Barotrauma Extended v6.8

A place to show off your mods and discuss modding Barotrauma.
Dragz4life
Dr. Bright's Assistant
Posts: 11
Joined: Sun Nov 19, 2017 8:35 pm

Re: Barotrauma Extended v5.6b

Postby Dragz4life » Mon Apr 30, 2018 5:45 pm

Hey, it would be pretty cool if you made a dual SMSLR that is basically a double barrel railgun launcher! Thanks. BTW, keep up the good work, I always host with this mod.

Deytal
Class-D
Posts: 2
Joined: Wed May 02, 2018 4:14 pm

Re: Barotrauma Extended v5.6b

Postby Deytal » Wed May 02, 2018 4:27 pm

I've noticed while crafting medicines such as corrigodone (uses 50% chloral hydrate, 50% stabilozine), that I can only ever make one dose with fresh materials. There might be some kind of rounding error? It seems to use more than 50% of each, which requires me to fetch unused doses of the materials to make more corrigodone.

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Zacho
Dr. Bright's Assistant
Posts: 14
Joined: Thu Apr 12, 2018 5:25 pm

Re: Barotrauma Extended v5.6b

Postby Zacho » Wed May 02, 2018 6:57 pm

I just tested it, Deytal. Works fine at 50%

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chikoeduardo
Guard
Posts: 208
Joined: Fri Feb 24, 2017 8:02 pm
Location: Chile

Re: Barotrauma Extended v5.7

Postby chikoeduardo » Thu May 03, 2018 7:14 pm

Aigt, lads. It's update tiem! Here's the changelog:


Mod Changes:
-Mantispets will now go mad when attacked by humans and will start to attack them. They will also ram doors and walls but cause no damage to them.
-Robots can headbutt now. They will now attack mobs with this attack and can even do this while handcuffed.
-Changed the hands in exosuits so they look more like the ones used by human characters and their clothes.
-Added a new exosuit, Derelict Exosuit. It's the same one used by husks. They can be found on the seabed but are broken beyond repair.
-Switched the signal ranges of the radios and headsets. Headsets are back to their vanilla range and radios now have twice the range of that.
-Added a new container, Bulletin Board. It can hold up to 4 documents. It will contain important documents in all of the mod's vessels.
-Updated the "In case of Emergency" document available for all jobs.
-Fixed a typo with the Restrain Set, It's now Restraint Set. This also applies to the Prisoners document.
-Fixed a limb depth issue with the Husk creature and added hands to its exosuit.


Class A Station Changes:
-Added a Bulletin Board in the Hub with a document.
-Added a lock door button for the Lab door in the Medical Bay only Medical Doctors can use.
-The Lab door can now be accessed by Command and Security Officers.
-Fixed the two Stingers being unable to use spears.

Aegir Mark IV Changes:
-Removed the door leading to the cabins and added a Bulletin Board with some documents.
-Added a lock door button for the Lab door in the Medical Bay only Medical Doctors can use.
-The Lab door can now be accessed by Command and Security Officers.
-Fixed the Stinger being unable to use spears.

Nehalennia I Changes:
-Added a Bulletin Board in the Hub with some documents.
-Added a lock door button for the Lab door in the Medical Bay only Medical Doctors can use.
-The Lab door can now be accessed by Command and Security Officers.
-Fixed the Bilge water detector being always on, even if there was no water in the Bilge.

Nehalennia II Changes:
-Added a Bulletin Board in the Hub with some documents.
-Added a lock door button for the Lab door in the Medical Bay only Medical Doctors can use.
-The Lab door can now be accessed by Command and Security Officers.
-Replaced the railgun lamps with searchlights.
-Fixed the Bilge water detector being always on, even if there was no water in the Bilge.

Vellamo II Changes:
-Added a Bulletin Board in the Canteen with some documents.
-Added a lock door button for the Lab door in the Medical Bay only Medical Doctors can use.
-The Lab door can now be accessed by Command and Security Officers.

Njord Changes:
-Added a Bulletin Board in the Cabins with some documents.
-Added a lock door button for the Lab door in the Medical Bay only Medical Doctors can use.
-The Lab door can now be accessed by Command and Security Officers.

Themis Changes:
-Added a Bulletin Board in the Hub with some documents.
-Added a lock door button for the Lab door in the Medical Bay only Medical Doctors can use.
-The Lab door can now be accessed by Command and Security Officers.
-All of the hardware in Command now requires Pliers to be rewired, which can be found in the Steel Cabinet in there.

Deytal
Class-D
Posts: 2
Joined: Wed May 02, 2018 4:14 pm

Re: Barotrauma Extended v5.7

Postby Deytal » Thu May 03, 2018 7:21 pm

Alright. If I can ever replicate it, I'll post a screenshot.

Woohoo, update!

The Doktor
Class-D
Posts: 1
Joined: Wed May 09, 2018 4:18 pm

Re: Barotrauma Extended v5.7

Postby The Doktor » Wed May 09, 2018 5:15 pm

Cooking and Food:
-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.

