Barotrauma Extended v7.7

A place to show off your mods and discuss modding Barotrauma.
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chikoeduardo
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Posts: 234
Joined: Fri Feb 24, 2017 8:02 pm
Location: Chile

Re: Barotrauma Extended v7.2

Postby chikoeduardo » Sun Sep 09, 2018 6:59 pm

Alright, lads. New mod update for today. Here's the changelog:



Mod Changes:
-Added a new structure, Scaffoldings. They are platforms with collision that won't block light. They can be resized to all sides.
-Recolored the human female skin color to the same one used by males.
-Added a new skin color for humans, pale. It's the vanilla female skin one but it's now used on any pale head.
-Added a new creature, Young Ghost Crawler. They are considerably smaller than adult ones and will only spawn in caves.
-Added a new document, Document about Ghost Crawlers. Scientists spawn with this in their clipboards.
-Added a new document, Document about Fusion Reactors. Engineers spawn with this in their clipboards.
-Edited the "Coalition Engineer" and "Document about Nuclear Reactors" documents so they display accurate info.
-Decreased the severity of a Fusion Reactor incident.
-Decreased the damage a Nuclear Reactor will take from a meltdown so there will be more time before its explosion.
-Edited the Doctor's Coats so they now have a chest piece.


All Shuttles:
-Made a small number of edits and fixes.

Class A Station:
-Edited a number of areas so they look slightly different.
-Fixed a local issue that allowed cameras to be picked up.

Aegir Mark IV:
-Edited a number of areas so they look slightly different.

Nehalennia I:
-Edited a number of areas so they look slightly different.
-Fixed a local issue that allowed a camera to be picked up.

Nehalennia II:
-Edited a number of areas so they look slightly different.
-Fixed a local issue that allowed cameras to be picked up.
-Fixed the Engineering flooding door override being activated at round start.

Enki:
-Added an Engine Control setup in Command.
-Added a Ballast Control setup in Command.
-Added a fully automatic bilge system.
-Increased the O2 produced by the Oxygen Generator and Module.
-Removed the ability to detach cameras with a Wrench.
-Fixed the Secure Top Cabinets in the Lab having no ID Clearance.

Themis:
-Edited a number of areas so they look slightly different.
-Increased the speed of both the Monorail and the MRP.
-Docking the MRP will also disable its Navigation Terminal as a way to increase recharge speed.
-Replaced the Bilge System with a fully automatic one.
-Removed the ability to detach cameras with a Wrench.

Njord:
-Edited a number of areas so they look slightly different.
-Moved the cameras in Engineering and placed one of them in the Workshop.
-Fixed a local issue that allowed cameras to be picked up.
-Fixed tactical grenades in the captain's locker missing their flash charges.

Vellamo II:
-Edited a number of areas so they look slightly different.
-Added a door between Life Support and the Reactor Room.
-Replaced the Bilge System with a fully automatic one.
-Connected Command with the Bilge.
-Fixed a local issue that allowed a camera to be picked up.

JerryWithAG
Class-D
Posts: 2
Joined: Wed Aug 15, 2018 6:07 am

Re: Barotrauma Extended v7.2

Postby JerryWithAG » Sun Sep 09, 2018 7:03 pm

Could you also fix the bug where the game crashes when you shoot the young crawlers with railguns?

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chikoeduardo
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Location: Chile

Re: Barotrauma Extended v7.2

Postby chikoeduardo » Sun Sep 09, 2018 7:12 pm

JerryWithAG wrote:Could you also fix the bug where the game crashes when you shoot the young crawlers with railguns?

That sounds like a game engine bug. This mod only deals with xml files.

