Barotrauma

Barotrauma

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Samaritan
   
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File Size
Posted
Updated
221.800 KB
24 Jan, 2022 @ 5:01am
21 Oct, 2023 @ 3:45am
13 Change Notes ( view )

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Samaritan

In 1 collection by ArchCrusader
ArchCrusader's Shipyard
25 items
Description
Description
Used for cargo and mining missions in densely populated areas, the Samaritan has just enough defences to fend off the occasional nuisances. Its lack of reactor removes fuel upkeep issues, but its crew needs to be wary of its limited automony.
Properties
Designation:
Tier I Transport (Mining Freighter)
Cost:
5600 Marks
Size:
38x13 m
Recommended Crew Size:
2 - 4
Cargo:
48 crates
Armaments:
1 pulse laser, 2 EDCs, 1 depth charge launcher (loaded with decoys), 1 hardpoint
Mobility:
Below average
Max Forward Speed:
20 Km/h
Max Descent Speed:
16 Km/h
Crafting Facilities:
None

How to play
Reliable and inexpensive, the Samaritan has enough cargo space to be a somewhat lucrative option for use in densely populated areas. Its lack of reactor means no upkeep cost for fuel but forces its crew to deal with limited autonomy, relying instead on outposts to regain battery charge; additionally, the sub comes equipped with electrical discharge coils and decoys and a single turret on the top, capable of fending off would be attackers.

As a final note: the Samaritan's mobility is somewhat average but is let down by its poor pump flow in the ballasts, making vertical movement sluggish.

Author's notes
What it says on the tin: a low cost, low upkeep freighter with decent enough defences to be able to deal with lesser threats. A good early investment in a campaign, where outposts are abundant and hostiles rare. No crafting though, so it's bound to be phased out for more advanced subs - although nothing prevents you to give yourself a bit of a challenge, whether still in the campaign or in single missions.

Other subs I've made:

Arclite Brawler Sub
Scrapper Junkyard Sub
Gunnarsson MS1 Modular Gunship
LB-99 Heavy Shuttle
Silhouette Light Patrol
King Layne Mining Cruiser
Revenant Mobile Command Centre

My Barotrauma Workshop
9 Comments
Agitatio 21 Oct, 2023 @ 4:19am 
Yeah, these crates became a thing after they changed how cabinets are populated. IIRC to make difficulty option affect those? I'm a neat freak so they bother me a lot on otherwise very clean subs, even though cleaning them up is easy. Especially with bots.
ArchCrusader  [author] 21 Oct, 2023 @ 3:57am 
No worries about the messages. I have done a quick update to add tags to the cabinets, except the weapons one. Unfortunately it spawns way too many weapons if I do that (the crate only gives a couple of items) - I've tried setting a random cabinet to secarmcab without autofill, but then it spawns the crate anyways (at least from what I can tell).

I faintly recall making most of my subs back when crates wouldn't spawn for missing supplies, so I only ever put tags if I wanted things to spawn with some randomness - and when the crates did spawn, I didn't pay much attention to those. :D
Maybe I'll make a pass on the other subs for these things at some point.
Agitatio 21 Oct, 2023 @ 3:39am 
Sorry for the spam, this will probably be the last of it. Actually, now that I think about it, I recall there being a toggle that controls cabinets being auto filled with stuff. I think that affects all this the most. So I'm pretty sure that even if you had multiple cabinets with same default tags, only those tagged for fill would get stuff appropriate to the amount of cabinets with that toggle.
Agitatio 21 Oct, 2023 @ 3:32am 
If there were multiple identical cabinets with same tags, then yes I think all of them would get populated with stuff automatically. However every sub has a starting minimum amount of supplies it gets and if there's no proper tags they get put in crates instead of proper cabinets. In case of this sub there's only one medical cabinet, so that wouldn't be an issue.
Agitatio 21 Oct, 2023 @ 3:14am 
That stuff spawns either way. The difference is without tags it will spawn in crates.
ArchCrusader  [author] 21 Oct, 2023 @ 2:56am 
If I'm not mistaken, the cabinets are set to automatically spawn equipment, so if I were to add those tags they would spawn additional stuff; not that it's a bad thing, mind you, but the sub wasn't meant to have things like weapons (aside from harpoons) available from the start.
Agitatio 21 Oct, 2023 @ 2:44am 
Medical Supplies cabinet is missing medfabcab tag, which makes some of medical supplies spawn in crates. Also, there's no Secure Cabinet or Toxin Cabinet which cause similar "issue". maybe those could be added? Or appropriate tags could be added to existing cabinets?
ArchCrusader  [author] 23 Mar, 2023 @ 2:49am 
Hey, thanks for the feedback! Bots cycling the airlock every now and again SHOULD be fixed. As for the oxygen refill, the suit locker cannot be wired to anything sadly. That said, even if the oxygen tank one can be hooked up to power, I'd rather not touch it - this might sound like a poor excuse perhaps, but I like to leave something to do either with oxygen refill duty or some quick manual wiring. If you'd like to do that yourself, the rightmost lower junction box in the battery array room has 2 unused wire slots that can be used for that.
MA347612890GT4078579132R74 22 Mar, 2023 @ 4:47pm 
Saw your post on Reddit and decided to scope out some of the submarines, starting with this one. :) Just a little feedback:

1: In the campaign the bots kept cycling the airlock so it was full, making the poor vertical movement even worse, if not outright stalling the sub. Would happen multiple times in every zone.
2: If the diving suit locker/oxygen tank locker next to it could be hooked up to power so they could slowly refill, that would be a nice QOL improvement, especially when playing with bots who will leave partially filled suits and tanks everywhere.
3: With the batteries at 100% charge rate, every time I'd cap out on power at an outpost, the outpost would immediately be overvolted and junction boxes would explode. Would advise to anyone checking out this sub maybe lower your battery recharge rate to 50% if not lower. I do enjoy battery powered subs as opposed to reactor based though.

3 is more an observation, doesn't really need a fix. 16 battery just = big load.