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Re: Barotrauma Extended v4.6

Posted: Wed Jan 31, 2018 9:48 am
by T-REX
Fix stunbatons please, stunning for SO LONG amount of time. Thank you.And, fix food, not disapearing after being eaten.

Re: Barotrauma Extended v4.6

Posted: Wed Jan 31, 2018 11:02 am
by chikoeduardo
Knifes were not designed to kill scorpions, they are merely last resort weapons. Some of the alien creatures simply don't bleed. I haven't changed the vanilla ones or the ones I made based off them. The scorpion doesn't bleed because they have so little health it's kind of an overkill to make them bleed.

Stun Batons have a longer stun duration to help security deal with internal issues as well as creature infiltrations. The increased stun duration in most of the weapons that cause it has been increased after some discussion about them.

Food not disappearing after being eaten cannot currently be done because there's currently no way to do that via xml modding. It will only be possible if the devs add code to do that.

Re: Barotrauma Extended v4.7

Posted: Sun Feb 04, 2018 5:13 pm
by chikoeduardo
Alright, people. The mod has been updated. Here's the changelog:


Mod Changes:
-Added a new shuttle, Mjolnir. It's a ramming vessel with explosives rigged in its hammer for extra damage. The hammer can withstand anything but nuclear weapons.
-Added an alternate to Railgun Controller, Control Monitor. It works just like a controller but it uses less room. Specifically made to work with cameras.
-Added a new container, Wall Rack. It can hold and display up to 3 guns in it.
-Added a new submarine appliance, Refill Dock. It can only refill one oxygen tank at a time but it refills them 3 times faster than an Oxygen Generator.
-Added a new material, Polycarbonate Sliver. It's basically a rag from synthetic fabric. It counts as half a Polycarbonate Bar.
-Edited most of the crafting and recycling recipes in the mod. Added some extra crafting recipes too.
-Diving Knives can now be used to suicide. The use function will cause players to slit their wrists and bleed out.
-Oxygenite Shards release less constant oxygen into a room but they are less fragile and their explosion is less lethal. It's a gas blast, so it also releases a lot of oxygen.
-Ethanol and Vodka now burst into flames when in contact with fire.
-Reduced the fire generated by thermite powder when in contact with fire.
-Edited the effects of Chloral Hydrate. It slows down the victim just before stunning them. Each injection will decrease the victim's oxygen, with 4 consecutives causing them to fall unconscious and die if not treated.
-Added Chloral Hydrate and Chlorine in the list of chemicals that will apply their effects to people wearing Plastic Bags over their heads with these chemicals inside.
-Edited Oxygenite Tanks. They contain liquid oxygenite instead of pressurized gas of it. They will allow players to resist water pressure, though they will still feel like being crushed.
-Switched some of the stats between Oxygen and Oxygenite Tanks. Oxygen is now better at slowing down husk infection and provides more oxygen than oxygenite.
-Scorpions deal a bit less stun damage now.
-Endworms can deal a small amount of damage to nearby creatures.
-Endworms, Molochs and mission creatures are now extremely resistant to burn damage, making them more resilient against scorpions.
-Removed the ability for some creatures like crawlers and mantises to be able to spawn indefinitely.

Class A Outpost:
-Switched the Railgun Controllers in the Station-Sec Post with Control Monitors.
-Replaced the switch in the Storage Area Office with a Control Monitor to allow the person in there to also see who's outside.
-Added two Wall Racks in the Station-Sec Post and moved all the Gauss Guns from The Security Barracks into them.
-Made some other aesthetical edits around the vessel.

Nehalennia I Changes:
-Replaced the old Duct Control system with an upgraded one. It's basically the same but it uses 24 components less than the original one.
-Added the atmospheric light effect to a number of lights in the sub.
-Made some other aesthetical edits around the vessel.

Nehalennia II Changes:
-Replaced the old Duct Control system with an upgraded one. It's basically the same but it uses 24 components less than the original one.
-Added a Refill Dock just outside the Airlock.
-Added an extra switch to Oxygen Control in Command to turn the Refill Dock on and off.
-Added the atmospheric light effect to a number of lights in the sub.
-Made some other aesthetical edits around the vessel.

Vellamo II Changes:
-Added a Refill Dock just outside the Airlock.
-Added an extra switch to Oxygen Control in Command to turn the Refill Dock on and off.
-Upgraded the Duct Control with a Toggle All function. Also, every room with a toggle-able duct block now has a local button to close/open it.
-Added the atmospheric light effect to a number of lights in the sub.

Aegir Mark IV Changes:
-Added a Refill Dock just outside the Airlock.
-Installed an Oxygen Control panel in Command. First switch for the Oxygen Generator and Command vents, Second one for vents in the rest of the ship and last one for the Refill Port.
-Upgraded the Duct Control with a Toggle All function. Also, every room with a toggle-able duct block now has a local button to close/open it.
-Added the atmospheric light effect to one of the lights in the Canteen.
-Changed the alarm sound for flooding.
-Added a manual alarm system in Command.

