Barotrauma

Barotrauma

Thalassophobia Gamma
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Update: 15 Jun, 2021 @ 9:58pm

This update places more power in the hands of the geneticist class through the introduction of much-requested ingame guidebooks, as well as a new mutations system to compliment and flesh out the existing splice system. Watch your protocols: DNA must be stored in specialized containers or else it will erode, causing a plethora of unbecoming side effects that turn your crew into living hazards. Sound too harsh? Cloning has your back: Clone a new creature and rescan them for fresh, unsullied DNA. But maybe some mutations aren't all bad...?
Other changes introduced include:
•A minor touchup of events to include new dialogue, and reimplementation of the
•starting faction dialogue.
•New portrait art for some events.
•The start of a Russian Localization for Thalassophobia's ever-confused Russian players.
•Removal of dangerous unstable items (like bomb collars) from auto spawning.
•Calyxanide no longer removes mutations.
•...And various other fixes to annoying problems.

Update: 15 Jun, 2021 @ 9:55pm

This update places more power in the hands of the geneticist class through the introduction of much-requested ingame guidebooks, as well as a new mutations system to compliment and flesh out the existing splice system. Watch your protocols: DNA must be stored in specialized containers or else it will erode, causing a plethora of unbecoming side effects that turn your crew into living hazards. Sound too harsh? Cloning has your back: Clone a new creature and rescan them for fresh, unsullied DNA. But maybe some mutations aren't all bad...?
Other changes introduced include:
•A minor touchup of events to include new dialogue, and reimplementation of the
•starting faction dialogue.
•New portrait art for some events.
•The start of a Russian Localization for Thalassophobia's ever-confused Russian players.
•Removal of dangerous unstable items (like bomb collars) from auto spawning.
•Calyxanide no longer removes mutations.
•...And various other fixes to annoying problems.

Update: 15 Jun, 2021 @ 9:55pm

This update places more power in the hands of the geneticist class through the introduction of much-requested ingame guidebooks, as well as a new mutations system to compliment and flesh out the existing splice system. Watch your protocols: DNA must be stored in specialized containers or else it will erode, causing a plethora of unbecoming side effects that turn your crew into living hazards. Sound too harsh? Cloning has your back: Clone a new creature and rescan them for fresh, unsullied DNA. But maybe some mutations aren't all bad...?
Other changes introduced include:
•A minor touchup of events to include new dialogue, and reimplementation of the
•starting faction dialogue.
•New portrait art for some events.
•The start of a Russian Localization for Thalassophobia's ever-confused Russian players.
•Removal of dangerous unstable items (like bomb collars) from auto spawning.
•Calyxanide no longer removes mutations.
•...And various other fixes to annoying problems.

Update: 22 Apr, 2021 @ 9:19am

New update after like 2 months of silence due to game hash check bug. Includes DNA mutations for threshers and hammerheads, disco balls, some other stuff. Some stuff might be a little broken, don't hesitate to tell me if it is.

Update: 24 Feb, 2021 @ 8:01pm

Thalassophobia Changelog
Happy one year of thalassophobia on the workshop. Thanks for all your support.

To confirm you're running this update, go into console and type calculatehashes Thalassophobia
at the very bottom you should see a long string of numbers starting with:

40EAE757F...

TLDR: Genetics Made Easier/More Fun, fixed snags and a slew of obvious bugs.
- Added splicing for crawler DNA
- Added splicing for maggot DNA
- Added splicing for shroom DNA
- Tweaked splice mutations for mudraptor DNA. Door breaking is marginally faster and the limbs have been changed to very fast swimspeed.
- Splicing DNA no longer uses up the DNA inside grafter. CRISPR is the only resource required.
- Scan subjects no longer required to be conscious/unragdolled in order for scans to work. It proved way too much of a pain; Now they just have to be alive.
- Scanning works on the hatchlings now. Thanks case sensitivity!
- Completely overhauled the hatching pod to much more aggressively give lots of room for desync, and converted it to use powercontainer for mass tracking:
- - The biomass kg counter should not desync as much.
- - Hatching something with the hatching pod subtracts the required mass from the total kg (EG 100kg, 20kg maggot hatching:100 - 20 = 80kg remaining) instead of just setting it to zero, making things easier for geneticists.
- - Thanks to the rework, putting mass in when the pod is full no longer grinds it anyway and instead makes beeping noises.
- Notes/Memos now have preset buttons for their colors instead of color input values. May require you to readd memos to any existing subs.
- Fixed the constant zipping sound coming from the clown backpack when it was worn empty.
- Some other minor stuff I inevitably forgot about

Update: 16 Feb, 2021 @ 10:47pm

hash: BE6D24
a bunch of small changes that generally improve balancing and all that jazz. generally these are for smoothing out geneticist gameplay loop. more significant changes to come.
-nerfed diarrhea, lasts much shorter
-crispr and dna grafter are made in assembler now, harder than just organic fiber
-dna types are lootable in wrecks, slightly more common in autofills
-UES has a real logo now

Update: 14 Feb, 2021 @ 10:07am

Update hash: 702EF1C9EB2AB17...
minor changes around the board to make the jobs more usable in lobby.

Update: 14 Feb, 2021 @ 1:36am

russian barotrauma players get shafted by my late night fixes once again (fixed mutated players unable to speak)

Update: 14 Feb, 2021 @ 12:50am

Pulse update, to indicate I'm alive. Adds genetic splicing but only for mudraptors. I will add more splices throughout the month, hopefully.

Update: 17 Jan, 2021 @ 12:22pm

Early implementation of geneticist. Tons and tons and tons of backgroud/misc changess and polishes. Notably a fair bit of groundwork has been laid for proper food/cooking systems.
specifically:
Implemented Genetic Disorders (3 of 6) gained from standing in scanner for too long.
Implemented DNA equipment for the geneticist (scanner, biomorph pod, suit, etc)
Properly implemented meat cleaver logic to be more clean and less stuck-prone. Fixed meat hitboxes
New impact sounds for various items
Implemented DNA for most groudborne creatures. If you have a creature whose DNA you want implemented, tell me in the comments.
New music (tintin on the moon) for main menu that's less echoey. Subject to change in the future. I used to hate it but now I like it well enough. It's less grating to listen to for a long time than the old one.
Splicing is coming up (it works on the vanilla unstable buid) but I won't implement it until the next vanilla update is out since it's broken on current stable.
A lot of afflictions are now properly hidden (fallen, bomb collar) from the medical scanner.
New colors for some icons.
Added liquid nitrogen canisters which work with the fumigator to slowly freeze people. No way to obtain it without sub editing though.