
Some gas tanks are better for a certain tool while others last longer in another. There is an expanded selection of gas tanks for Welding Tools and Plasma Cutters. They are the best at cooking and can also produce poisoned meals. With this new skill comes a new profession, Cook. Most foodstuff give bonuses when consumed and all crew members have the new Cooking Skill at a certain level. Recipes will require a specified amount of Cooking Skill for the foodstuff to be crafted. Cooking is now possible by using an Electric Oven and buying ingredients from the store. Added new jobs, such as Officer, Scientist, Cooks and Prisoners. Security Officers are now called Enforcers, and they don't spawn with most of their related equipment but they have access to them in ships. Assistants are now called Seaman, and they have chances to be useful with both the mechanic and and electrician skills. Edited the inventory and the skillset values in all the Jobs. This is mostly for vanity/roleplaying purposes since most of them retain the same stats. Some of the clothing can be customized with a Sewing Kit, which can be usually found in Cabins, Private Quarters and in Medical. Class related clothing is also effected by these changes. Clothing offers some protection and sometimes come with extra inventory slots but at the cost of a slight movement speed. Crew members are in underwear now so they spawn with headgear, sweaters and trousers, which can be taken off and switched at any time.
#Barotrauma respawn shuttle plus
Added a number of missions that include most of the new items plus new creature hunter missions with "boss" variants of some vanilla and new creatures. Edited a number of vanilla missions and increased the money reward for all of them. Added a totally new creature/anomaly called Teleglitch, which is almost invisible and has the ability to "Glitch" in and out of submarines alone or with anyone nearby. Re-implemented the unused Scorpion creature as a small Electric Eel/Ship Worm that travels in groups. Edited most creatures and added variants such as "Young" and "Elder" or completely new subspecies.
#Barotrauma respawn shuttle mod
the shuttle has been less reliable as of late in general.This mod expands the content in Barotrauma by adding new items and editing existing ones plus some other misc edits.
#Barotrauma respawn shuttle how to
which from spectator looks funny for the first minute or so.įinally there has been an odd issue I have been witnessing now and then (Very rarely, no idea as to why or how to reproduce) where the shuttle literally just gets stuck under or above the top level wall. I'm not even sure why the shuttle fails to reach its location at times, it will actually do things like rise above the main path and ram (and glue to) the ceiling when there is power left and drive max speed into a wall. The shuttle can run out of power or sink, or have its autopilot fail horrendously (8/10 times I see BT Public's shuttle trapped under a rock, 6 minute transport duration sure is a long time to wait without a timer or idea of it).

I've been considering timed repairing and recharging of the shuttle on its return myself, due to how bad it can seem for the shuttle to simply sit there until it finally ends up disappearing anyways. along with customization on the server to make it remove itself instantly and modify the third timer so it doesn't take the transport duration to get back. I already added timed warnings and such to my mod with the very intent to make it considerably more obvious to get out of that shuttle.

the "despawn" timer would at least be more informative. and nobody can see where the respawn is and are wondering if/when respawn will come. I understand it is intended as a despawn timer, but when a server sets its transport duration to 6 minutes, and a timer of about 4 minutes to depart, this easily starts adding up.