Joshua015
Class-D
Posts: 1
Joined: Mon Sep 10, 2018 5:33 pm

Re: Barotrauma Extended v7.2

Postby Joshua015 » Mon Sep 10, 2018 5:33 pm

Thanks

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randymagic241
Technician
Posts: 97
Joined: Sun Jun 03, 2018 12:12 pm

Re: Barotrauma Extended v7.2

Postby randymagic241 » Mon Sep 10, 2018 6:16 pm

Joshua015 wrote:Thanks


You're welcome
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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Posts: 234
Joined: Fri Feb 24, 2017 8:02 pm
Location: Chile

Re: Barotrauma Extended v7.3

Postby chikoeduardo » Sun Sep 16, 2018 7:31 pm

Update tiem! Here's the changelog:


Mod Changes:
-Added a new door type, Small Door. It's basically a vertical hatch.
-Added a new shuttle, HunnyBee. It's a modified Blind Carp armed with a guided fusion torpedo.
-Added a new hardware, Steering Terminal. It's both a Navigation Terminal and a Control Monitor. It can be wired to a camera, engine and ballasts to steer small vessels.
-Added a new loader, Forward Depth Charge Loader. It's basically a sideways Depth Charge Loader.
-Added a new "Trash Bin" container and a separated, placeable label with a recycle symbol.
-Added a new structure, Duct Slope. They allow characters to get out of Duct Blocks or other areas that would require a step to get to higher ground.
-Creatures won't target Duct Blocks anymore. It was causing a number of issues, like big creatures teleporting inside the ducts when attacking them.
-Creatures will now target and attack food items. Most meat or food items containing it, specifically.
-Frying Pan and Vial of Morbusanide can be bought now.
-Cigarette Packs can be thrown now. It's also possible to store Hand-rolled Cigarettes in them too.
-Cigarettes will be put out when placed inside a container or clothing.
-Cigarettes and their packs will take damage from fire now and will eventually be completely destroyed by it.
-Fixed Reactors and Diesel Generators being vulnerable to EMP by default.
-Fixed newly spawned Depth Charge Tubes aiming upwards.
-Fixed Mantis Eggs not being affected by the Refrigerator and not being able to be used to make Caviar.
-Fixed Young Ghost Crawlers having no bioluminescence.


Class A Station:
-Added Trash Bins around the station.
-Added small automatic doors at every entrance to the maintenance tunnels.
-Added pathways for small creatures, including ways to get inside.
-Fixed a Plastic Bag having a typo in its tags.
-Fixed both Nuclear Reactors and the Diesel-Electric Generator being vulnerable to EMP.

Aegir Mark IV:
-Added Trash Bins around the vessel.
-Added pathways for small creatures, including ways to get inside.
-Fixed the Nuclear Reactor being vulnerable to EMP.

Nehalennia I:
-Added Trash Bins around the vessel.
-Added Duct Slopes in relevant places.
-Fixed a gap issue in Weapons.
-Fixed both Diesel-Electric Generators being vulnerable to EMP.

Nehalennia II:
-Added Trash Bins around the vessel.
-Added Duct Slopes in relevant places.
-Fixed the Nuclear Reactor and the Diesel-Electric Generator being vulnerable to EMP.

Enki:
-Added Trash Bins around the vessel.
-Added Duct Slopes in relevant places.
-Fixed both Fusion Reactors being vulnerable to EMP.

Themis:
-Added Trash Bins around the vessel.
-Added Duct Slopes in relevant places.
-Added one more Fire Extinguisher.
-Added some tools in the Steel Cabinet in the Hub.
-Fixed the Nuclear Reactor and the Diesel-Electric Generator being vulnerable to EMP.

Njord:
-Added a Trash Bin in the Canteen.
-Added Duct Slopes in relevant places.
-Fixed the Nuclear Reactor and the Diesel-Electric Generator being vulnerable to EMP.

Vellamo II:
-Added a Trash Bin in the Canteen.
-Added Duct Slopes in relevant places.
-Fixed the Nuclear Reactor and the Diesel-Electric Generator being vulnerable to EMP.

