Re: Barotrauma Extended v6.6b

#272
I think having a prisoner with 50 level medical and engineering skills is quite out of the game concept.

Instead of making one prisoner, there are variants of them: Engineer, Mechanic, Medical Doctor, Cook, Scientist, Seaman and Security Officer.

Enforcers and captains are never prisoners. Mod's lore may explain that at some point, that enforcers and caps are not taken as prisoners, instead they are exposed to capital punishment.
Barotrauma submarine designer- rico6822

Re: Barotrauma Extended v6.6b

#274
Hey Chiko! The mod is advancing quite a lot eh? Nice to see some progress!

Also, I'd like to suggest a new type of container similar to how Cabinets work, More storage capacity, and not much bigger, that way you can fit even more Chemicals in them.
And a smaller type of wall mounted container for usage around the ship, like a first aid kit, that way, you can put one of those in a reactor room, with a Defibrillator, Syringe, and simple meds, welp, that's all, keep up the good work!

Re: Barotrauma Extended v6.6b

#275
Hello chico!

Have you ever wandered about making a device, that makes submarine harder to detect or something?

I'm making a diesel-fuel powered shuttle capable of trespassing near monsters at speed and distance preventing detection. From what I heard about diesel generator it is harder to detect, than nuclear reactor by monsters, are you planning to make anything else like it, but entirely made for stealth subs?

Edit: Submarine done https://undertowgames.com/forum/viewtop ... =22&t=9775
Barotrauma submarine designer- rico6822

Re: Barotrauma Extended v6.7

#277
Mod update for today, lads! Here's the changelog:



Mod Changes:
-Added a new item, Armored Trousers. They can only hold 2 items and make the user slower but they add armor to the legs.
-Enforcers no longer spawn with Ballistic Vest, Ballistic Helmet and a loaded Stun Baton. They spawn with Ballistic Trousers. The rest they have to get from an Armory.
-Nerfed Ballistic Vests and Ballistic Helmets a bit. They protect slightly less against damage and bleeding.
-Wearing both a Wetsuit and a Diving Mask will make a crewmember resistant to pressure but it still feels as if they are about to be crushed by it.
-Added a new item, ByPass Card. These are crafted in Card Fabricators and their purpose is to unlock the construction of restricted items.
-Stun Batons, Diving Knives and Tactical Grenades require a ByPass Card to be crafted.
-Spear Guns and Dart Guns now require Bypass Cards instead of Blueprints.
-Handcuffs can be crafted now. They require a ByPass Card.
-Edited the recipes to make Gauss Weapons and fixed the Gauss Rifle recipe being impossible to craft.
-Rebalanced most chems so they have slightly edited buffs/debuffs. Most of them can be consumed for weaker effects or completely different ones.
-Rebalanced all food and drink items. Their effects will stop if the character loses all health points.
-Rebalanced the requirements to repair and use tools/weapons.
-Reduced the damage done by most ranged weapons but Gauss Weapons.
-Saws fired from Saw Guns will damage adjacent characters if close enough.
-Lowered the skill requirements to craft makeshift Gauss Guns and Sonar Blasters.
-Increased the range for the two unique roar sounds the Elder Tiger Thresher makes.
-Bike Horns loaded in a Railgun Shell and Depth Charge/Mine will make a different honk sound with a huge range.
-Nerfed the stun damage caused by Stun Batons, Shock Rods, Defibrillators and Shotgun Taser Rounds.
-Reduced the ammo count Captains spawn with from 6 to 3 rounds.
-Made some slight changes to the Cook and Seaman spawning loadout.
-Reduced the structural damage from melee tools and weapons.
-Fixed New Doors, Hatches, Duct Blocks and Docking Ports not being able to be linked.


Class A Station:
-Edited the contents in most containers around the submarine.

Aegir Mark IV:
-Edited the contents in most containers around the submarine.

Nehalennia I:
-Edited the contents in most containers around the submarine.
-Replaced all Exosuits with Wetsuits and placed a Steel Locker in the Bilge for them.
-Replaced all Welders in an attempt to fix some of them unable to work.
-Fixed the Medical Door not opening for Scientists.

Nehalennia II:
-Edited the contents in most containers around the submarine.
-Fixed the Medical Door not opening for Scientists.

Themis:
-Edited the contents in most containers around the submarine.
-Added a Blast Door in Life Support so it's harder to flood.
-Added a Vent in the Kitchen and in Life Support.
-Edited most of the hardware so it display more accurate tooltips.
-Most of the hardware is protected against detaching via Wrench.
-Replaced the Exosuit in the Airlock with 4 Wetsuits.

