#266
by chikoeduardo
Ahoy, lads! Here, Barotrauma Extended v6.6 is ready.
Mod Changes:
-Added a new job, Scientist. They will be the ones to craft non-medical chemicals and explosive charges in the Chemical Fabricator.
-Added a new skill, Science. This skill is used in crafting and is available for all jobs at different skill levels.
-Added a new crafting station, Research Terminal. It's a wall-mounted terminal used to develop and print Blueprints, which will be required for advanced gear.
-Edited a number of crafting recipes so they require Blueplints as a reusable crafting ingredient.
-Railgun Fusion Shells, Depth Charge Fusion Shells and Gauss Weapons can be crafted in the Assembler now.
-Removed most Logic Gate Components from the crafting list in the Assembler since they are better suited for the Editor.
-Added a new crafting ingredient, Spare Electronics. Most devices use these instead of the more advanced FPGA Circuit.
-Added a new misc document. It's a non-coalition propaganda poster.
-Rebalanced all the skills for every available job in the mod.
-Rebalanced the skill requirement for crafting, repairs and item usage.
-Overdosing on Alcohol and some other drugs is not as lethal as before.
-Fabricators, Deconstructors and Refill Docks have their own built-in light now.
-Nerfed Shock Rods so they deal slightly less damage and cause a shock explosion when used with Fulgurium Battery Cells.
-Fixed the Deathswitch Vest triggering explosives multiple times, creating tons of blasts.
-Fixed Railgun Shell Racks not appearing in the mod.
-Renamed the Railgun Shell Rack to Railgun Ammo Rack and allowed Railgun Spears to be put in them.
Class A Station:
-Added a spawnpoint for Scientists and allowed them special access to the Medical Bay and Lab.
-Added a Propaganda Poster in the Bulletin Board.
-Added a Research Terminal in the Lab Bay, under the Medical Bay.
Aegir Mark IV:
-Added a spawnpoint for Scientists and allowed them special access to the Medical Bay and Lab.
-Added a Propaganda Poster somewhere in the Cabins.
-Edited the Medical Bay door so anyone can access it since it has a locking mechanism.
-Added a Research Terminal in the Medical/Lab Bay.
-Removed the lamp next to the Refill Dock since it's not necessary anymore.
-Reworked the reactor alarm and shutdown system with a better one and added an extra alarm in the reactor room.
-Fixed the Ballast Tanks lights not turning on.
Nehalennia I:
-Added a spawnpoint for Scientists and allowed them special access to the Medical Bay and Lab.
-Added a Research Terminal in the Lab and moved the Medical Cabinet to the Medical Bay.
-Removed the lamp in the Lab since the room is lit by the Chemical Fabricator and the Research Terminal in it.
-The Weapons Room has been downgraded to increase the difficulty. There's only a Single Loader for both Railguns.
-Added Ammo Racks in the Weapons Room and put most of the Railgun Shells and Spears in them.
Nehalennia II:
-Added a spawnpoint for Scientists and allowed them special access to the Medical Bay and Lab.
-Added a Research Terminal in the Lab and moved the Medical Cabinet to the Medical Bay.
-Removed the lamp in the Lab since the room is lit by the Chemical Fabricator and the Research Terminal in it.
-Removed the lamp next to the Refill Dock since it's not necessary anymore.
-Removed some unnecessary components and wiring from the reactor alarm and shutdown system.
Themis:
-Added a spawnpoint for Scientists and allowed them special access to the Medical Bay and Lab.
-Added a Research Terminal in the Lab and moved the Bodybags to the Medical Bay.
-Removed the lamp in the Lab since the room is lit by the Chemical Fabricator and the Research Terminal in it.
Njord:
-Added a spawnpoint for Scientists and allowed them special access to the Medical Bay and Lab.
-Added a Research Terminal in the Lab under the Medical Bay.
-Removed the lamp next to the Refill Dock since it's not necessary anymore.
-Fixed the Steel Saws in the Cargo Bay having outdated tags, making them unable to be used in Saw Guns.
-Reworked the reactor alarm and shutdown system with a better one and added an extra alarm in the reactor room.
Vellamo II:
-Added a spawnpoint for Scientists and allowed them special access to the Lab next to the Medical Bay.
-Added a Research Terminal in the Lab and moved the Medical Cabinet and Bodybags to the Medical Bay.
-Removed the lamp in the Lab since the room is lit by the Chemical Fabricator and the Research Terminal in it.
-Removed the lamp next to the Refill Dock since it's not necessary anymore.
-Reworked the reactor alarm and shutdown system with a better one and added an extra alarm in the reactor room.