Barotrauma Extended v7.7

A place to show off your mods and discuss modding Barotrauma.
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chikoeduardo
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Re: Barotrauma Extended v7.0

Postby chikoeduardo » Wed Aug 29, 2018 10:29 pm

Mod update, lads! Here's the changelog:



Mod Changes:
-Added new consumables, Mantis Eggs and Mantis Caviar. Caviar doesn't rot so it doesn't need to be stored in Food Cans or Refrigerators.
-Added a new consumable, Husk Caviar. There are 2 recipes for it, one of them infects with Velonaceps Calyx.
-All cosumables that can be used without a delivery device will take time before applying their effects.
-Added a new format for chems, Canister. These can only be used by syringes and Inhalers and can be thrown.
-Added a new format for chems, Vial. These are either liquids or powders. These can be used in syringes or Inhalers or can be consumed orally. These can't be crafted in another format.
-Added a new format for chems, Pill Bottle. These can be consumed orally or be force-feed, which is using them as melee weapons on stunned characters to apply their effects.
-Biomass comes in an unique format, Bottle. They can't be crafted into another format so they can only be consumed orally or be force-feed.
-Husk Egss are no longer bottled and are more related to a food item than a chem. They can't be injected anymore but can be consumed and force-feed.
-Edited some of the sounds made by melee weapons to be less loud.
-Removed the old hack used to deal with the limb depth issue with all clothing because it was causing a bug with husks.
-Removed unused/redundant content from the mod. This includes images and pieces of xml code.
-Fixed the issue causing the Husk infection to be bugged in the last stage. The proboscis no longer falls to the floor.


Class A Station:
-Edited some of the chems in medical cabinets and added some of the new chems.
-Replaced most of the Snailfish Meat in Food Cans with Mantis Eggs.
-Fixed one the reactors having the shutdown temperature setting too high, causing issues with some Junction Boxes.

Aegir Mark IV:
-Edited some of the chems in medical cabinets and added some of the new chems.
-Replaced most of the Snailfish Meat in Food Cans with Mantis Eggs.
-Removed the Life Support Room and added that extra space to the Engine Room.
-The power grid batteries have been moved to the Engine Room.
-The Oxygen Generator has benn moved to Engineering.
-Moved the Duct Block to the Engine room.
-The Oxygen Module has been moved to the Maintenance Shaft, which now allow access to Mechanics too.
-Increased the engine thrust force.

Nehalennia I:
-Replaced most of the Snailfish Meat in Food Cans with Mantis Eggs.

Nehalennia II:
-Edited some of the chems in medical cabinets and added some of the new chems.
-Replaced most of the Snailfish Meat in Food Cans with Mantis Eggs.

Themis:
-Edited some of the chems in medical cabinets and added some of the new chems.
-Replaced most of the Snailfish Meat in Food Cans with Mantis Eggs.
-Fixed the vessel description saying it had no Airlock.

Njord:
-Edited some of the chems in medical cabinets and added some of the new chems.
-Replaced most of the Snailfish Meat in Food Cans with Mantis Eggs.

Vellamo II:
-Edited some of the chems in medical cabinets and added some of the new chems.
-Replaced most of the Snailfish Meat in Food Cans with Mantis Eggs.

All Shuttles:
-Made the Engine easier to access in case it needs repairs.



Important: A number of files have been removed or edited so it's best to install this version in a fresh copy of the game or you could delete the older version of the mod instead. It's not a must but you won't end up with unused files in your game if you do.

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chikoeduardo
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Re: Barotrauma Extended v7.0b

Postby chikoeduardo » Thu Aug 30, 2018 1:22 am

Quick fix for the latest update!

Mod Changes:
-Fixed Caviar rotting like most food items.
-Fixed an issue with the fractal walker not loading in the files.

A fresh copy of the game is a must! Do not install over an old version of the mod.

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chikoeduardo
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Re: Barotrauma Extended v7.0c

Postby chikoeduardo » Thu Aug 30, 2018 4:22 pm

Guess what... That's right, another bugfix update!

Mod Changes:
-Fixed an issue with Gauss Guns not taking any of the metal powders as ammo.

Banisher
Class-D
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Re: Barotrauma Extended v7.0c

Postby Banisher » Thu Aug 30, 2018 8:35 pm

Maybe fix your fucking mod before making us update it and download it three separate times.

DeadPixelzExtrem
Dr. Bright's Assistant
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Re: Barotrauma Extended v7.0c

Postby DeadPixelzExtrem » Thu Aug 30, 2018 9:18 pm

Banisher wrote:Maybe fix your fucking mod before making us update it and download it three separate times.

Why are you so salty damn

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randymagic241
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Re: Barotrauma Extended v7.0c

Postby randymagic241 » Thu Aug 30, 2018 10:22 pm

Banisher wrote:Maybe fix your fucking mod before making us update it and download it three separate times.


It's really not that much effort for something that in the end just improves the mod.

Also, a little word of advice, don't act like an asshole on your first post.
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"Saul Myers is going to throw you out the chute."

Check out my BTE/BTEP sub, the Judas: viewtopic.php?f=22&t=9783

Banisher
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Re: Barotrauma Extended v7.0c

Postby Banisher » Fri Aug 31, 2018 12:21 am

Could have phrased it better, but I stand with my point.

Fabevil
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Re: Barotrauma Extended v7.0c

Postby Fabevil » Fri Aug 31, 2018 9:11 am

Fabevil wrote:The security version of the revolver should be called security revolver, with its 3 own unique types of ammo rounds, the ”lethal” security revolver rounds, the buckshot security revolver rounds and the taser security revolver rounds. There should be 2 of these guns along with the buckshot and taser rounds (which will have reduced effects compared to shotguns), so security is protected enough. Lethal rounds should only be in themis and class A. Then again they won’t be so lethal. The model for it is going to be a slightly modified version of the vanilla revolver.
This is my suggestion hoped you enjoyed it bye!

I just want this to be a thing.
Please.
"Keep a tool in the wool, for me!" - Bedbananas, also known as the craziest man in the world

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randymagic241
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Re: Barotrauma Extended v7.0c

Postby randymagic241 » Fri Aug 31, 2018 12:56 pm

Banisher wrote:Could have phrased it better, but I stand with my point.


Fair enough.
Image
"Saul Myers is going to throw you out the chute."

Check out my BTE/BTEP sub, the Judas: viewtopic.php?f=22&t=9783

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chikoeduardo
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Re: Barotrauma Extended v7.0d

Postby chikoeduardo » Fri Aug 31, 2018 6:44 pm

Awww Yeeaww, yet another bugfix update!

Mod Changes:
-Removed the ID clearance system from navigation terminals, since it was breaking autopilot.


Keep reporting those annoying bugs, people!


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