Barotrauma

Barotrauma

Thalassophobia Gamma
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Update: Nov 27 @ 9:45am

Mistakenly uploaded outdated branch

Update: Nov 27 @ 2:03am

Removed chat message audio on request

Update: Nov 22 @ 10:36am

Thalamus DNA now spawns in storage organs rarely

Update: Nov 22 @ 10:20am

Removed:
Removed the chat sound effect

Fixes:
Crawler head texture
Thalamus Head DNA now correctly works

Update: Nov 21 @ 6:59am

Fixed:
Fixed errors caused by missing afflictions
Fixed Incubation Pod not working with some DNA
Removed the need to power the Incubation Pod
Fixed missing text from Incubation Pod
Crawler head appearing incorrectly
Bloody appearances from mutations
HR managers not working

Changes:
Increased Incubation Pods placement range
Made most job gear items purchasable or craftable
Lowered the spawn rate for the "Charge Fist"
Made crystals spawn in the Hydrothermal Wastes
Made the Fumigator spray welding fuel

Cleanup:
Cleaned up data cube code and re-enabled it
Many unused audios were either used or removed hopefully making the file size smaller
All prices use the modern way of prices

Added:
Paranormal decals (to be used later)
Added 2 new alarms
Added hidden clown items
Added WIP cooking
Cook your meat to remove food poisoning chance
Re-Added pinatas
Added more achievements
Added Multitool back
Added "Dave's Phat Beat Machine" (lets you play Thalassophobia's soundtrack)
Pianos can now be crafted
Factions can now spawn
Re-added the Multitool
Made the APC placeable and craftable
APC no longer displays the battery info as it was making the UI cluttered
APC now have correct icons
APC power light now flashes the power output, easier to understand now
Added Folding Table
Added more talents to all classes

Plans:
Reworking giblets to be more useful
Pinata candy with special effects
Rainbow Sprayer
Thalamus DNA needs a rework
More plants
Cultist rework
Characters:
The Abomination
Fake Human
The Lurking (Clown Fish when?)
Watcher Genes
Side Quests
The Glow biome
The GreyTide
Re-adding unused/deleted content

Notes:
The 1.0.0.0 is currently in planning phase as a talent and cultist update
This means i want to rework the whole ritual process to be a risk reward system
So if i was to try to summon an item, if the ritual stats aren't high enough its likely to fail and cause bad effects
The 1.0 isn't likely to come out soon so don't expect that

Update: Mar 6 @ 6:24pm

Made most job gear items purchasable or craftable to prevent being locked out of those items

Update: Mar 3 @ 11:15pm

Minor bug fix to lang file
(sorry to make anyone need to update again)

Update: Mar 3 @ 7:00pm

Added:
Added Charge Fist (also known as the FotNS)
Improbability Drive (WIP/Hidden)
Added achivements
Added Thalamus genes
Added Unstable matter
Added Stablized Matter
Added the "The Event Horizon Charge"
Added Traitor Event (WIP)
Added Random Outpost Events (WIP)

Updated:
Reworked the Singularity
Used the legacy texture for the Hidden Vent
Updated the blackhole to run smoother
All items have been cleaned up to remove unneeded code
fixed issues where the placeable version of the cultistkit and dna hatcher couldnt be placed

Update: Jun 13, 2024 @ 10:47am

Cleaned up files
Added back the trashcan
Fixed the ability to buy custom jobs
Fixed text files
Added a new talent tree for the scientist
Fixed genetics

Update: Jun 10, 2024 @ 8:10pm

Temporarly removed custom outposts from spawning