Barotrauma

Barotrauma

Hydroponics Reworked
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Update: 2 Jul, 2023 @ 5:35pm

Revert Reversion. It seems to be client side.

Update: 2 Jul, 2023 @ 5:01pm

Revert to previous version to fix server breaking bug.

Update: 29 Jun, 2023 @ 7:25pm

V0.9.76
- Updated Bathsalt to kill in Vanilla Barotrauma without the assistance of Neurotrauma.
- Fixed spelling of "Nitrogen Canister"
- Fixed plastic bag spawn rate. It is now dramatically reduced.
- Made Ephedrine a consumable item
- Made THC able to cope with chem-addictions and chem-withdrawals.
- Double checked Aneurine craftability. If you are having problems making things in the Chem-Catalyst, then you are likely not of high enough skill level. Literally a skill issue.
- Reworked the Bong. It is now made of thiccc plastic and is craftable in your local fabricator.

Update: 27 May, 2023 @ 9:46pm

- Added some posters which you can craft or buy.
- For more weed posters, I would recommend downloading "Weed Posters" by Dan Murphy. I might add more later provided this mod does not have it.
- MEGABLUNT spawn issues fixed (I think???)
- Tuned medical items and consumables to work better without Neurotrauma.
- Changed Crystal-Death usage mechanics. You should no longer have to worry about instant death with consumption.
- Crystal-Death now afflicts "Living Dangerously"
- Aneurine treats "Living Dangerously"

Thanks for playing Hydroponics Reworked. Do not hesitate to leave feedback.

Update: 11 May, 2023 @ 11:19pm

V0.9.7 - Medical Overhaul - Part 2.
600 Subs Wowowow!
- Rewrote the afflictions.
- Overhauled all accessible consumables
- Addiction is now something to fear
- Weed is now mainly used to cope with addiction withdrawal
- Added Joints back in the game. They function as an instantaneous hit of either Weed or Tobacco.
- Overhauled consumption mechanism (will fix coffee and Prescribed mushrooms item systems l8r, they work as needed for now)
- DMT trip now grants '3rd eye' allowing you to see heat signatures, but you need to take your hat off for your 3rd eye to see things.
- Coffee severely nerfed. Helps with Weed paralysis.
- Buffed Death-Amphetamine. You are now a walking tank, even without any of your limbs left.
- DMT properly helps with lung issues (NT).
- Consumables now have a larger benefit/detriment (except DMT) for maxing out the status bar. This will also increase addiction speed though.
- Added Weed/Tobacco pack as a craftable item to obtain Joints.
- Overhauled pricing and construction time for all affected consumables.
- Cigars are buffed and serve a purpose now, they are your counterpart for nausea and your DMT trips in general.
- Tea and Coke are now more separate entities.
- Tea has a 1/5 chance of giving you an addiction to coke related products
- Re-added megablunt
- Carbon is now better at treating OD's

Regarding addictions and OverdDosing(OD):
- Nicotine addiction is generally something that is livable and non lethal.
- DMT and Coke addictions can be deadly if the withdrawal they generate is not dealt with.
- OD can be deadly in nearly all cases, but there is no nicotine overdose.
- OD can be easily mitigated by not chaining consumables in rapid succession. If you want to troll your medic you can OD, but this is generally not much of a concern in contrast to Addiction.
- Addiction is a pain to rid of, THC is the ONLY cure for addictions (except nicotine addiction).
- Weed products cure withdrawal symptoms resulting from addictions.
- Withdrawal symptoms such as sweating, hyperventilation and heart palpitations/rate increase are indicators of some withdrawal coming up.

This mod was developed alongside the use of Neurotrauma. It will work without it, but you will see a lot of Red Text error messages in the console. You should expect these if not using NT.

Once again, expect bugs and fixes to come in the future. Once again, thank you to those who gave them steam points =).

Update: 7 May, 2023 @ 11:45pm

Bux Fixes.
- Fixed many console error messages (unless you don't play with Neurotrauma)
- Fixed numerous item issues.
- Made manufacturing of hard to get substances easier via the use of "Batches".

Update: 21 Apr, 2023 @ 4:15pm

The Walter White Update (Beta Release)

I am going to say the word "Death" a lot. When I say "death", you can replace this word with something that rhymes with it, understand? Here is a hint. It starts with an "M" and ends with an "eth". Without further due, let us continue.

- Adds the highly anticipated Crystal-Death to the game. Consuming this grants temporary invincibility*.*Reduces incoming damage a LOT, but your organs do not get this benefit, so keep an eye on them, especially if you are playing this mod with Neurotrauma.
- Tweaks some medical items from the previous medical overhaul.
- Adds the Chemical Catalyzer - A new chemical fabricator.
- I am now on a government watchlist for searching up numerous chemicals involved in the process of synthesizing controlled substances.
- Better Neurotrauma integration - Medical items now affect NT afflictions much better!
- Added a use for the Plastic Bottle! You can now collect water with it.
- Added Aneurine for coping with organ damage following your Crystal-Death trip.
- Consuming too much Crystal-Death will inflict Death-Amphetamine. Death-Amphetamine is incurable and will kill you upon reaching 80% or so. You can reset the timer on Death-Amphetamine by consuming more Crystal-Death (filling the status effect bar).
- Crystal-Death potency varies from batch to batch. This is unintended. I don't know why but I think of it as a feature.
- Added Breaking Bad references.
- Added nitrogen gas mechanics. You need to put it into a nitrogen container if you want to stack nitrogen gas.
- N2 Canisters exploding will rid of N2 gas.
- Chem-Catalyzer expels excess non-contained N2 gas into your room. Get N2 canisters for your gas!
- Added numerous chemicals.

This is a beta release so my crewmates have a chance to download and give feedback. Expect changes and balancing in the future.

A big thanks to the people who have generously donated their steam points! I do appreciate it.

Update: 12 Mar, 2023 @ 1:44pm

- Fixed MEGABLUNT not spawning.
- Overhauled Psicobilin. It is now used to treat O2 loss instead of Opioid abuse (use THC for that!).
- Fixed annoying error for a sound file not found.
- Nerfed DMT substance abuse treatment effect.
- Updated pricing on some medical items.
- Activated Carbon now costs 8 carbon to fabricate. That stuff is too powerfull to mass produce.
- THC now costs 6 weedbud to fabricate.
- Tweaked stats for other medical items.

Update: 6 Mar, 2023 @ 4:19pm

V0.9.3 Medical Overhaul.

I have not finished overhauling the entirety of medical and "testing" these modifications yet, so expect an update to fix balancing issues and such.
- Various medical items are now useable as treatments (no more self-injections when treating people).
- Nerfed Activated-Carbon. That stuff is too OP.
- Caffeine injections are now used to treat any paralyzing affliction except unconsciousness and stun ("Wake up pill").
- THC is now used to treat withdrawal.
- Huffing paint is now an effective method of delaying husk infection, parasites don't like being coated with Rust-Oleum.
- Crack-Pipe can now smoke Magnesium, Sodium, and Phosphorus (Don't try it if you want to live).
- Le Grand Cigar now primarily heals damage (it does not heal afflictions though).
- Heavily reduced the probability of encountering the US constitution to make Le Grand Cigar.
- You can no longer smoke your own feces. Smoke some ballast spice if you have the need to smoke some shit.
- Other various quality of life improvements.

Update: 6 Mar, 2023 @ 1:30am

- Temporary fix for Coffee and Tea causing lag.
- Nerfed the British (Tea) again.
- Fixed ore spawning being replaced by herb. Unfortunately this means less "weed caves" but I really need to find Lead and Tin.