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Sputnik
Dr. Bright's Assistant
Posts: 14
Joined: Sun Jul 01, 2018 9:32 am

Re: Barotrauma Extended v7.3

Postby Sputnik » Sun Sep 16, 2018 8:47 pm

chikoeduardo wrote:Update tiem! Here's the changelog:


Mod Changes:
-Added a new door type, Small Door. It's basically a vertical hatch.
-Added a new shuttle, HunnyBee. It's a modified Blind Carp armed with a guided fusion torpedo.
-Added a new hardware, Steering Terminal. It's both a Navigation Terminal and a Control Monitor. It can be wired to a camera, engine and ballasts to steer small vessels.
-Added a new loader, Forward Depth Charge Loader. It's basically a sideways Depth Charge Loader.
-Added a new "Trash Bin" container and a separated, placeable label with a recycle symbol.
-Added a new structure, Duct Slope. They allow characters to get out of Duct Blocks or other areas that would require a step to get to higher ground.
-Creatures won't target Duct Blocks anymore. It was causing a number of issues, like big creatures teleporting inside the ducts when attacking them.
-Creatures will now target and attack food items. Most meat or food items containing it, specifically.
-Frying Pan and Vial of Morbusanide can be bought now.
-Cigarette Packs can be thrown now. It's also possible to store Hand-rolled Cigarettes in them too.
-Cigarettes will be put out when placed inside a container or clothing.
-Cigarettes and their packs will take damage from fire now and will eventually be completely destroyed by it.
-Fixed Reactors and Diesel Generators being vulnerable to EMP by default.
-Fixed newly spawned Depth Charge Tubes aiming upwards.
-Fixed Mantis Eggs not being affected by the Refrigerator and not being able to be used to make Caviar.
-Fixed Young Ghost Crawlers having no bioluminescence.


Class A Station:
-Added Trash Bins around the station.
-Added small automatic doors at every entrance to the maintenance tunnels.
-Added pathways for small creatures, including ways to get inside.
-Fixed a Plastic Bag having a typo in its tags.
-Fixed both Nuclear Reactors and the Diesel-Electric Generator being vulnerable to EMP.

Aegir Mark IV:
-Added Trash Bins around the vessel.
-Added pathways for small creatures, including ways to get inside.
-Fixed the Nuclear Reactor being vulnerable to EMP.

Nehalennia I:
-Added Trash Bins around the vessel.
-Added Duct Slopes in relevant places.
-Fixed a gap issue in Weapons.
-Fixed both Diesel-Electric Generators being vulnerable to EMP.

Nehalennia II:
-Added Trash Bins around the vessel.
-Added Duct Slopes in relevant places.
-Fixed the Nuclear Reactor and the Diesel-Electric Generator being vulnerable to EMP.

Enki:
-Added Trash Bins around the vessel.
-Added Duct Slopes in relevant places.
-Fixed both Fusion Reactors being vulnerable to EMP.

Themis:
-Added Trash Bins around the vessel.
-Added Duct Slopes in relevant places.
-Added one more Fire Extinguisher.
-Added some tools in the Steel Cabinet in the Hub.
-Fixed the Nuclear Reactor and the Diesel-Electric Generator being vulnerable to EMP.

Njord:
-Added a Trash Bin in the Canteen.
-Added Duct Slopes in relevant places.
-Fixed the Nuclear Reactor and the Diesel-Electric Generator being vulnerable to EMP.

Vellamo II:
-Added a Trash Bin in the Canteen.
-Added Duct Slopes in relevant places.
-Fixed the Nuclear Reactor and the Diesel-Electric Generator being vulnerable to EMP.



YA COPIED MY TRASH BIN
Best sub-builder ever.

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chikoeduardo
Guard
Posts: 234
Joined: Fri Feb 24, 2017 8:02 pm
Location: Chile

Re: Barotrauma Extended v7.3

Postby chikoeduardo » Sun Sep 16, 2018 9:06 pm

Not really. There's this ship for BTE called "Empress Wu Zetian" that uses metal boxes as trash cans and I liked the idea.

sheldor41
Class-D
Posts: 8
Joined: Wed Sep 12, 2018 9:12 pm

Re: Barotrauma Extended v7.3

Postby sheldor41 » Sun Sep 16, 2018 9:34 pm

hey could you add in a ragged scientist clothing so that most of or all of the cloths have at least a ragged model

