Barotrauma

Barotrauma

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Barotronics - Turrets
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10 May, 2021 @ 8:48am
27 Feb, 2024 @ 11:42am
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Barotronics - Turrets

In 1 collection by Working Joe
Barotronics - The Collection
14 items
Description
It took me long enough, but I finally finished my collection of commonly requested turrets. With over 100 meter of turrets ranging from simple dual turrets or burst fire to autoturrets, converging turrets and shotguns, there surely must be one among them that satisfies your shooting needs.

Hope you enjoy!
-Working Joe



Included turrets:
Darakan twin - Alternating double turret
Kanten triplet - Alternating triple turret

Accelerator - Spin up during fire
Procrastinator - Spin up before fire

Investor - Rearming turret
Bonfire - Overheating turret

SM15 Dual Loader - Semi automatic coilgun switching between two loaders

Torrent - Burst fire coilgun
Tone - Charged burst railgun
Integrator - Charged burst coilgun

Pile Driver - Coilgun shotgun

Anglerfish - Simple autoturret

Nauplius' Beacon - Spotlight guided converging coilguns (both two-periscope and single periscope versions)
Converging simple X
Converging simple Y

ElPiro's bane - World's worst coilgun
Hesitator - Railgun with random delay



Some notes:

- The lights on all the assemblies are off by default to prevent them from lighting the demo area. Tick the IsOn tickbox once you place them on your sub
- The demo turrets have some extra circuitry to pre-aim the turrets. Use the separate assemblies below instead.
- The circuits are delivered somewhat balanced, but feel free to alter the parameters to better balance them or for personal preference.
- Unless the firing frequency or delay is a parameter in the circuit, it is set in the coilgun
- Some coilguns are set to have a really low reload time to allow the circuit to control it. Make sure to set these to non-interactable to avoid exploits
- The assemblies will still have to be powered. This works the same as powering normal turrets (although you may want to tweak the consumption for balance)
- Some assemblies (most notably the shotgun) make use of RegEx range matching. If you are unfamiliar with this either use the much larger circuit that is also provided or ask about it on the official Undertow Games discord.
- The complex converging turrets require you to enter the x and y distance between the spotlight and the turrets. You can measure this in the editor with the ruler (alt shift drag). Multiply the distance by 100.

Let me know in the comments or on the Undertow Discord if you find any problems with this (especially in multiplayer) so I can fix them. Also feel free to tell me if you've put it on a sub, I'd love to check it out. :)
35 Comments
Amicus 31 Dec, 2024 @ 9:37pm 
Has anyone been able to get a pulse turret to work with the cool down mechanic from the bonfire?
☠Millennium☠ 27 Feb, 2024 @ 12:09pm 
Finally this mod got attention, next should be a Sonar Turret problem
Worgen 12 Nov, 2023 @ 5:59am 
can you make some verical and horizontal elevator pack?
TheSpookiestSkeleton 8 Apr, 2023 @ 11:57pm 
The anglerfish is amazingly cool and the ElPiro's Bane is just *chef's kiss*
wantedsafe471 24 Oct, 2022 @ 12:20am 
I seem to be having an issue with the Nauplius Beacon (single periscope Variant) It only fires 1 out of the 3 guns. Also, it says click to fire, does that mean its suppose to fire a 3 round burst or its full auto until you click again?
Working Joe  [author] 14 May, 2022 @ 9:22am 
@[CF] GhRage There should be a sub file. If you open the file you can save the prefabs you need as assemblies yourself. There's instructions in the file as well (where you spawn)
GhRage 14 May, 2022 @ 3:29am 
It may be because I'm just dumb.. or blind but I cant see the prefab anywhere. I have the mod enabled, is there something I'm missing?
Working Joe  [author] 27 Nov, 2021 @ 3:10am 
Yes, these are circuits made using the vanilla components. You can use them when building subs in the editor. You can technically make them in game if you craft the components and wire it up, but it's difficult to do and some of the turrets require a different reload rate than the default
KIDGURU 26 Nov, 2021 @ 10:05am 
So can you only get these later on in the game or do you have to build it in the sub editor?
Working Joe  [author] 14 Oct, 2021 @ 3:35pm 
I think you can set the recharge rate of the pulse laser to 0 and still have a bunch of these circuits work. How you want to balance that is a bigger question though (: