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Re: Barotrauma Extended v6.4

Posted: Wed Jul 18, 2018 8:14 am
by Fabevil
I'm glad you're back man, it's nice to see more stuff being added, I wonder if you're gonna add :REDACTED:

Re: Barotrauma Extended v6.4

Posted: Thu Jul 19, 2018 7:59 am
by rico6822
Hello chico!

Have you ever wondered about adding an option in campaign single player mod to customize your character (head, gender, job), who will be any job I choose and basically starting crew (starting crew's job only)? Even an option to sail solo.

Re: Barotrauma Extended v6.4

Posted: Thu Jul 19, 2018 1:19 pm
by chikoeduardo
Sounds cool. I can't do something like that, though. I can only edit xml files and that sounds like a totally new feature.

Re: Barotrauma Extended v6.4

Posted: Thu Jul 19, 2018 7:42 pm
by Fabevil
Possibly permanent heads?

Re: Barotrauma Extended v6.4

Posted: Thu Jul 19, 2018 8:05 pm
by chikoeduardo
...aren't heads permanent already?

Re: Barotrauma Extended v6.4

Posted: Thu Jul 19, 2018 8:51 pm
by Fabevil
Like you choose a head and it becomes permanent just like the name you chose, no need to rechoose it

Re: Barotrauma Extended v6.4

Posted: Thu Jul 19, 2018 9:34 pm
by rico6822
Fabevil wrote:Like you choose a head and it becomes permanent just like the name you chose, no need to rechoose it
It was patched in 8.0.1.5. version of vanilla. From that update people have their heads memorized tied with genders.

Re: Barotrauma Extended v6.4

Posted: Fri Jul 20, 2018 4:09 pm
by rico6822
I found a bug in tutorial level, when playing with this mod:

Welding tool cannot be fired as the game says "Welding fuel tank required". Thermite fuel tank doesn't count and tutorial cannot be completed.

Re: Barotrauma Extended v6.4

Posted: Fri Jul 20, 2018 5:11 pm
by chikoeduardo
Yeah, the tutorial is made for Vanilla. :p
I would change it if I could.

Re: Barotrauma Extended v6.5

Posted: Sun Jul 22, 2018 5:07 pm
by chikoeduardo
Alright, there's an update scheduled for today so here it is:


Mod Changes:
-BTE is now compatible with v0.8.1.7 of Barotrauma.
-Added a new creature killing mission involving a Watcher.
-Added a new makeshift weapon, EMP Blaster. It's a modified Handheld Sonar that releases a localized EMP field.
-Reverted Relay Components being unbreakable, since it's now possible to set if they are affected by EMP in the Editor.
-Failing to rewire a Relay Component will shock the character just like Junction Boxes do.
-Edited most electrical hardware so they have a small and rather harmless spark explosion when destroyed.
-Status Monitors can now be damaged by water and EMP.
-Radar and Status Monitors require less skill to repair.
-Handheld Battery Cells are affected by EMP blasts now. Fulgurium ones are immune.
-Reduced the EMP damage done by Teleglitches.
-Shockwave charges are weak to EMP damage since they are self-powered electronic devices.
-Edited the recipe to make Sonar Blasters.
-All Gas Tanks can be thrown now.
-Reduced the amount of metal powder in ID Cards and Ration Stamps.
-Fixed a Delivery Mission trying to spawn items with outdated IDs.


Class A Station:
-Hidden Relay Components are immune to EMP Damage.
-Added a Fulgurium Battery Cell somewhere in the Station.
-Fixed all Steel Saws missing a tag, preventing them to be useable as ammo for the Saw Gun.

Aegir Mark IV:
-Hidden Relay Components are immune to EMP Damage.
-Added a Fulgurium Battery Cell somewhere in the Vessel.

Nehalennia I:
-Hidden Relay Components are immune to EMP Damage.

Nehalennia II:
-Hidden Relay Components are immune to EMP Damage.

Themis:
-Hidden Relay Components are immune to EMP Damage.
-Moved two Relay Components in the lower decks to a reachable location.

Vellamo II:
-Hidden Relay Components are immune to EMP Damage.
-Moved a Relay Component in the lower decks to a reachable location.