Barotrauma

Barotrauma

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Beryllium
   
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28 Apr, 2022 @ 3:33pm
29 Apr, 2022 @ 7:35pm
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Beryllium

Description
Beryllium
The result of many months of tinkering with my favorite vanilla sub, The Berilia. It has various new gadgets and systems, most of which are explained in tooltips by hovering over things with your mouse, if you want to skip the long description. Pumps and engines are slightly faster than default but I tried to avoid making the sub too strong. Features include:


Command Room
Command Room now has tons of gadgets and cameras. They all have descriptive tooltips, just hover your mouse over each button/object and it will tell you what it does. Captain's Cabinet includes storage containers with more Captain IDs to give trusted crewmates Captain access.
  • [Nav Terminal] Auxiliary ballast: Turning this on will close the 3 ballast hatches and turn the upper ballast catwalk into an extra ballast. For extra descent speed.
  • [Nav Terminal] Launch Depth Charge: To launch depth charges, first you have to enable the ADC (Arm Depth Charge) button. Then you can launch them with the button on the steering screen. Prevents accidentally dropping depth charges.
  • SEC (Secure lockdown): Toggles lockdown of both doors to Command Room. Also toggled by the orange buttons outside the doors.
  • Buttons on the floor activate doors that prevent you from being knocked away from the terminal during combat.
  • The 6 green monitor screens are individually linked to internal cameras for monitoring important rooms within the sub.
  • The 2 blue monitors on the Nav Terminal are each linked to 2 external searchlight cameras per monitor. While viewing the external cameras, aim them straight up or down to switch to the corresponding camera. You can also aim in a direction and hold left-click to slowly move the sub.
  • Rave lights that cycle through RGB colors are placed throughout the sub and are operated with the buttons above the green monitors. RAV toggles them on/off, INT toggles the normal interior lights on/off, and enabling DAR will cause the sub to automatically enter Rave mode when docked.
  • The sub can also be driven from the Moonpool room. There's a button on the Command Room Nav Terminal and also on the Moonpool Nav Terminal, either button will switch between Command Room/Moonpool control. Both require Captain ID.

Built-in Reactor Controller
ignis's "Automatic Reactor Controller"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2228814326
  • Auto reactor shutdown while docked has been switched to a smarter system. It will only zero out fission rate if the docking port actually receives power. Can be toggled off. Recommend not using respawn shuttles with powered docking ports such as the Selkie. Hemulen will work fine.
  • Reactor automatically shuts down when Meltdown warning is triggered.
  • Added button requiring Captain ID to lock-in new reactor max output value after upgrading the reactor and entering the new value in the terminal. Prevents griefing.
  • The controller component wires are locked, however the reactor itself isn't, so you can still turn off the controller and wire up your own if you choose.

Mini Scout Drone
Modified version of Asadgunz's "CCD Compact Camera Drone"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2213487565

Given how small, easily damaged, and impossible to fix many of the components are, all components are immune to damage. Faraday artifact safe.

Controlled from Command Room. Top button turns power on/off and requires Captain ID, keeping power off prevents griefers from undocking drone. Lower button toggles control between Terminal (drive like normal sub) or the Periscope labeled "Scout" (Aim where you want to go and hold left click). Turn power on, undock using the Shuttle Terminal, then drive according to the setting chosen. Storage can be accessed while drone is docked from the opening in reactor room. Comes with detonator attached that you can load yourself.
  • Artifact holder on the top
  • Coilgun ammo rack on the right
  • Container on the bottom complete with storage containers. Stock with meds and oxygen for your diving crew.
  • Can't go inside of wrecks or ruins (game limitation)
  • Light in center indicates charge, slowly shifts from green to red.
  • Detonator has a safety switch (Left orange button) that must be turned on first to "arm" it, then it can be triggered with the right button.

H.O.M.I.E Shuttle
Modified version of Беспонтовый's "H.O.M.I.E. shuttle"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2097210274

Located at the mid-rear of the sub by the engine. Can also be remote controlled from Command Room.

Shuttle:
  • Green button in shuttle center toggles power. Recommend turning off to conserve power while parked.
  • Boost button toggle in shuttle for maximum speed.
  • While docked the pumps stay powered regardless to keep shuttle drained.
  • Airlock is very small. It's small enough for the shuttle to just barely remain buoyant while airlock is open.
  • Bottom hatch can be opened when not docked with the dual safety buttons in the rear.
Command Room terminal:
  • 1st button toggles power.
  • 2nd button (yellow) turns on remote control. This overrides controls in the shuttle itself. Requires Captain ID to enable, then anyone can drive it.
  • 3rd button (blue) closes the airlock in the shuttle. Useful to clear sub of water and remote pilot it back.

