Re: Barotrauma Extended v8.1
#422This is a stupid question, but the Nehalennia II won't move an single inch, despite having a surplus of output energy from the nuclear reactor
Re: Barotrauma Extended v8.1
#423Did you set up the recharge rate of the batteries in life support?
Re: Barotrauma Extended v8.1
#424I solve problem. Anti virus blocking download. Karl, why you so rude to me?
Re: Barotrauma Extended v8.1
#425It's Karl, in game he isn't the brightest lol. He shot me for going to rescue someone.
Anyways, he wasn't referring to your question as stupid, he was referring to his own question :3
Anyways, he wasn't referring to your question as stupid, he was referring to his own question :3
_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 v8.1
#426I have been having trouble with the reactor constantly increasing when i put a fuel rod in even if the fission rate isn't up at all, what should i do?
Re: Barotrauma Extended v8.1
#427Add coolant lol. Read a guide to get the exact coolant combinations.
_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 v8.1
#428whenever 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.
Re: Barotrauma Extended v8.1
#4291. 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.
_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 v8.2
#430Alright, 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.
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.