Barotrauma

Barotrauma

55 ratings
Wootten
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469.366 KB
15 Dec, 2023 @ 10:09pm
15 May, 2024 @ 4:14pm
9 Change Notes ( view )

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Wootten

In 1 collection by Steve_the
Steve's Strange Sub Collection
37 items
Description
Stats and features
Tier three transport sub
Priced: 32,000 mk
Cargo capacity: 124 Crates
Size: 57x27m

  • 2 Electrostatic fusion beams
    Thanks to experience gained from previous projects subsurface electric presents the apex of it's directed energy weapons program: The Electrostatic fusion beam. By use of an integrated secondary reactor the weapon can at will produce intense bursts of radiation without the cumbersome and expensive fuel conventional pulse lasers require.
  • 4 Small turret hardpoints
    4 Coilguns pre-installed
  • 1 Large turret hardpoint
  • A Sonar aided fire control system
    In addition to the usual periscope the Large hardpoint has an added sonar terminal for acquiring and destroying targets well beyond visual range. The Hardpoint can be toggled between both modes via it's dedicated room and have the transponder en/disabled on the bridge.
  • 1 Depth charge tube
  • A Thalimus colony slaved to a unique biomechanical fire control system
    Via the latest and greatest in Subsurface electric's innovations, the majority of the Wootten's weapons are entirely automatic. Controlled by the colony of ballast flora entombed in the rear tank.
    However, despite the success of it's implementation the system's never been widely deployed as it requires careful management by a trained operator to mitigate the constant friendly fire incidents. Turns out the sub-sapient plant colony does not like being enslaved.
  • Color coded displays
    One for Reactor temp and one for depth, showing general state and required suit color respectively. Both located on the bridge.
  • 2 Subsurface electric™️ automatic battery backups
    Charges/discharges automatically to prevent undervolting.
    No one sub should have all that power.
  • A functional brig
    Can comfortably house 2 prisoners for secure transport or uncomfortably fit as many as you can squeeze in before they disembowel eachother.
  • All three crafting stations
    Including 2 Fabs and decons, With linked large lockers of course. This is a floating factory after all
  • Balanced reactor controller
    Switch on the bridge if you don't want it
  • A Vending machine
    It's way more useful than you'd think
  • And A Research lab

In game Description
The illusive floating factories that serve as Subsurface electric's primary means of actually producing goods, capital, and all the RND too gruesome to legally take place in a coalition station. To serve it's purpose it's kitted out with every barely legal toy the company can muster, multiple crafting stations, a Lab, a brig to hold guinea pigs for the lab, and an entire warehouse, all encased in an armored shell studded with bloodthirsty autoturrets slaved to a slave in the ballast tank.

Notes

My magnum opus sub. Normally I try as best I can to restrain myself to a Vanilla/Vanilla plus style, going lite on the wiring gadgets and only having one specialty part per sub. But as this is my berrila+ sized end game playground I went all out. Ngl it is pretty satisfying to indulge in overcomplicating the hell out of a sub, hopefully in situ with my other more restrained subs it'll serve as the pinnacle of all the others that have just one or two gimmicks, but outside that specific context it's definitely overengineered.

Also I don't build or even play modded, but I did go through the trouble putting the charge tube where it is so that it should work in it's intended role as a tugboat when paired with Movable and sellable wrecks.

Trivia: "Wootten" or "Camelback" Locomotives were a invention of the later days of steam enginges. Getting their name from their odd configuration, having the driver and engineer situated in the center of the engine due to the extremely large firebox intended to cleanly burn coal waste from other engines.

Link to my other subs
29 Comments
Steve_the  [author] 1 Mar @ 6:35pm 
You should be able to toggle the auto control circuit off
Artie Dolittle 1 Mar @ 4:13pm 
dont know why but when i enable haz reactors the auto reactors wires are all shuffled around and it sabotages itself
Emperor Spyro 7 Nov, 2024 @ 1:39pm 
Not a problem though, we could always manually unload the guns on the side we go out from. :D
Emperor Spyro 7 Nov, 2024 @ 1:38pm 
I saw the room, and tried pressing different combinations. :P Bro still got shot. ;o
Steve_the  [author] 6 Nov, 2024 @ 6:53pm 
Bro didn't even see that room
Steve_the  [author] 6 Nov, 2024 @ 6:53pm 
Autoturret fire control -> Manual override and or emergency discharge
Emperor Spyro 6 Nov, 2024 @ 3:49pm 
Great sub. Is there a way to disable the Thalimus's control over the turrets in some way? So that i can swim around without getting shot at? xD Maybe i was too stupid to find the correct switch. :AOESheep:
Doc Wunder 17 Jul, 2024 @ 11:24am 
thank you!
Steve_the  [author] 17 Jul, 2024 @ 5:35am 
Just in case undertow or a mod you're using patches/breaks the exploits used to make this sub I have an alternate version here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3291175358
Steve_the  [author] 16 May, 2024 @ 1:43pm 
Goddamn it, it keeps screwing up rhe desc every time I update a sub