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Re: Barotrauma Extended v7.8

Posted: Thu Nov 01, 2018 8:04 pm
by titlo3
All right I need some help here. Is there anyway for someone to make a sub building tutorial for BTE? That would be great thank you

Re: Barotrauma Extended v7.8

Posted: Thu Nov 01, 2018 8:09 pm
by randymagic241
titlo3 wrote:All right I need some help here. Is there anyway for someone to make a sub building tutorial for BTE? That would be great thank you
There is a way, they make it.

Problem being someone has to make it.

Re: Barotrauma Extended v7.8

Posted: Thu Nov 01, 2018 9:20 pm
by titlo3
randymagic241 wrote:
titlo3 wrote:All right I need some help here. Is there anyway for someone to make a sub building tutorial for BTE? That would be great thank you
There is a way, they make it.

Problem being someone has to make it.
haha any chance you might make it?

Re: Barotrauma Extended v7.8

Posted: Thu Nov 01, 2018 9:33 pm
by titlo3
titlo3 wrote:
randymagic241 wrote:
titlo3 wrote:All right I need some help here. Is there anyway for someone to make a sub building tutorial for BTE? That would be great thank you
There is a way, they make it.

Problem being someone has to make it.
haha any chance you might make it?

By the way randy, I love your work

Re: Barotrauma Extended v7.8

Posted: Fri Nov 02, 2018 12:44 pm
by randymagic241
titlo3 wrote:
haha any chance you might make it?
Maybe...
titlo3 wrote:
By the way randy, I love your work
<3

Re: Barotrauma Extended v7.9

Posted: Mon Nov 05, 2018 1:30 pm
by chikoeduardo
Ok, lads. New update for today. Here's the changelog:


Mod Changes:
-Added a new findable piece of paper with a drawing on it.
-Added a custom sound for the Breaker Component and increased its range.
-Increased all damage outputs in fired saw blades. Their AoE range has been increased too.
-Increased the inventory size of Steel Cabinets, Lockers, Refrigerators, Steel Tables and ammo boxes.
-Edited the recipes to craft Shock Rods and Plasma Torchers.
-Edited the skill needed to cook some of the available food items.
-Edited Most payloads so they give less Propellant Powder when deconstructed.
-Hydrogen Generators cannot be linked anymore since they don't work like Oxygen generators.
-Fuel rods cannot be stored in inventory slots now.
-Changed the way creatures detect food before attacking them. They will "smell" it first and will start to attack them as soon as they spot them.
-Fractal creatures will now attack anything that gets too close to them, not just humans.
-Edited the chances to find Fractal Walkers. There will always be one per map.
-Husks will get distracted by doors less now.
-All pumps can now be destroyed by creatures. The distance creatures target them depends on their size. They also have their own light now.
-Reduced the armor values of ballistic equipment, which was way too strong.
-Reduced the structural damage done by nitroglycerin explosions.
-Removed the delay in a lot of items that use the force-feeding mechanic because of a vanilla bug currently in the game.


All Shuttles:
-Added wetsuits and diving masks in the steel lockers in case the host decides to use them as a main ship.

Class A Station:
-Added a Footlocker in the lab and placed 10 bodybags in it.
-Added an Artifact Container with a Nasonov Artifact inside the observation cell in the lab.

Aegir Mark IV:
-Added a Footlocker in the medical bay and placed 10 bodybags in it.
-Added more diving masks in each private quarter.
-Removed Ballast/Bilge lights and related components since all pumps now have their own lights.

Nehalennia I:
-Added a Footlocker in the medical bay and placed 10 bodybags in it.
-Added more diving masks in the crew cabins.
-Replaced the locker in the command's quarters with a secure one that can only be accessed by the Officer.
-Replaced Destroyer Charges with Flak charges.
-Moved some items to other containers and organized them a little.
-Removed Ballast/Bilge lights and related components since all pumps now have their own lights.

Nehalennia II:
-Added a Footlocker in the medical bay and placed 10 bodybags in it.
-Added more diving masks in the crew cabins.
-Replaced the locker in the command's quarters with a secure one that can only be accessed by the Officer.
-Replaced Destroyer Charges with Flak charges.
-Moved some items to other containers and organized them a little.
-Removed Ballast/Bilge lights and related components since all pumps now have their own lights.

Enki:
-Added a Footlocker in the medical bay and placed 10 bodybags in it.
-Removed Ballast/Bilge lights and related components since all pumps now have their own lights.

Themis:
-Added a Footlocker in the medical bay and placed 10 bodybags in it.
-Added more diving masks in the enforcer barracks.
-Removed Ballast/Bilge lights and related components since all pumps now have their own lights.

Njord:
-Added a Footlocker in the medical bay and placed 10 bodybags in it.
-Added more diving masks in the crew cabins.
-Removed Ballast/Bilge lights and related components since all pumps now have their own lights.

Vellamo I:
-Added a Footlocker in the medical bay and placed 10 bodybags in it.
-Added more diving masks in the crew cabins.
-Replaced Destroyer and Demolition Charges with Shrapnel and Flak charges.
-Fixed clowngear still using old tags.
-Removed Ballast/Bilge lights and related components since all pumps now have their own lights.