Mark
Class-D
Posts: 9
Joined: Sat Sep 01, 2018 8:07 pm
Location: de_dust2 and sometimes france
Contact:

Re: Barotrauma Extended v7.3

Postby Mark » Mon Sep 17, 2018 7:37 pm

Sputnik wrote:
chikoeduardo wrote:Update tiem! Here's the changelog:


Mod Changes:
-Added a new door type, Small Door. It's basically a vertical hatch.
-Added a new shuttle, HunnyBee. It's a modified Blind Carp armed with a guided fusion torpedo.
-Added a new hardware, Steering Terminal. It's both a Navigation Terminal and a Control Monitor. It can be wired to a camera, engine and ballasts to steer small vessels.
-Added a new loader, Forward Depth Charge Loader. It's basically a sideways Depth Charge Loader.
-Added a new "Trash Bin" container and a separated, placeable label with a recycle symbol.
-Added a new structure, Duct Slope. They allow characters to get out of Duct Blocks or other areas that would require a step to get to higher ground.
-Creatures won't target Duct Blocks anymore. It was causing a number of issues, like big creatures teleporting inside the ducts when attacking them.
-Creatures will now target and attack food items. Most meat or food items containing it, specifically.
-Frying Pan and Vial of Morbusanide can be bought now.
-Cigarette Packs can be thrown now. It's also possible to store Hand-rolled Cigarettes in them too.
-Cigarettes will be put out when placed inside a container or clothing.
-Cigarettes and their packs will take damage from fire now and will eventually be completely destroyed by it.
-Fixed Reactors and Diesel Generators being vulnerable to EMP by default.
-Fixed newly spawned Depth Charge Tubes aiming upwards.
-Fixed Mantis Eggs not being affected by the Refrigerator and not being able to be used to make Caviar.
-Fixed Young Ghost Crawlers having no bioluminescence.


Class A Station:
-Added Trash Bins around the station.
-Added small automatic doors at every entrance to the maintenance tunnels.
-Added pathways for small creatures, including ways to get inside.
-Fixed a Plastic Bag having a typo in its tags.
-Fixed both Nuclear Reactors and the Diesel-Electric Generator being vulnerable to EMP.

Aegir Mark IV:
-Added Trash Bins around the vessel.
-Added pathways for small creatures, including ways to get inside.
-Fixed the Nuclear Reactor being vulnerable to EMP.

Nehalennia I:
-Added Trash Bins around the vessel.
-Added Duct Slopes in relevant places.
-Fixed a gap issue in Weapons.
-Fixed both Diesel-Electric Generators being vulnerable to EMP.

Nehalennia II:
-Added Trash Bins around the vessel.
-Added Duct Slopes in relevant places.
-Fixed the Nuclear Reactor and the Diesel-Electric Generator being vulnerable to EMP.

Enki:
-Added Trash Bins around the vessel.
-Added Duct Slopes in relevant places.
-Fixed both Fusion Reactors being vulnerable to EMP.

Themis:
-Added Trash Bins around the vessel.
-Added Duct Slopes in relevant places.
-Added one more Fire Extinguisher.
-Added some tools in the Steel Cabinet in the Hub.
-Fixed the Nuclear Reactor and the Diesel-Electric Generator being vulnerable to EMP.

Njord:
-Added a Trash Bin in the Canteen.
-Added Duct Slopes in relevant places.
-Fixed the Nuclear Reactor and the Diesel-Electric Generator being vulnerable to EMP.

Vellamo II:
-Added a Trash Bin in the Canteen.
-Added Duct Slopes in relevant places.
-Fixed the Nuclear Reactor and the Diesel-Electric Generator being vulnerable to EMP.



YA COPIED MY TRASH BIN

lol just because you got a sub with a semi trashcan design tho and how would he know ? he never played the submarine has i know ? maybe he watched the mod ? i dunno tho
made the first non official sputnikbarotrauma submarine (will upload it soon)


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