Other miscellaneous features:
  • Trash chute in lower engine room. Place items/corpses you want to get rid of on the double-hatch and press the "Eject" button, the rest is automated. Hatches can also be opened by hand for use as another exit airlock. Includes emergency Abort button which will remove the lock during Eject sequence.
  • Ballast flora switches above each of the 3 ballasts. Turn these on to drain the individual ballast and (more) safely deal with ballast flora.
  • Centralized fabrication storage. Comprised of 4 primary cabinets for holding 6 types of crafting materials each, all labeled, in alphabetical order, and 4 additional smaller cabinets. Should help you organize a little easier. Also includes 4 cabinets for various tools/items. Green cabinets are linked to the fabricator. The Deconstructer has an output container labeled "Output" which is also linked to the Fabricator.
  • Additional Fabricator in Gunnery for ease of making ammo. Linked to its own "Input" container, as well as the Deconstructor's "Output" continer.
  • Slightly increased engine power. Max speed of around 23 km/h without upgrades.
  • One-way ducts to only allow water to drain downward.
  • Medical Fabricator and additional storage. Green cabinet is linked to Medical Fabricator.
  • Research station below Medical.
  • Additional airlock to the left of the Cargo Bays.
  • Nose coilgun controlled from periscope by Command Room Nav Terminal (mainly for breaking ice).
  • Crew quarters has been turned into a brig for containing prisoners. Door buttons require Captain or Security ID. Crew quarters moved to the top right of the sub.
  • Lower airlock converted into a Moonpool. Open the doors and jump right in. Climb up the ladder to exit the water.
  • Battery chargers added by both main airlocks.
  • Communications Terminal in Command Room can be used to send chat messages over channel 2 at very long range. Must have "Allow linking wifi components to chat" turned on in server settings. Headests in cabinet have longer range but only between each other, for very long-range dives.
  • Merry Honkmas!
10 Comments
Deceptive Pastry  [author] 28 Jun, 2023 @ 1:10am 
@Simon the Digger I'm not sure, I guess the mod author must have removed it.
Ben_ 29 May, 2023 @ 11:49pm 
the tree is cool and all but i wish there was a version without it
Simon the Digger 29 May, 2023 @ 9:27pm 
why is H.O.M.I.E Shuttle link not working?
☠Millennium☠ 6 May, 2023 @ 11:58am 
походу Шаттл придется доставать из файла субмарины..
Leafi 29 Apr, 2022 @ 12:31pm 
PRAISE THE HONKMOTHER!!!

also it loks cool i giv eit a 10/10
Scout 29 Apr, 2022 @ 12:10pm 
And there's plenty more I haven't touched on. Like how all new purchases show up under the honkmas tree. Or how there's hidden cabinets for horns of varying sizes and colors. Or how there's a blueprint of the Berilia above engineering. Or how the mini-sub has a "Faster" button for catching up to the main sub after an away mission.

Kudos to Deceptive Pastry for making the best sub in Barotrauma.
Scout 29 Apr, 2022 @ 12:10pm 
The cargo bay is massive, but also very vulnerable, which makes managing the main sub a more interesting challenge. Similarly, the gun coverage is great, but limited by the single-round loader for the rail gun and blindspots around the engine and minisub. Just enough flaw to keep things interesting, which makes it a more compelling campaign than a Vengeance or an Iroh.

One of the most novel ideas in the sub is the vertical engine under the docking hatch on the top right of the main sub. When activated, it has no effect on the momentum of the sub, but instead acts as a grinder for monsters attempting to enter through the airlock. The airlock doors even lock to prevent divers from accidentally killing themselves, but have windows so they can watch monsters caught in the grinder.
Scout 29 Apr, 2022 @ 12:09pm 
The moonpool is expertly placed for Security attempting to capture a pirate. The ladder runs right past the brig - which is also a convenient place to stash dead crew mates who would prefer their remains be left unmolested. The ladder also runs straight to the gunnery, which makes toting ammo boxes from wrecks much less of a chore.

My favorite part of the moonpool is that you won't drift away while it's open. You'll stay in place with the sub as it moves through the ocean.

The fabrication and trash chute setup is divine, and eliminates much of the inventory management work that I despise in crafting games. The medbay is similarly neat and easy to manage.
Scout 29 Apr, 2022 @ 12:09pm 
This is my favorite sub in barotrauma. I've taken it through the end credits of over a dozen campaigns.

It really shines for captains that like to finish multiple missions at the same time over the whole map while using more than one radio channel. It's pretty common for us to leave a dive team to deal with a nest, a minisub dive team to navigate a ruin, while the main sub team deals with a termination mission.

The drone is particularly effective at ruling out dead ends that are hard to navigate with the main ship. I find it really rewarding when I can have an assistant on helms, navigating the ship through the center of a large passage, and another assistant managing the drone, scanning for minerals or thalmus wrecks along the bottom.