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Re: Barotrauma Extended v7.0d

Posted: Sat Sep 01, 2018 12:31 am
by Doctorate in Charonn
Chiko, it'd be great if you could compile the rest of the hotfixes into one mega download instead of releasing three hotfixes in a row for a bug fixed each time around. It'd help with not having to reinstall the mod a bunch of times.

Re: Barotrauma Extended v7.0d

Posted: Sat Sep 01, 2018 1:03 am
by chikoeduardo
I'd do that if the bugs were minor but they were affecting pretty important things in the gameplay and I couldn't just wait for the usual release day for the main update. I have no reliable way to find these bugs at the same time or to know if there are more other than just get across them.

Re: Barotrauma Extended v7.0d

Posted: Sun Sep 02, 2018 5:52 pm
by Zeroicedragon
Hi Chiko! Nice improvements to the medical system you've got there!

Also, I would like to suggest a Battery Shutdown button; That way, you can prevent further damage to the junction boxes when the ship is flooded.

So... Keep the good content up!

(Also, you should make available all versions of BTE from this point onwards, So that people that don't like hotfixes or updates stop complaining)

Re: Barotrauma Extended v7.0d

Posted: Mon Sep 03, 2018 10:42 pm
by chikoeduardo
Zeroicedragon wrote:Hi Chiko! Nice improvements to the medical system you've got there!

Also, I would like to suggest a Battery Shutdown button; That way, you can prevent further damage to the junction boxes when the ship is flooded.

So... Keep the good content up!

(Also, you should make available all versions of BTE from this point onwards, So that people that don't like hotfixes or updates stop complaining)
Thanks man. There used to be a shutdown button but batteries became bugged in a vanilla update and they can't be turned off and back on without bugs now.

Re: Barotrauma Extended v7.1

Posted: Mon Sep 03, 2018 10:43 pm
by chikoeduardo
Alright, lads. The mod has been updated. Here's the changelog:



Mod Changes:
-The mod is now compatible with v0.8.2.0 of the game.
-Added a new Vessel, Enki. It's a research vessel featuring Alien Artifact Containers and a large Lab.
-Added a new railgun loader, Railgun Dart Loader. It can hold up to 12 medical darts, which can be fired by Railguns, if linked properly.
-Added a new gas tank, Hydrogen Tank. It's commonly used as fuel and it's quite flamable.
-Added a new submarine hardware, Hydrogen Generator. Unlike the Oxygen Generator, it slowly refill Hydrogen Tanks.
-Added a new reactor type, Fusion Reactor. It's a small reactor that works on Hydrogen. It generates less power but are safer to use.
-Thermite Tanks will cause a small fire when they explode.
-Fuel Rods will constantly degrade over time but at a really slow pace. Putting them in reactors will not degrade them anymore.
-Coolant Rods have been replaced by Coolant Cans. They serve the same purpose but the reactors consume them now.
-Increased the Flopper Artifact effect range from 350 to 900.
-Removed a number of unnecessary pieces of code from the mod, thanks to the new update.


Class A Station:
-Removed all fuel rods and added Fulgurium Fuel Rods.
-Added more Suphurite Coolant Cans.

Aegir Mark IV:
-Removed the Uranium Fuel Rods and placed the Thermite Fuel Rod next to the Reactor.
-Added materials to craft Uranium Fuel Rods.
-Added more Suphurite Coolant Cans.

Nehalennia II:
-Removed spare Fuel Rods. Only 2 are available from the start now.
-Added materials to craft more Uranium Fuel Rods.
-Replaced Suphurite Coolant Cans with Oxygenite Coolant ones.

Themis:
-Removed spare Fuel Rods. Only 2 are available from the start now.
-Added materials to craft more Uranium Fuel Rods.
-Replaced Suphurite Coolant Cans with Oxygenite Coolant ones.
-Added cameras and a CCTV area in the security room.
-Increased the amount of oxygen generated by Life Support.

Njord:
-Removed spare Fuel Rods. Only 2 are available from the start now.
-Added materials to craft more Uranium Fuel Rods.
-Added more Suphurite Coolant Cans.

Vellamo II:
-Removed spare Fuel Rods. Only 2 are available from the start now.
-Added materials to craft more Uranium Fuel Rods.
-Replaced Suphurite Coolant Cans with Oxygenite Coolant ones.

Re: Barotrauma Extended v7.1

Posted: Mon Sep 03, 2018 11:04 pm
by bionictwin
Why must my internet only die when this update comes out?

Re: Barotrauma Extended v7.0d

Posted: Tue Sep 04, 2018 1:17 am
by Zeroicedragon
chikoeduardo wrote:
Zeroicedragon wrote:Hi Chiko! Nice improvements to the medical system you've got there!

Also, I would like to suggest a Battery Shutdown button; That way, you can prevent further damage to the junction boxes when the ship is flooded.

So... Keep the good content up!

(Also, you should make available all versions of BTE from this point onwards, So that people that don't like hotfixes or updates stop complaining)
Thanks man. There used to be a shutdown button but batteries became bugged in a vanilla update and they can't be turned off and back on without bugs now.
I see... So even if you shutdown the relays on top of them it will cause the bug I pressume?

So the only way for that to happen is actually going to Engineering and cutting the wires off of the grid?

Re: Barotrauma Extended v7.0d

Posted: Tue Sep 04, 2018 2:15 am
by chikoeduardo
Zeroicedragon wrote:
chikoeduardo wrote:
Zeroicedragon wrote:Hi Chiko! Nice improvements to the medical system you've got there!

Also, I would like to suggest a Battery Shutdown button; That way, you can prevent further damage to the junction boxes when the ship is flooded.

So... Keep the good content up!

(Also, you should make available all versions of BTE from this point onwards, So that people that don't like hotfixes or updates stop complaining)
Thanks man. There used to be a shutdown button but batteries became bugged in a vanilla update and they can't be turned off and back on without bugs now.
I see... So even if you shutdown the relays on top of them it will cause the bug I pressume?

So the only way for that to happen is actually going to Engineering and cutting the wires off of the grid?
Yeah. All my ships used to have a way to cut battery power but I had to remove that when they became bugged.

Re: Barotrauma Extended v7.1

Posted: Tue Sep 04, 2018 5:02 pm
by rico6822
I think the flopper artifact needs to work, when not submerged, since having to experience a stun from a distance of 900 while trying to break through walls protecting it would take some time.

I also wander if the stinger needs that tall tower anymore, since railguns do no longer pierce through objects. If shuttle railgun is not supported by regular railgun's source code for it I wander if this can be implemented in the next BTE update.

Re: Barotrauma Extended v7.1

Posted: Thu Sep 06, 2018 9:31 am
by Fabevil
Hey Chiko, I wonder if the armories in all the ships contain atleast one gun and one magazine for Security. Anyway is there anything very important planned for the updates?