Vellamo II:
-Added a Footlocker in the medical bay and placed 10 bodybags in it.
-Added more diving masks in the crew cabins.
-Replaced Destroyer and Demolition Charges with Shrapnel and Flak charges.
-Fixed clowngear still using old tags.
-Removed Ballast/Bilge lights and related components since all pumps now have their own lights.

Ullr:
-Added a Footlocker in the medical bay and placed 10 bodybags in it.
-Added more diving masks in the crew cabins.
-Removed Ballast/Bilge lights and related components since all pumps now have their own lights.


IMPORTANT:
There's a mistake in the Aegir that affects its Ballast. Here's the fixed version:
[Link removed]

The Aegir was still broken so I had the fix it again. Here's the new link:
https://cdn.discordapp.com/attachments/ ... _fixV2.rar

Re: Barotrauma Extended v7.9

Posted: Mon Nov 05, 2018 1:45 pm
by titlo3
New update looks awesome. Thanks

Re: Barotrauma Extended v7.9

Posted: Mon Nov 05, 2018 2:39 pm
by non
A fantastic mod, if I do say so my self.

B U T Nah, I'm joking. The only thing that really takes from me is the errors in the console, jobs not showing up.

If someone really knows how to fix this, please help me.

Re: Barotrauma Extended v7.9

Posted: Mon Nov 05, 2018 11:38 pm
by AdmiralTalloran
Remember to restart your game when you change your content package to BTE or back to Vanilla.

Re: Barotrauma Extended v8.0

Posted: Mon Nov 19, 2018 6:57 pm
by chikoeduardo
Alright, kids. New mod update for today. Here's the changelog:


Mod Changes:
-Added a new male and female head for human characters.
-Added two new static containers, small locker and steel safe. They are small versions of the steel locker and secure locker, respectively.
-Edited Steel lockers, secure lockers and secure cabinets so they look different.
-Saw Cutters can now sever limbs. The blood particles have been replaced with sparks since any character would spawn blood particles, including robots.
-Card crafting now requires part of a steel sliver instead of iron powder to make crafting them easier.
-Lights in pumps will now turn on if they are active and off if they are not. This also includes the manual "active" tickbox in them.
-Lamps and Emergency Lights now have the set_color outlet in them.
-Increased the damage output of Saw Guns a bit.
-Increased the light range for both flares and revolver flare rounds.
-Edited some hardware so they don't mirror in renegade vessels since lights and some broken textures don't currently mirror.
-Fixed a typo in one of the "Killing a Watcher" mission texts.


The Stinger:
-Moved the Railgun to the back.
-Replaced the Railgun Loader so it now fires Railgun Spears instead of the small ones.
-Removed the lamp inside since the hardware come with their own lights.

Aegir Mark IV:
-Ballast Pumps can no longer be turned on and off manually. The only way to control them is from Command now.
-Edited the docking port and the structures near it to fix the shuttle docking issue.
-Updated the shuttle so it uses the updated version.

Nehalennia I:
-Readded the bilge light since now the bilge pump light will only turn on when active.
-Ballast Pumps can no longer be turned on and off manually. The only way to control them is from Command now.

Nehalennia II:
-Readded the bilge light since now the bilge pump light will only turn on when active.
-Ballast Pumps can no longer be turned on and off manually. The only way to control them is from Command now.

Enki:
-Edited some of the containers and items in them.
-Ballast Pumps can no longer be turned on and off manually. The only way to control them is from Command now.

Themis:
-Added an Engine Control system in Command.
-Added a Ballast Control System in Command.
-Edited some of the containers and items in them.
-Ballast Pumps can no longer be turned on and off manually. The only way to control them is from Command now.
-Replaced the glass railings for the monorails with edited scaffolding ones since these are even thinner.
-The monorails now use torpedo engines since they are more compact.
-The Bridge monorail now uses a small battery instead so it uses less room.

Njord:
-Edited some of the containers and items in them.
-Replaced the Security and Cargo Bay doors with blast doors.
-Readded the bilge light since now the bilge pump light will only turn on when active.

Vellamo I:
-Edited some of the containers and items in them.
-Readded the bilge light since now the bilge pump light will only turn on when active.
-Ballast Pumps can no longer be turned on and off manually. The only way to control them is from Command now.
-Fixed a mistake with a water detector that would cause the pump in the docking airlock to be always at full drain, wasting power.

Vellamo II:
-Edited some of the containers and items in them.
-Readded the bilge light since now the bilge pump light will only turn on when active.
-Ballast Pumps can no longer be turned on and off manually. The only way to control them is from Command now.
-Fixed a mistake with a water detector that would cause the pump in the docking airlock to be always at full drain, wasting power.

Ullr:
-Edited some of the containers and items in them.
-Readded the bilge light since now the bilge pump light will only turn on when active.
-Ballast Pumps can no longer be turned on and off manually. The only way to control them is from Command now.