Page 44 of 45

Re: Barotrauma Extended v8.3

Posted: Mon Jan 21, 2019 6:05 pm
by chikoeduardo
New update, lads. Here's the changelog:


Mod Changes:
-Edited Battery Cells to be much weaker in weapons and exosuits. They also have a different sprite and can be thrown now.
-Added a new energy source for handheld devices, Power Cell. These lasts twice as much on most devices but take longer to recharge.
-Renamed Fulgurium Battery Cell to Fulgurium Power Cell. The recipe to craft them is different.
-Submarine Batteries now recharge energy cells at a slower rate so Recharge Docks are better now.
-Added a new power source, Power Cell Generator. It's a generator that uses power cells to generate a small amount of power. Works underwater.
-Added a new raw material, Lead. It's a required ingredient to craft a bunch of items, fuel rods for isntance.
-Edited a number of recipes so they require lead instead. Added recipes to make lead spears and saws.
-Increased the effectiveness of Cyanide.
-Edited the revolver rounds. Standard ones deal less bleeding now while the HL deal more. HL also deal less stun damage but has increased push force.
-Nerfed shotgun beanbag rounds and decreased the push force in shotgun taser rounds.
-Nerfed most of the armor values in wearable items that offer protection.
-Reduced the stun from some of the small spears.
-Reduced the stun from powered thermoblades and vibroblades.
-Reduced the hand-locking duration in tempcuffs.
-Bandages don't dissapear after being completely used to avoid a decync bug and to allow them to be "repaired" with the tool kit.
-Replaced radiation shipping boxes with radiation shipping crates, which are made of lead.
-Fixed bodybags, restraint sets and hogtie sets removing stun damage.
-Fixed the kelp sprite loading a bit of other sprites.


All Vessels:
-Edited the power requirements of most of the hardware.
-Replaced some battery cells by power cells found in containers.
-Added at least one Lead Block in every workshop.

Aegir Mark IV:
-Moved the searchlight into the railguns so the space under the railguns is clear.

Nehalennia II:
-Edited the Airlock buttons and components so they cannot be rewired with screwdrivers.
-Moved the searchlight into the railguns so the space under the railguns is clear.
-Moved some components to more hidden locations.

Enki:
-Added a Power Cell Generator in the battery pit. It's wired to life support and the hydrogen generator in case of emergency.
-Edited the main airlock so it uses an actual airlock system with two blast doors.
-Fixed the medical bay door not allowing access to enforcer and command officers.

Njord:
-Moved some components to more hidden locations.

Vellamo I:
-Moved the searchlight into the railguns so the space under the railguns is clear.
-Moved some components to more hidden locations.

Vellamo II:
-Added a Power Cell Generator in Life Support. It's wired to life support and workshop hardware in case of emergency.
-Moved the searchlight into the railguns so the space under the railguns is clear.
-Moved some components to more hidden locations.

Re: Barotrauma Extended v8.3

Posted: Mon Jan 21, 2019 7:49 pm
by Guldergodt
Found a bug on Vellamo II. The oxygen generator ONLY gets power from the new battery generator. So it's off even if the main reactor is on. Please tell me it's a bug and you don't want us to keep loading it with batteries.

Re: Barotrauma Extended v8.3

Posted: Tue Jan 22, 2019 2:19 am
by chikoeduardo
It is. It was reported in the discord a while ago. A hotfix is planned for today since it's not the only issue with this last update.

Re: Barotrauma Extended v8.3b

Posted: Tue Jan 22, 2019 12:00 pm
by chikoeduardo
Mod hotfix for today, lads. A number of issues were reported and at least one of them was game breaking so here's the changelog:


Mod Changes:
-Added tool kit recipes to refill sulphurite and oxygenite coolant cans.
-Medical darts and bypass cards can be put in hand slots and thrown.
-Explosive charges and gun rounds can be held in hand slots now.
-Iron ore cannot be placed in inventory slots anymore.
-Fixed saw guns not using their custom firing sound.

