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
#432Found 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
#433It 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
#434Mod 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.
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
#436Bottom of OP.
_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 v8.3b
#437I haven't moved the download link so it's just where you found it the first time.
Re: Barotrauma Extended v8.4
#438Alright, 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.
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
#439i 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
and it doesn't even let me spectate
it says something about mushroom not found or something
Re: Barotrauma Extended v8.4
#440
Dog confirmed in BTE ?
After all, i'm based, and you, are not...
You can kick me out all you want from Undertow Games Discord, that won't stop me from being Based, if my Discord Self got kicked out, that means that i won the game of patience, go fuck yourself you cringy mongrel ;)
You can kick me out all you want from Undertow Games Discord, that won't stop me from being Based, if my Discord Self got kicked out, that means that i won the game of patience, go fuck yourself you cringy mongrel ;)