Njord:
-Edited the contents in most containers around the submarine.

Vellamo II:
-Edited the contents in most containers around the submarine.
-Edited most of the hardware so it display more accurate tooltips.
-Most of the hardware is protected against detaching via Wrench.
-Replaced all Welders in an attempt to fix some of them unable to work.

Re: Barotrauma Extended v6.7

#278
chikoeduardo wrote:Mod update for today, lads! Here's the changelog:



Mod Changes:
-Added a new item, Armored Trousers. They can only hold 2 items and make the user slower but they add armor to the legs.
-Enforcers no longer spawn with Ballistic Vest, Ballistic Helmet and a loaded Stun Baton. They spawn with Ballistic Trousers. The rest they have to get from an Armory.
-Nerfed Ballistic Vests and Ballistic Helmets a bit. They protect slightly less against damage and bleeding.
-Wearing both a Wetsuit and a Diving Mask will make a crewmember resistant to pressure but it still feels as if they are about to be crushed by it.
-Added a new item, ByPass Card. These are crafted in Card Fabricators and their purpose is to unlock the construction of restricted items.
-Stun Batons, Diving Knives and Tactical Grenades require a ByPass Card to be crafted.
-Spear Guns and Dart Guns now require Bypass Cards instead of Blueprints.
-Handcuffs can be crafted now. They require a ByPass Card.
-Edited the recipes to make Gauss Weapons and fixed the Gauss Rifle recipe being impossible to craft.
-Rebalanced most chems so they have slightly edited buffs/debuffs. Most of them can be consumed for weaker effects or completely different ones.
-Rebalanced all food and drink items. Their effects will stop if the character loses all health points.
-Rebalanced the requirements to repair and use tools/weapons.
-Reduced the damage done by most ranged weapons but Gauss Weapons.
-Saws fired from Saw Guns will damage adjacent characters if close enough.
-Lowered the skill requirements to craft makeshift Gauss Guns and Sonar Blasters.
-Increased the range for the two unique roar sounds the Elder Tiger Thresher makes.
-Bike Horns loaded in a Railgun Shell and Depth Charge/Mine will make a different honk sound with a huge range.
-Nerfed the stun damage caused by Stun Batons, Shock Rods, Defibrillators and Shotgun Taser Rounds.
-Reduced the ammo count Captains spawn with from 6 to 3 rounds.
-Made some slight changes to the Cook and Seaman spawning loadout.
-Reduced the structural damage from melee tools and weapons.
-Fixed New Doors, Hatches, Duct Blocks and Docking Ports not being able to be linked.


Class A Station:
-Edited the contents in most containers around the submarine.

Aegir Mark IV:
-Edited the contents in most containers around the submarine.

Nehalennia I:
-Edited the contents in most containers around the submarine.
-Replaced all Exosuits with Wetsuits and placed a Steel Locker in the Bilge for them.
-Replaced all Welders in an attempt to fix some of them unable to work.
-Fixed the Medical Door not opening for Scientists.

Nehalennia II:
-Edited the contents in most containers around the submarine.
-Fixed the Medical Door not opening for Scientists.

Themis:
-Edited the contents in most containers around the submarine.
-Added a Blast Door in Life Support so it's harder to flood.
-Added a Vent in the Kitchen and in Life Support.
-Edited most of the hardware so it display more accurate tooltips.
-Most of the hardware is protected against detaching via Wrench.
-Replaced the Exosuit in the Airlock with 4 Wetsuits.

Njord:
-Edited the contents in most containers around the submarine.

Vellamo II:
-Edited the contents in most containers around the submarine.
-Edited most of the hardware so it display more accurate tooltips.
-Most of the hardware is protected against detaching via Wrench.
-Replaced all Welders in an attempt to fix some of them unable to work.
Themis glitch: Captain cannot use all doors with his card, exceptionally outside. I noticed that when I was using respawn shuttle.

Class A Station: Captain cannot open some doors with his ID.

Vellamo II: Same thing with armory door and maybe something else.
Barotrauma submarine designer- rico6822

Re: Barotrauma Extended v6.7

#279
The Class A Station is not a sub so some places are restricted to certain jobs. Maintenance tunnels is an example of this.

I tried the Vellamo II and the captain has access to the armory and most doors but the locking mechanisms in some of them.

From the v6.6b changelog:
Themis:
-Added an Airlock next to the Engine Room. Requires special clearance.
-Added a "Prison Lockdown" button in the Security Quarters to open and close the two Blast Hatches leading to the prison.
-Added Access Cards for the Airlock in Command.