All Vessels:
-Replaced all underwater scooters with outdated tags. They should work with power cells now.

Class A Station:
-Replaced saw cutters with outdated tags. They should work with power cells now.

Nehalennia I:
-Added a small locker in the lab and placed the alien shards in it.
-Replaced saw cutters with outdated tags. They should work with power cells now.

Nehalennia II:
-Added a small locker in the lab and placed the alien shards in it.

Enki:
-moved two exposed components into the ducts so it's harder to reach them.
-Fixed the light in the refill dock being offline.

Vellamo II:
-Fixed life support and the workshop only being wired to the emergency grid.

Re: Barotrauma Extended v8.3b

Posted: Thu Jan 24, 2019 2:54 am
by AppleStockOnPork
How do I download the latest version?

Re: Barotrauma Extended v8.3b

Posted: Thu Jan 24, 2019 8:33 am
by randymagic241
AppleStockOnPork wrote:
Thu Jan 24, 2019 2:54 am
How do I download the latest version?
Bottom of OP.

Re: Barotrauma Extended v8.3b

Posted: Thu Jan 24, 2019 11:10 am
by chikoeduardo
I haven't moved the download link so it's just where you found it the first time.

Re: Barotrauma Extended v8.4

Posted: Sun Feb 10, 2019 1:17 pm
by chikoeduardo
Alright, lads. This might be the last update for the legacy version. Anyways, here's the changelog:

Mod Changes:
-Carriers will also make sonar ping sounds when idle.
-Alien shards give 1 more material when deconstructed.
-Alien weapons have a different sprite and a holding animation now, and their propulsion won't work without a shard.
-Nerfed saw cutters and plasma torchers a bit more.
-Nerfed all knives so they deal less bleeding damage.
-Plastic spears and saws do almost nothing against robots and fractal guardians.
-Beanbags now do half the stun damage to robots and fractal guardians instead of none.
-Lowered the science requirement for gauss tech crafting a little bit.
-Handheld sonars aren't neutrally buoyant but they don't sink as fast as they used to.
-Fixed tools and gauss weapons barely affecting small doors.
-Fixed Underwater Scooter III not taking power cells.
-Fixed typing issue with some of the item descriptions in the mod.


The Stinger:
-Increased ballast speed a bit.

Class A Station:
-CCTV screens now display a tooltip so users can easily tell the camera they are wired to.
-Added a missing small door in the workshop's utility entrance/exit.

Aegir Mark IV:
-Removed the Breach Charge that was under Medical, which was blowing up when the vessel crashed hard enough.

Nehalennia I:
-The emergency batteries won't overload the grid anymore and they will start to recharge if both the out and charge buttons are on.
-Removed some redundant components and wiring.

Nehalennia II:
-Added a security area, which also includes a CCTV room.

Enki:
-CCTV screens now display a tooltip so users can easily tell the camera they are wired to.

Themis:
-CCTV screens now display a tooltip so users can easily tell the camera they are wired to.
-Edited the monorail rails so there's more room and make it harder for it to become stuck midway.

Njord:
-CCTV screens now display a tooltip so users can easily tell the camera they are wired to.

Vellamo II:
-Added a security area, which also includes a CCTV room.
-Ammo for lethal weapons is now in a secure locker in the armory, which can only be opened by command officers.

Ullr:
-CCTV screens now display a tooltip so users can easily tell the camera they are wired to.
-Replaced spear guns and their ammo in the armory by gauss weapons instead.
-Ammo for lethal weapons is now in the secure locker in the armory, which can only be opened by command officers.

Re: Barotrauma Extended v8.4

Posted: Tue Mar 05, 2019 1:29 pm
by paris31655
i downloaded and instaled it corectly (i think) but when i try to play it shows me error massages
and it doesn't even let me spectate
it says something about mushroom not found or something

Re: Barotrauma Extended v8.4

Posted: Sat Mar 09, 2019 7:53 pm
by RpgBlaster
Image
Dog confirmed in BTE ?