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Re: Barotrauma Extended v6.0

Posted: Tue May 29, 2018 6:22 pm
by PedanticVampire
Hey, this mod is really something! I've only been playing Barotrauma for a little while, but from what i can tell, this mod practically turns it into a full game!

BTW, I thought it would be cool if you could throw lit cigarettes, and the set fire to flammable things like gasoline, or even set off explosives like nitro.

Just a suggestion :D

Re: Barotrauma Extended v6.0

Posted: Wed May 30, 2018 12:39 pm
by Gwhawes
I think it would be cool if you added a food bar aswell

Re: Barotrauma Extended v6.0

Posted: Wed May 30, 2018 12:54 pm
by BlueTheKing
Gwhawes wrote:I think it would be cool if you added a food bar aswell
Its currently impossible to do with xmls because of how modding works in bt.
Unless you want to edit the source code.

Re: Barotrauma Extended v6.0

Posted: Fri Jun 01, 2018 6:43 pm
by olisko
For some reason it wont power up most of the rooms in the subs any idea why?

Re: Barotrauma Extended v6.0

Posted: Sun Jun 03, 2018 12:13 pm
by randymagic241
Small gripe, it takes sugar to create ethanol but you cannot deconstruct ethanol to create sugar. Great mod though.

Re: Barotrauma Extended v6.0

Posted: Sun Jun 03, 2018 3:42 pm
by chikoeduardo
...That's not how deconstruction works. You turn sugar into ethanol via chemical fabricator, which has the lab tools for the process.

Re: Barotrauma Extended v6.0

Posted: Sun Jun 03, 2018 6:21 pm
by randymagic241
chikoeduardo wrote:...That's not how deconstruction works. You turn sugar into ethanol via chemical fabricator, which has the lab tools for the process.
that makes more sense actually

Re: Barotrauma Extended v6.1

Posted: Mon Jun 04, 2018 4:52 pm
by chikoeduardo
Well, then. New mod update, lads! Here's the changelog:



Mod Changes:
-Added a new creature, Walker. It's a fractal-infested exosuit. They are extremely hostile to humans and will even attack subs.
-Mantis Threshers now ragdoll push their prey with their attacks. They sometimes sent them flying across hallways.
-Beanbag Rounds won't stun fractal guardians, walkers, carriers and endworms anymore.
-Added new chemical recipes. There's one to make alcohol in the Electrical Oven and one to turn Biomass into Sugar using the Chemical Fabricator.
-Added a new type of cigarette, Hand-rolled Cigarette. It's a craftable cigarette made from the remains of others. It displaces more oxygen when used.
-Replaced the inhaler sound when using cigarettes with its own sound effect.
-Water now "turns off" cigarettes. They can be re-lit when out of the water.
-Fixed the cigarette light staying on and frozen in the place where the cigarette degraded completely.
-Fixed the Vending Machine missing the Chocolate option.
-Fixed some powder chems being ignored by the Medical Inhaler.
-Fixed tools and gauss weapons not being able to affect Blast Doors/Hatches.


Vellamo II Changes:
-Replaced the normal pump in the Bilge with a large one.

Themis Changes:
-The monorail doors will now autoclose after 5 seconds so it can no longer be locked at a station when one of the doors are left open.

Re: Barotrauma Extended v6.1

Posted: Tue Jun 05, 2018 12:55 am
by Ryane Time
I feel like the diesel engine is just designed to self destruct.

Re: Barotrauma Extended v6.1

Posted: Tue Jun 05, 2018 11:12 pm
by titlo3
I gotta say, the new update is great. adding money was a great Idea. the exosuit docks, etc are all great. Something that's been on my mind for a while now is harvesting, maybe add a system where you can mine iron powder from rocks outside, harvesting kelp from outside etc. I feel like giving players a reason to exit the subs might end with some interesting shenanigans. Thanks for the hard work as always :wink: