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Handcuff barotrauma
Handcuff barotrauma













  1. Handcuff barotrauma mod#
  2. Handcuff barotrauma plus#

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.

Handcuff barotrauma 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.

Handcuff barotrauma mod#

Whenever you finish at least one mission, your crew gains an additional 1250 marks and 200 experience for each captured, live enemy human on board your ship, up to a maximum of 2500 marks and 400 experience.This mod expands the content in Barotrauma by adding new items and editing existing ones plus some other misc edits.

  • When one tries to equip the Handcuffs in their own inventory there will be a warning displayed and if its ignored they will cuff themselves and need someone else to release them.
  • handcuff barotrauma

    Their inventory is accessible to anyone by grabbing them.

  • A Handcuffed person can't interact any Doors, Hatches or Containers, doesn't have access to their inventory and can't use or pick up any Items.
  • A handcuffed person can always be grabbed.
  • A handcuffed person can be released by grabbing them, then pressing the "Unequip" bar above the Handcuffs, or by removing them from their inventory.
  • A person can be grabbed when they are either unconcious, stunned (Usually with a Stun Baton, Stun Gun, or a Syringe Gun using Chloral Hydrate) or if they ragdoll using the "Ragdoll" keybind ( by default).
  • handcuff barotrauma

    A person can be restrained or captured by grabbing them, then placing the Handcuffs in their inventory, and pressing the "Equip" bar above them.They are especially useful in Traitor Mode, as they can be used to detain the traitor, or for capturing enemies for the By the Book talent. The Handcuffs are a tool used to restrain misbehaving crew members or capture hostile Humans.















    Handcuff barotrauma