Polycarbonate Bar.
-Added an edited version of the Nehalennia, Nehalennia Mark II. It has been retrofitted and it includes stuff from the mod.


And yet another update. The new changes are:

Mod Changes:
-Added new cargo delivery missions, Special Delivery. The rewards are usually small but some of the cargo might come in handy.
-Added a new weapon, Revolver. It can only be found in a Special Delivery mission crate or by cheating. It packs a punch.
-Added a new ammo type, Revolver Bullet. Cannot be bought or crafted. It deals a lot of damage to both creatures and the hull.
-Added new melee hit sounds for the Screwdriver, Wrench, Knife and Spears.
-Added new firing sounds for the Dart Gun.
-Edited the skill requirements for Dart Gun, Harpoon Gun and Spear Gun.
-Added a new Alarm Buzzer. It looks and works exactly the same as the vanilla one but it has a different alarm sound for more alarm variety.
-Added a new button, Basic Switch. It differs from the Button in that it's smaller but it doesn't have the ID clearance system.

Nehalennia Mark II's Changes:
-Added a blast door system that will seal Engineering and the Railguns Room when there's a breach large enough to flood the sub.
-Blast doors can only be opened from outside via an override switch in the upper part, between the blast doors and the normal ones.
-Added a Bilge Alarm system that will alert Command when the water level is overfilling the room and might start flooding the lower decks.
-Replaced the manual reactor overheat signal switch with an automatic alarm system set up in both Command and Engineering.
-Changed some of the door and emergency panel clearances. Mechanics now have their own clearance so they have more access to certain rooms.
-Removed the Command flooding pump. It was there for testing purposes but it's not needed there anymore.
-Expanded the drainage system from Engineering to Command so water don't pressurize as much in case someone gets trapped there.
-Expanded the drainage system from the Bilge to the Railguns Room and removed the pump in there to save power.
-The reactor now has its own room, which is sealed and the door can only be activated from Command and only by the Captain or the Assistant.
-Edited some of the labels, lights and a bit of the layout of the submarine so it looks a bit better.

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chikoeduardo
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Re: Barotrauma Extended v1.5

Postby chikoeduardo » Sun Mar 12, 2017 6:53 pm

I had the day off today so I guess it's update tiem! Here's the changelog:

Mod Changes:
-Added a new device, Motion Detector. It sends out a signal when it detects characters. Perfect for setting up automatic doors, security alert systems, etc.
-Added a new item, Plastic Bag. Its only use for now is to torture or slowly murder someone. Putting this on someone's Head+Face will suffocate them.
-Added a new job, Prisoner. All their skills can range from 5 to 80 so a prisoner could either be a nuisance or a threat. Only for multiplayer use for now.
-Added a new piece of clothing, Prisoner Jumpsuit. It's an orange colored jumpsuit with no visible pockets but it does have room for 1 item.
-Reduced the amount of inventory slots in Utility Jumpsuit back to to 5.
-Reduced the amount of inventory slots in Utility Vest to 2.
-Edited some of the crates from cargo delivery missions and added more missions of this type to the list.
-Edited some of the crafting/recycling recipes and added new ones. Electrical Engineering is now a required skill for some of them.
-Sulphurite Shards and Sulphuric Acid are now yellowish in color.
-Replaced Incendium Bars with Thermite Shards. They produce fires when disturbed. They can only be obtained by recycling a Thermal Artifact.
-Added a new chemical, Thermite Powder. It's a flammable chemical used in some crafting recipes.
-Added a new grenade, Blast Grenade. It's a concussion anti-personnel grenade. They also damage hulls.
-Changed the look of Stun Grenades.
-Renamed Incendium Grenades to Thermate Grenades, gave them a new look and explosion sound.
-Replaced Compound N with TNT. It's less powerful but can be bought and used for crafting.
-Replaced Volatile Compound N with RDX. It's a lot less volatile but can be bought and used for crafting.
-Renamed C-4 Block to Blast Block and IC-4 Block to Thermate Block. They have slightly different stats.
-Nitroglycerin is more volatile than before. It will get damaged as time passes, like the vanilla Volatile Compound N.
-Renamed Fuel Rods to Uranium Fuel Rods and Incendium Fuel Rods to Thermite Fuel Rods.
-Added edited versions of the vanilla subs Aegir Mark III, Nehalennia and Vellamo under a subdirectory so they are playable with the new changes. They are all listed at the bottom of the list.
-Fixed crewmember berets and safety helmets rolling on the floor like they were balls.
-Fixed Oxygen and Oxygenite Tanks appearing on the Misc list in the Equipment screen.

Nehalennia Mark II's Changes:
-Added a manual breaker switch system for the backup batteries to avoid fires from excess of energy. They should only be switched on when needed.
-Removed the light switch in the Captain/Assistant Bedroom. There's an automatic light system in there now.
-Edited some of the labels and items found around the sub.

IMPORTANT:
-Since this new update replaces/renames core vanilla items, these will not be present in custom submarines unless edited to do so.
-Nehalennia Mark II has been moved to a subdirectory so if you had a previous version of this mod, it's best to delete the previous sub to avoid having an outdated duplicate.