Re: Barotrauma Extended v4.8

Posted: Sun Feb 11, 2018 3:07 pm
by chikoeduardo
The mod is now updated to v4.8! Here's the changelog:


Mod Changes:

-Added a new submarine, Njord. It's a cargo transport based on the Vellamo II. It's considerably larger but is also ill equipped for combat.
-Added a new wall type, Base Walls. They are extremely tough but use a lot of room.
-Added a new wall type, Thin Glass Walls. They are weaker than the vanilla ones but use less room.
-Added a new background, Glass Panel. It's a resizeable background wall consisting of a one-piece glass panel.
-Added a new appliance, Command Terminal. It's a huge terminal that is both a Navigation Terminal and Status Terminal.
-Added a new sub appliance, Force Field Panel. It turns the hull it's placed into a force field that prevents water from flooding it. It has a limit, though.
-Added a new pump, Large Pump. It's bigger and uses more power but it's faster at pumping water.
-Added a new creature, Mantis Thresher. It's a rogue spliced creature. Its stats are between an adult mantis and an adult tiger thresher.
-Added a couple of missions involving the new Mantis Thresher creature.
-Added a couple of new sounds to the Elder Tiger Thresher. An idle roar and a death scream.
-Added 3 new sounds for Scorpions. They will no longer use Tiger Thresher sounds.
-Added a new unique document. It's an incident report involving an event with a MIA Captain.
-Edited Headsets, Flashlights, Handheld Sonars, Fire Extinguishers, Saw Cutters, Welding Tools and Plasma Cutters so they use less fuel/power.
-Each job has its own color coded ID Card. It's easier to tell them apart now.
-Renamed the Master ID Card to Master Key Card since there's a difference between ID cards and key cards now.
-Reduced the cooldown after each shot for the Shuttle Railgun. It's as twice as fast now.
-Reduced the ability for clothes to prevent spears and saws from sticking into characters.
-Reduced some of the armor values for the currently overpowered clothing items like diving suits and jumpsuits.
-Reduced the damage done by Saw Cutter to characters. It was powerful enough to make short work of even mission creatures.
-Nerfed the stun damage caused by the Mantis Pet. It's less overpowered now.
-Fixed the Mantis Pet causing area of effect damage to walls when attacking.
-Fixed a bug causing the suicide effects to also apply to stabbed characters.
-Fixed an issue with the Carrier that allowed its light to be severed. Thanks to nilanthanimosus for the fix!
-Fixed an issue with the vanilla game causing all walls to have 100hp, even heavy walls. Thanks to nilanthanimosus for the fix!

Class A Outpost:
-Added some headsets with a different channel inside the Steel Lockers in the Security Barracks and the Command quarters.
-Replaced the outer walls with Base Walls, making the station a lot more resilient against anything.
-Added 3 Force Field Panels between the inner walls and the outer walls. They will keep the station from flooding for a while.
-Replaced the Navigation Terminal and Status Terminal with a Command Terminal.
-Made a Workshop room and moved the Fabricator, Deconstructor, Tool kit and cabinets with materials there.
-Added a huge glass panel in the hub.
-Added a duct block in the Prison Cell.
-Added an incident report in the drawer of the table in the Station-Sec Office.

Nehalennia I Changes:
-Added a Steel Cabinet in the Command Officers' quarters. They have some headsets with a different channel.
-Replaced some of the medium sized windows with thin ones.

Nehalennia II Changes:
-Added a Steel Cabinet in the Command Officers' quarters. They have some headsets with a different channel.

Vellamo II Changes:
-Added some headsets with a different channel inside the Steel Lockers in the Armory and the Command quarters.
-Fixed the Generator being considered as the main power source by the game.

Aegir Mark IV Changes:
-Added a duct block in the Prison Cell. There is a Motion Sensor that closes the duct when someone is close to it.
-Added some headsets with a different channel inside the Steel Lockers in the Security and Command quarters.
-Added key cards inside the Steel Lockers and Cabinets in each of the private quarters with access to their doors.


IMPORTANT:
For all BTE submarine makers. Since ID cards now have different names, they no longer work with the ability to edit the access tags in the spawn points. They are fixed. The way around this is to add the tags you want to have access to buttons instead. It's also possible to edit the tags of placed cards in the editor. Here's the fixed tags in each of the ID cards:

Captain ID Card: cap, com, ID Card.
Assistant ID Card: ast, com, ID Card.
Security ID Card: sec, ID Card.
Doctor ID Card: med, ID Card.
Engineer ID Card: eng, ID Card.
Mechanic ID Card: mec, ID Card.
Cook ID Card: cul, ID Card.
Seaman ID Card: nov, ID Card.
Prisoner ID Card: pri.

There's also a new card called "Access Card" with only the "ID Card" tag in them. You can place this with the editor and change the tags for custom access tags.

Re: Barotrauma Extended v4.8

Posted: Tue Feb 13, 2018 8:02 pm
by CrustyBoi
dude youre doing such a good mod and it keeps me coming back to and playing barotrauma, thanks man. PLEASE keep it up i love this mod to pieces

Re: Barotrauma Extended v4.8

Posted: Wed Feb 14, 2018 1:08 am
by chikoeduardo
Thanks! I still have lots of ideas for it so stay tuned!

Re: Barotrauma Extended v4.8

Posted: Wed Feb 14, 2018 6:38 pm
by GodReiz
Do you count on adding more weapons and if it is possible,skills ? (That'd be awesome) Or even,a possibility to change your job :p

Re: Barotrauma Extended v4.8

Posted: Wed Feb 14, 2018 8:17 pm
by chikoeduardo
Yeah, more weapons will be in the next update. Don't know about a new skill, though.
And the possibility to change your job cannot be done with the current xml files.

Re: Barotrauma Extended v4.8

Posted: Thu Feb 15, 2018 11:27 am
by GodReiz
Ah..that's sad,but i hope the next version will come quick '^^

Re: Barotrauma Extended v4.8

Posted: Thu Feb 15, 2018 11:32 am
by chikoeduardo
I usually upload a new update every sunday. :3