Barotrauma

Barotrauma

Robotrauma Remake
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Update: 7 Sep @ 4:26pm

Small Changes: (Version: 1.0.8-3)

Changelog – "rgunshotwound"
  • Damage split into three stages: low, medium, and high.
  • Adjusted scaling to 0.0 → 2.0 (maxvitalitydecrease).
  • Added visual (sparks, smoke) and sound effects depending on damage stage.
  • High stage applies slower ticks, preventing instant death.

Changelog – "rbitewounds"
  • Damage scaling reworked to 0.0 → 2.0 (maxvitalitydecrease).
  • Structured into three stages: from barely noticeable to severe wiring and joint failures.
  • Added sparks and smoke effects that intensify with damage.
  • High stage introduces short stuns (system hiccups) to reflect mechanical disruption.

Changelog – "rinternaldamage1"
  • Damage scaling updated to 0.0 → 2.0 (maxvitalitydecrease).
  • Added extra visual effects: smoke, sparks, and electric shocks.
  • High stage includes a chance of short stun (0.5s, 15%) to simulate overloads.
  • Intervals balanced to ensure strong effects without overly quick kills.


All bug reports are welcome.

Update: 7 Sep @ 3:34am

Small Changes: (Version: 1.0.8-2)

Changelog – "rradiationsickness"
  • Reduced overall damage to avoid overkill.
  • Lowered vitalitydecrease values across all stages (now capped at 2.0 instead of 3.0).
  • Decreased additional damage from rburn, rinternaldamage1, and rblunttrauma by around 40%.
  • Stun effects have been weakened (lower values, shorter duration).
  • Increased effect intervals (20–40s) → damage is now spread out over a longer time.
  • Radiation stages are now more gradual and controlled, instead of causing sudden HP drops.
  • Added a robot infection reduction effect, symbolizing radiation degrading but also “sterilizing” systems.

Update: 6 Sep @ 9:29am

Small Changes: (Version: 1.0.8-1)

Update: 6 Sep @ 9:17am

Small Fix: (Version: 1.0.8)

  • Changed and improved scaling of the file: augmentUI.png and improved icons from this file in: Afflictions.xml and GeneticAfflictions.xml
  • Changed in file: StatusAfflictions.xml damage range in "rblunttrauma": 0.4 changed to 0.5, 1.3 changed to 1.2, and 2.3 changed to 2.0.

Update: 5 Sep @ 8:41am

Big Changes: (Version: 1.0.7)

  • Icons from augmentUI.png have been improved.
  • A file: MainIconsAtlas.png has been created with various custom icons for Afflictions: internaldamage1, rblunttrauma, rlacerations, rbitewounds, rgunshotwound, rexplosiondamage, rburn, racidburn, and rradiationsickness
  • The files: immolator_affliction_UI.png, RH.png, and WD.png have been removed from the UI folder and moved to the MainIconsAtlas.png folder.
  • In the folder: Frames has been changed and new folders have been added, such as: Frames Armor, Frames Case, and Frames Weapon where separate icons are stored.
  • Half of the weapon code has been moved from the frames.xml file to the weapons.xml file in the Frames folder.
  • Now all Exoskeletons for Robots have different afflictionidentifiers, namely: rblunttrauma, rlacerations, rbitewounds, rgunshotwound, rburn, and rradiationsickness. This means they will work with these Afflictions and only for Robots (yes, exoskeletons will still damage human body parts and always will).
  • A new folder has been created in Items under the name: Robot Repair where you can find resources for repairing robots, such as: Copper, FPGA Circuit, Wrench, Dementonite Wrench, Hardened Wrench, Screwdriver, Hardened Screwdriver, Dementonite Screwdriver, Welding Tool, Iron, and Steel Bar
  • In the Robot Repair folder there is also a new item with the file: RadNull Module.xml, which repairs the robot from damage: rradiationsickness
  • All "Afflictions" in the file: StatusAfflictions.xml the entire code has been changed so that there is no limit to "-80" (there was a limit, but it is no longer there) and you can easily die from one of the effects. There are also different damage from various effects, as well as slight resistances (I was inspired by a light realism and logic. But of course, any mistakes are welcome).
  • I created robotinfection which for some reason was deleted (I checked the file: English.xml where the "robotinfection" code was prepared, but there was no such code in "Afflictions.xml," so I decided to restore it somehow. "Robotinfection" works on the principle that you can get infected by ballast flora gas, but to get rid of it, you just need a second person or you yourself to use a welder).
  • I created a new folder: Achievements where AcheivementIcons.png and Achievements.xml are located.
  • The files: English.xml and Polish.xml have been updated (new changes were made).

All bug reports are welcome.

Update: 30 Jun @ 6:57am

Small changes: (Version: 1.0.6)

  • Reduced damage dealt by most status effects (health decreases more slowly).
  • Increased intervals between damage ticks for certain effects (damage is applied less frequently).
  • Increased maxstrength for afflictions, making effects last longer and less deadly.
  • Rebalanced fire, acid, explosion, and gunshot wound damage.
  • Minor improvements to descriptions and visual effects.

Update: 14 Jun @ 1:37pm

Some minor changes have been made: (Version: 1.0.5)

  • New language added: French
  • All "Genetic Data Drive" icons have now been changed

Update: 4 Jun @ 4:55am

Many changes have been made, such as: (Version: 1.0.4)

  • fixed "Microbots" and now additionally fixes "rburn", before they only fixed "rdamage"
  • from now on the names "Drive Reader", "Drive Reader MK. II" and "Drive Reader MK. III" have changed to "Genetic Synth Port MK. I", "Genetic Synth Port MK. II", "Genetic Synth Port MK. III", "Genetic Synth Port MK. IV", "Genetic Synth Port MK. V" and "Genetic Synth Port MK. VI" and as description
  • changed the name "Standard Drive" to "Standard Firmware Module" and as description
  • changed the name "Unique Drive" to "Specialized Module" and as description
  • changed the name "Corrupted Drive" to "Corrupted Neural Module" and as description
  • changed the name "Encrypted Drive" to "Encrypted Module" and as description
  • changed the name "Firmware Drive" to "Program Core" and as described
  • I made new icons for "Standard Firmware Module", "Specialized Module", "Corrupted Neural Module" and "Encrypted Module"
  • I made new icons for all "Genetic Synth Port"
  • I also made a correction to "robotpower" and "rinternaldamage" because "causeofdeathdescription" and "self_causeofdeathdescription" were missing
  • I made new recipes in Fabrykator for all "Genetic Synth Port" and I also made them for Tiers and for larger capacity
  • I made new icons for "RH.png", "WD.png" and "immolator_affliction_UI.png"

And I think that's all I wrote

Update: 2 Jun @ 3:02am

Small changes: (Version: 1.0.3)

  • From now on Medical stuff will not be used for Robots. The correct Medical interface will be shown for repairing Robots to repair any damage it can take without using human medicine.
  • Now when a Robot is discharged, the Alarm will be a bit quieter and rare

Update: 30 May @ 6:45am

Small changes: (Version: 1.0.2)

  • Added 1 new genetic "Thermal Drive (Latcher)". Now all genetics will have different functions and Tiers, I have an idea to add higher Tiers from 1 to 6.
  • Fixed missing texts "afflictionname" and "afflictiondescription"
  • I probably missed something but I'll check it later