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Re: Barotrauma Extended v4.4

Posted: Tue Jan 02, 2018 2:59 pm
by chikoeduardo
Crap. I forgot to update the Jobs.xml file with the customization changes for Prisoners. I'll fix it and reupload the mod. Thanks for reporting that one!

Re: Barotrauma Extended v4.4

Posted: Wed Jan 03, 2018 2:38 pm
by Zeroicedragon
Hey mate, another thing to report; You should update some fields in the mod description, like:
Crewmember Clothing and Gear:

-Crew members are in Underwear now so they spawn with headgear, sweaters and trousers, which can be taken off and switched at any time. Clothing offers some protection and sometimes come with extra inventory slots but at the cost of a slight movement speed. Class related clothing is also effected by these changes.
-Also, some of the clothing can be customized with Tool Kit recipes. This is only for vanity/roleplaying purposes since they retain the same stats.

We no longer use the tool kit for that, also... I've got a question... How do you kill a Teleglitch?

Then again thanks for this awesome mod mate, I love it.

Re: Barotrauma Extended v4.4

Posted: Wed Jan 03, 2018 3:49 pm
by chikoeduardo
Woops, I'll edit the main page so it has the correct info.

Also, about Teleglitches:
Spoiler
As you know, they are disembodied entities so they cannot be killed by normal means.
The easiest way to kill them is with an explosion. Even a Flash Charge can kill them.
Fire will also instantly kill them though that method is quite dangerous.
Scorpions can kill them since they release electric shock blasts when they attack. They will actually attack a Teleglitch if they are close enough.
And finally, there's a makeshift weaponized Handheld Sonar called Sonar Blaster. It uses batteries and will discharge a sound explosion when fired. The blast is almost harmless to anything but a Teleglitch, which will be instantly killed with a single blast most of the time. The recipe is found in the Tool Kit.

Re: Barotrauma Extended v4.4b

Posted: Wed Jan 03, 2018 6:53 pm
by chikoeduardo
I just uploaded a fixed version of the mod. Here's the changelog:

Mod Changes:
-Added a new "Submarine" for the mod, Class A Outpost. It's a small station with a number of facilities, defense railguns and two docked shuttles.
-Edited the repair and damage rate of welding tools, saw and plasma cutters.
-Edited a sprite issue causing railgun shells to show part of a fusion railgun shell in its sprite.
-Fixed a bug causing Prisoners to spawn without their jumpsuits.

The outpost is far from finished but it's playable enough for release. It lacks a lot of stuff, including most automatic safety measures. It has a ballast tanks so it can maintain buoyancy. It also has an Engine but it's not wired to the main grid. It's powered by the generator in the lower decks. I will keep working on in whenever I get free time.

Re: Barotrauma Extended v4.4b

Posted: Sun Jan 07, 2018 5:34 pm
by mak
i need help im new and i need help installing bte

Re: Barotrauma Extended v4.4b

Posted: Tue Jan 09, 2018 1:06 pm
by chikoeduardo
It's pretty easy, just copy the contents of the .rar file and paste them into the game's folder. A prompt should pop out asking if you want to overwrite a couple of folders, hit yes. Then run the launcher, select the mod's content package and that's it.

Re: Barotrauma Extended v4.4b

Posted: Tue Jan 16, 2018 10:18 pm
by Gooby
Why does the new sub, The Class A outpost, not come with any supplies?

Re: Barotrauma Extended v4.4b

Posted: Wed Jan 17, 2018 12:07 am
by chikoeduardo
Because it's unfinished, as mentioned in the release post. I wasn't going to release it early but I was asked for testing purposes.

Re: Barotrauma Extended v4.4b

Posted: Thu Jan 18, 2018 11:26 pm
by adolfus293
Would it be possible that you could add a terminal that changes the tag of an Id card? (Ps - Thank you for your hard work on this mod, I love it. The game feels empty with out it)

Re: Barotrauma Extended v4.4b

Posted: Fri Jan 19, 2018 2:12 am
by chikoeduardo
That would require actual coding and I'm not savvy for something like that. :(