How do you Poison food?

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chikoeduardo
Guard
Posts: 208
Joined: Fri Feb 24, 2017 8:02 pm
Location: Chile

Re: Barotrauma Extended v5.8

Postby chikoeduardo » Thu May 10, 2018 4:36 pm

Alright, people! Early update! I have to work this Sunday so I'll be releasing it today. Here's the changelog:


Mod Changes:
-Added a new creature, young crawler. It's considerably less dangerous and can barely damage structures. It fears everything but humans.
-Endworms no longer concern over small creatures and attacking them with melee will cause the same amount of damage and stun to the attacker.
-Robots are no longer stunned by Shotgun Beanbag Rounds, only staggered.
-Edited the Assault Exosuit's helmet. It now uses a sprite provided by Derpislav.
-Edited the Captain's uniform. It's now a longcoat and trousers as a single wearable piece.
-Added new clothing for Assistants. Cap, Jacket and Trousers. They are unique pieces for the assistant.
-Added a new alternate to the Prisoner Jumpsuit. It's the jumpsuit only used on the legs, giving less protection but leaving the torso slot clear.
-Added new door/hatch types, Blast Door/Hatch. They are tougher than normal ones but also require more skill to repair.
-Edited the Windowed Door's window to be a little bit lower so it shows a bit more when close to it.
-Revolver and Shotgun rounds can now damage hulls again.
-Firing Gauss weapons at characters now produce sparks on impact apart from the smoke.
-Added a new food item, Protein Bar. It's a standard issue MRE in the form of a solid jelly bar. It can only be crafted by Cooks.
-Increased the communication range of both the headset and the handheld radio and edited their descriptions.
-Fixed unpowered Shock Rods and Stun Batons not triggering the Watcher's self-defense mechanism.
-Fixed the handheld radios using power when not in use.


Class A Station Changes:
-Replaced the "security channel" headsets found in Command and Security cabinets with handheld radios.
-Replaced the door in the Armory with a Blast Door.
-Edited the foodstuff in the Kitchen cabinets and fridge.

Aegir Mark IV Changes:
-Replaced the "security channel" headsets found in Command and Security cabinets with handheld radios.
-Edited the foodstuff in the Kitchen cabinets and fridge.

Nehalennia I Changes:
-Replaced the "security channel" headsets found in Command Quarters cabinets with handheld radios.
-Added a Buoy Mine in the Weapons Bay.
-Replaced the door in the Armory with a Blast Door and changed the clearances needed to access it.
-Edited the foodstuff in the Kitchen cabinets and fridge.

Nehalennia II Changes:
-Replaced the "security channel" headsets found in Command Quarters cabinets with handheld radios.
-Added a Buoy Mine in the Weapons Bay.
-Replaced the door in the Armory with a Blast Door and changed the clearances needed to access it.
-Edited the foodstuff in the Kitchen cabinets and fridge.

Vellamo II Changes:
-Replaced the "security channel" headsets found in Command and Security cabinets with handheld radios.
-Replaced the door in the Armory with a Blast Door.
-Edited the foodstuff in the Kitchen cabinets and fridge.

Njord Changes:
-Replaced the "security channel" headsets found in Command and Security cabinets with handheld radios.
-Replaced the door in the Armory with a Blast Door.
-Edited the foodstuff in the Kitchen cabinets and fridge.

Themis Changes:
-Added handheld radios set with a "security channel" in the Security Barracks and in Command.
-Replaced the doors in the Security Barracks, Life Support and Engine Room with Blast Doors.
-Edited the foodstuff in the Kitchen cabinets and fridge.
-Added a basic Duct Control in Command to remotely open/close the ducts.
-Added a Oxygen Control to turn on and off the oxygen in Command, Crewmember Areas and Brig Areas.
-Added an oxygen purge button for the Mess Hall in the Brig Area.

Keith Sausage
Class-D
Posts: 1
Joined: Fri May 11, 2018 6:14 pm

Re: Barotrauma Extended v5.8

Postby Keith Sausage » Fri May 11, 2018 6:19 pm

i have noticed that on all the bte ships except the themis the power turns on but it doesn't appear to make as much as needed as the first junction box has a electrical load of less than what all the other ones need please help

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chikoeduardo
Guard
Posts: 208
Joined: Fri Feb 24, 2017 8:02 pm
Location: Chile

Re: Barotrauma Extended v5.8

Postby chikoeduardo » Fri May 11, 2018 7:12 pm

There's a document in the Bulletin Board in each ship explaining some new game mechanics, including this. Basically, power doesn't go to the main grid directly. It goes to the batteries in Life Support first. You need to set those to a higher recharge value. I recommend reading some of the other docs in the Bulletin Boards.

Mathias4044
Class-D
Posts: 1
Joined: Sat May 12, 2018 9:59 pm

Re: Barotrauma Extended v5.8

Postby Mathias4044 » Sat May 12, 2018 10:06 pm

I have a problem the thing is I just can't open the launcher and I want to know if I can fix the launcher because I have never been able to.


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