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Re: Barotrauma Extended v1.5

Postby Dekkar » Mon Mar 13, 2017 6:41 pm

First great work with the mod! Love this mod and the ideas, I plan on hosting a server using this mod 24/7 slowly editing exsisting submarines with your new content. Look forward to future updates, also I had a question I posted on main forum about sprites if you could maybe give input? :wink:

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chikoeduardo
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Re: Barotrauma Extended v1.6

Postby chikoeduardo » Tue Mar 14, 2017 12:59 pm

New update, lads! Here's the changelog:

Mod Changes:
-Added more size categories for items. There are now medium and big sized items so you can't put a jumpsuit inside another jumpsuit, for instance.
-Added impact sounds to grenades. This will most likely alert players when one has been thrown.
-Alien Shards can be thrown now. Will cause different effects, depending on the shard.
-Added a new item, Food Can. It's an aluminium container only obtainable via cargo delivery missions. It can be thrown but it only makes impact sounds.
-Food Cans can be used as makeshift grenades if filled with a volatile explosive. Unlike grenades, these might explode on impact or even when dropped.
-Added a food item, Mantis Meat. It comes in Food Cans and will start to rot if taken out of them. Can be eaten for a small healing and speed boost.
-Added more cargo delivery missions to the list and edited some of the other missions.
-Wires can now be used to temporarily handcuff someone. They work just like security handcuffs but degrade over time, eventually releasing the victim.
-Edited some of the crafting/recycling recipes and added new ones.
-Edited the Captain's outfit so it matches the color pattern of the other uniforms. The trousers don't look as weird when worn without the jacket.
-Added 1 inventory slot in Captain's Jacket. Can only carry small items.
-Added 2 inventory slots in Captain's Trousers. Can only carry small items.
-Edited the Doctor's outfit so it matches the color pattern of the other uniforms. Edited the torso piece and changed how trousers look.
-Reduced the amount of inventory slots in Doctor's Coat from 3 to 2. Can also carry medical items apart from chems now.
-Reduced the amount of inventory slots in Doctor's Trousers from 6 to 2. Can also carry small items in them apart from chems now.
-Reduced the degradation speed of Nitroglycerin to half its previous value so players have an actual chance to deliver it.
-Edited the subdirectory submarines so they are playable with the new changes.
-Fixed a mistake with the reactor not properly consuming fuel rods.

Nehalennia Mark II's Changes:
-Removed a battery but increased the capacity of the other ones as a way to reduce the load from the main grid.
-Edited some of the items found around the sub and added new ones.

IMPORTANT:
-Since this new update edits core vanilla items again, custom submarines will have misplaced items unless manually edited.
-Editing/Saving pre-existing submarines will prompt a warning about objects far from the sub but I haven't found anything. Won't affect gameplay, though.


Dekkar wrote:First great work with the mod! Love this mod and the ideas, I plan on hosting a server using this mod 24/7 slowly editing exsisting submarines with your new content. Look forward to future updates, also I had a question I posted on main forum about sprites if you could maybe give input? :wink:

Thanks! I still have lots of ideas to implement so feedback is always welcomed. I only hope most of them can actually be implemented.

Dekkar
Class-D
Posts: 7
Joined: Sat Mar 11, 2017 1:45 am

Re: Barotrauma Extended v1.6

Postby Dekkar » Tue Mar 14, 2017 9:37 pm

Looking good so far, only small thing I noticed is when loading the mod via the launcher it still says 1.5 instead of 1.6 :D , I'll keep ya posted if I notice any bugs. I am about half-way through editing submarines adding the extension EXT behind it as they will include the new introduced revolver gun which will be located in every captains closet, also more oxygen, masks, survival knife and heavy spear and tool placement for multiplayer.

Also added food labeled lockers with cans of food with mantis meat inside and a few plastic bags. Perhaps add functionality for plaster bags to be able to hold 3-6 items instead of just suffocating users? just a thought, here either tonight or tomorrow will have a server up and running Barotrauma Extended 1.6 for anyone else interested in playing this mod MP. I just noticed with the sub swaps some vital equipment was lacking in abundance so making sure those are corrected then should have plenty of submarines on rotation with new items.

Keep up the good work! :laugh:


NOTE TO PLAYERS INTERESTED IN JOINING THE SERVER... Name will be Barotrauma Extended 1.6, ALSO SWITCHING MOD IN GAME WILL NOT WORK, in order to join you must do the following. . . .

1. Download the mod at the top of this forum page.

2. You will need WINRAR, or WINZIP, both are free, to extract the files.

3. Extract to your main directory overwriting when prompted (it creates sub-directories so main game wont be touched)

4. Launch the game via Baratrauma Launcher in main game folder

5. Under content package, click it, then select Chiko 1.5 (or whichever version is applicable)

6. Hit Start.

7. Navigate to Barotrauma extended 1.6 server and connect, if all goes well you will be in, if not, you will receive an error saying you have incorrect content package.

User avatar
chikoeduardo
Technician
Posts: 96
Joined: Fri Feb 24, 2017 8:02 pm
Location: Chile

Re: Barotrauma Extended v1.6

Postby chikoeduardo » Tue Mar 14, 2017 10:17 pm

Whoops, I'll fix that detail in the next update. Thanks for reporting that bug. :3

About plastic bags:
Hmm... well, now that I added more size categories for items, I guess it's ok for them to hold small items inside. Plastic Bags are small items too so maybe I'll need to either change their size category (Which means you'll have to replace or edit the plastic bags you added in your subs) or manually set a list of the items it should allow inside. I wonder if the weight of the items they carry will affect its physics, though. It would be weird to see them float and move around like empty plastic bags while holding a bunch of items inside. I'll do some testing.

I had planned to add plastic bags as some kind of by-product when buying goods but I haven't been able to do that. Same with food... it seems the game won't let you buy an item containing another, just available as separated items.

In other news, it seems adding new skills is possible so I might be adding a cooking skill for the next update. If it is indeed possible, I'll probably add food crafting and more food options. Food items could be like cheaper and weaker healing or speed booster items that most of the crew can craft. Maybe those with a decent medical skill could cook poisoned food items.


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