Re: Barotrauma Extended v8.1

#429
gufi wrote:
Sat Jan 05, 2019 10:23 pm
whenever i try to turn up the cooling rate or fission rate it just says fuel is required to run the engine even though it has a rod in, and still just keeps increasing. and this is all happening in the tutorial.
1. Adjust coolant rate all you want, won't do anything without coolant cans.

2. To save you possible ridicule and embarassment caused by other players in the future, it is a reactor not an engine. The engines are responsible for horizontal movement.

3. Tutorial is built for Vanilla, naturally it doesn't function in BTE.
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Re: Barotrauma Extended v8.2

#430
Alright, update time. Here's the changelog:

Mod Changes:
-Added an alternate upgrade for diving knives, Vibroblade. It's basically a small battery-powered chainsaw. It deals more damage and bleeding, specially against unarmored targets.
-Reduced the stun damage done by powered thermoblades. They would stunlock anything, including Endworms.
-Added a new upgrade, Rebreather. It's an upgraded Diving Mask that decreases oxygen use from tanks.
-Added a recipe to craft Diving Masks at Assembler machines.
-Edited all Exosuits so they have a built-in rebreather in them.
-Added a new lootable ore, Copper Ore. It's less common than iron ore deposits and yields less when recycled.
-Edited Iron and Fulgurium ores so they look different. They also have slightly different physics stats too.
-Reduced the amount of lootable plastic bags and tactical boots found in the seabed.
-Added new lootable flora, Underwater Mushrooms. There are 3 types which look identical but have different effects and give different materials.
-Added a new alien artifact, Uraninite Shard. They are the safest alien weapon ammo type, since they do nothing when they deplete.
-Deconstructing some artifacts will give back uraninite shards instead of uranium bars.
-Made alien shards a bit less common but they give one extra chem when deconstructed.
-Most of the effects of food items don't stack anymore. Food is not supposed to be a combat consumable.
-Fixed the effects of alcohol and fibrizione stopping after the victim passed out. They also drain oxygen at a slower rate.


Aegir Mark IV:
-Turned the auxiliary engines into afterburners, which can be turned on from Command for a temporary increase in thrust. They are powered by a Supercapacitor.
-Rebalanced the Main Engine so it has decent speed now that it has no auxiliary engines.

Nehalennia II:
-Slightly increased the max power-load threshold in the breaker component.

Enki:
-Increased the max power-load threshold in the breaker component.

Njord:
-Slightly increased the max power-load threshold in the breaker component.

Vellamo I:
-Slightly increased the max power-load threshold in the breaker component.

Vellamo II:
-Slightly increased the max power-load threshold in the breaker component.

Ullr:
-Slightly increased the max power-load threshold in the breaker component.