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
Re: Barotrauma Extended v6.0
#193Its currently impossible to do with xmls because of how modding works in bt.Gwhawes wrote:I think it would be cool if you added a food bar aswell
Unless you want to edit the source code.
Re: Barotrauma Extended v6.0
#194For some reason it wont power up most of the rooms in the subs any idea why?
Re: Barotrauma Extended v6.0
#195Small gripe, it takes sugar to create ethanol but you cannot deconstruct ethanol to create sugar. Great mod though.
_GOD exists and he will torch you
Check out my BTE Stealth Warship - The Viper: https://undertowgames.com/forum/viewtop ... 94#p124294
Check out my BTE Stealth Warship - The Viper: https://undertowgames.com/forum/viewtop ... 94#p124294
Re: Barotrauma Extended v6.0
#196...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
#197that makes more sense actuallychikoeduardo wrote:...That's not how deconstruction works. You turn sugar into ethanol via chemical fabricator, which has the lab tools for the process.
_GOD exists and he will torch you
Check out my BTE Stealth Warship - The Viper: https://undertowgames.com/forum/viewtop ... 94#p124294
Check out my BTE Stealth Warship - The Viper: https://undertowgames.com/forum/viewtop ... 94#p124294
Re: Barotrauma Extended v6.1
#198Well, 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.
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
#200I 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
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