Re: Barotrauma Extended v7.4

#371
I like how there is a README file but it can't be opened with any program. Also what are those other files in the folder?
Ullr has hydrogen tanks instead of fuel rods, or a fission reactor instead of a fusion one
Also the torpedoes can't be launched by captain, don't know if that's on purpose on an issue
Last edited by nerd on Wed Sep 26, 2018 7:16 pm, edited 1 time in total.

Re: Barotrauma Extended v7.5

#373
As always, schedule update for today, lads! Here's the changelog:


Mod Changes:
-Added a new alien artifact, Charger. It pulses and releases a faint, invisible EMP blast each time it does.
-Added a new artifact recovery mission involving the new Charger Artifact.
-Added a Switch Component. It's basically a silent version of the Buzzer Component.
-Added new background walls. Plain Metal Walls. It has 3 alternates that include windows.
-Slivers can be combined now to make crafting a bit easier and cleaner.
-Edited the depth of some structures so they appear in front of others.
-Edited vertical windows so they are the same height as doors.
-Increased the threshold before the Diesel-electric Generator catches fire.
-Increased the range of Headsets, Radios and Wifi Components.
-Reduced the density of some alien artifacts so they don't sink as fast.
-Removed some outdated code from some of the xml files in the mod.
-Fixed the outdated description of the Advanced Reactor Rods blueprints.
-Fixed a category mistake for the Ragged Scientist's Uniform.
-Fixed a mistake that prevented coolant to be crafted.


All Shuttles:
-Replaced vertical windows.
-Made some small aesthetic changes.
-Made some small structural changes.

Class A Station:
-Replaced the vertical windows in the Cargo Bay.
-Made some small structural changes.

Aegir Mark IV:
-The duct block in the engine room now closes when the airlock floods.
-Replaced the vertical window in Engineering.
-Replaced most of the walls with Plain Metal Walls.
-Made some small aesthetic changes.

Nehalennia II:
-Fixed a platform outside the ship working as a wall for some reason.

Njord:
-Replaced the vertical windows in the Cargo Bay.
-Replaced most of the walls with Plain Metal Walls.

Vellamo II:
-Replaced the vertical window in Command.

Ullr:
-Edited the Torpedoes so they don't drop as much over long distances.
-Removed part of the frontal bumpers so torpedoes don't get stuck there.
-Fixed an unwired vending machine.


IMPORTANT: The mod will still display v7.4 in the game but it will still work. Just a small issue.

Re: Barotrauma Extended v7.5

#374
(Console):
"couldn't find an item prefab with the name Kelp" (a lot of times)
"couldn't find an item prefab with the name Thermite Shard"
"couldn't find an item prefab with the name Velonaceps Calyx Egg Sac"

I've reinstalled both the mod and game several times, to no avail. I see that it says to use the launcher, but I can't see where it's located (if I have the file at all). Perhaps I'm missing an instruction, but I can't seem to fix the issue.

Re: Barotrauma Extended v7.5

#375
Crane wrote:(Console):
"couldn't find an item prefab with the name Kelp" (a lot of times)
"couldn't find an item prefab with the name Thermite Shard"
"couldn't find an item prefab with the name Velonaceps Calyx Egg Sac"

I've reinstalled both the mod and game several times, to no avail. I see that it says to use the launcher, but I can't see where it's located (if I have the file at all). Perhaps I'm missing an instruction, but I can't seem to fix the issue.
If it's not finding the items, then you installed the mod wrong. Also, the dev kinda forgot to include the launcher in the latest update so you have to either switch to the mod from the game or download a previous version of the game and get a copy of the launcher.

Re: Barotrauma Extended v7.6

#377
New mod update, lads. I was gonna skip this sunday but I found some pretty serious issues that needed to be patched. Here's the changelog:


Mod Changes:
-Added a new payload, Sonar Charge. It's an electronic device that will attract certain creatures with powerful sonar ping noises.
-Replaced the sonar sound with a set of 5 new sonar pings that will play randomly.
-Handheld Sonar has its own set of sonar pings now.
-Sonar Monitor has its own set of sonar pings and has been renamed to LRS (Long Range Sonar) Monitor. It also sends one ping when used instead of staying on.
-Sonar Blaster now plays a different sound. It also stuns for an extra second.
-Railgun Shell, Depth Charge Shell, Depth Mine Shell and Buoy Shell will activate Handheld Sonars and Sonar Charges when fired and not when hitting something.
-Flashlights can be toggled on and off via USE button now.
-Players will need to carry either a screwdriver or a pair of pliers in their inventory to be able to access detonators.
-Edited most creatures so they have different detection stats. Some are better at hearing and others at spotting via sight.
-Normal molochs have no armor against burn damage, which includes explosives and scorpion attacks.
-Boss variants of creatures have less armor against burn damage.
-Some creature variants now share the same species name so it's easier to target them with xml.
-Coelanths and Charybdis have armor against burn damage now.
-Scorpions won't be as effective against boss variants and big creatures.
-Sufforin won't affect most creatures now. It also requires less skill to craft but a new ingredient.
-Edited the recipe to make Hyperzine. It rquires less science skill but a set amount of medical skill is also needed.
-Fixed a mistake with the broken Blast door sprite.


Class A Station:
-Added a LRS Monitor next to the Command Terminal.
-Fixed some darts in the security barracks that would still use outdated tags.

Aegir Mark IV:
-Added a LRS Monitor next to the Navigation Terminal.

Nehalennia II:
-Added a LRS Monitor next to the Navigation Terminal.

Enki:
-Added a LRS Monitor next to the Command Terminal.

Themis:
-Added a LRS Monitor next to the Command Terminal.

Njord:
-Added a LRS Monitor next to the Navigation Terminal.
-Fixed a background wall gap in the lab.

Vellamo II:
-Added a LRS Monitor next to the Navigation Terminal.
-Fixed a background wall gap in the lab.

Ullr:
-Added a LRS Monitor next to the Navigation Terminal.
-Edited all TT-Arrowheads so they are loaded with shockwave charges and also trigger by proximity.
-Fixed a background wall gap in the lab.

Re: Barotrauma Extended v7.6

#379
nerd wrote:There's a bit of a problem with the horizontal hatches, they can't be opened with crowbars
That's not a problem with the mod per se, it's more of a sub editor thing with things like that. In the sub editor you can choose what does what (i.e. my kitchen doors are rewired with carrots).

Chiko just made certain doors and hatches not openable with a crowbar.
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Re: Barotrauma Extended v7.6

#380
randymagic241 wrote:
nerd wrote:There's a bit of a problem with the horizontal hatches, they can't be opened with crowbars
That's not a problem with the mod per se, it's more of a sub editor thing with things like that. In the sub editor you can choose what does what (i.e. my kitchen doors are rewired with carrots).

Chiko just made certain doors and hatches not openable with a crowbar.
there's a tag on the door that says "force open (crowbar)", which lights up orange. I know you can change whenether you want your doors to be openable/rewireable, but on the sub i noticed this bug the hatch is clearly meant to be opened with a crowbar.