Barotrauma

Barotrauma

47 ratings
Gustav AT-III
   
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620.529 KB
31 Aug, 2024 @ 10:51am
15 Feb @ 11:18am
6 Change Notes ( view )

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Gustav AT-III

In 1 collection by MØNØĿi†H
My favorite mods
25 items
Description
The Gustav is a dependable attack sub class bringing plenty of firepower to any figh. It contains improvements such as creature detectors, indicator lights when a machine fails, among others. The insurance doesn't cover damage caused by abyss creatures.

General information:

Type: Attack Tier III
Price: 35000mk
Size: 42*18m
Cargo capacity: 20 crates
Recommended crew size: 5-9

Features:

• Stealth mode.

• Ballast Flora Cutoff.

• Switch for railgun.

• Auto-Pulse Laser on the front.

• Command room have a 12-point motion detector disply showing enemies or walls that are close to the ship. Also detects crew.

• Armory & Medbay Security Locks.

• Bot friendly.

• Shuttle whith stealth mode.

MY WORKSHOP:
https://steamhost.cn/steamcommunity_com/id/STALKERw40k/myworkshopfiles/?appid=602960
22 Comments
FBI 31 May @ 2:16am 
No deconstructors for bots today. Sad face.
MØNØĿi†H  [author] 15 Feb @ 11:16am 
I have updated the submarine with most of your requests. About the waypoints. I don't know if the same thing happens to anyone else, I personally have not had any problems sending the bots to the rooms to repair, since they then continue with their tasks.
Witch ~ 11 Jan @ 10:08am 
@etc bruh why dont you upload the fixed version
moze 23 Oct, 2024 @ 6:15pm 
3/3

also I did some minor balance changes because honestly the ship is too powerful and easy. like 300 flow on every small pump? the engine is also too fast even before upgrades and 50-60 helm, going past 30 max km/h. 4 guns + 2 railguns is a LOT, even though you personally control two of them, but throw in the 2 extra guns from the shuttle and it's far too much firepower that it's no wonder that you havn't really come across problems if nothing's getting close enough to get your bots to panic, the beauty of a well tested waypoint system is to watch bots respond to crisis situations without messing up. I'd cut the chaingun on the left side and maybe the coil down below for both fairness for its sake and for fun but I still havn't gotten around to doing that.

thanks again for uploading the submarine + shuttle! it's beautiful and I love how compact it is.
moze 23 Oct, 2024 @ 6:15pm 
-made it so the up/down turrets can be switched between just by aiming up/down, you can see an example of this in the maelstrom custom submarine in the workshop, so no switch needed
-a switch to keep the cargo room closed so you can use it to keep prisoners and escorts there (though recently there seems to be an issue with prisoner/vip spawnpoints being missing)
-added another bunk ontop of the bunk because why not?
-turned some lights to uninteractable like the cosmetic light on the reactor which I was prone to clicking rather than the reactor itself
-some minor cosmetic changes here and there for symmetry, like the emergency lights on the stairs but whatever
-removed the deconstructor on the bottom of the ship because bots will try to deconstruct there and get stuck because it's inaccessible (it's a great idea but not great for bots)
-added links to the other cabinets for the medical fab
2/?
moze 23 Oct, 2024 @ 6:15pm 
I also took the liberty of editing the submarine in other aspects, adding, moving, subtracting. some examples:
-I moved the ballast flora levers to the stairs outside the ballast so you can flip them without getting wrecked by the sudden water flow
-I also modified the door in the back ballast by making it stay open/closed (bots will still close an open door which you can enable to stay open but then you can't keep it closed if you want it to be) + added a pump on the right so I can more easily utilize that space for gardening, and adding a
switch in the nav room
-made it so the airlock also closes the left and right doors in case I forget to close them before flipping the switch, and also keeps bots from opening until I exit
1/?
moze 23 Oct, 2024 @ 5:55pm 
thanks so much, it's so nice to fix that pathing at the shuttle at last. it's a trap for bots and npcs.

as for waypoints, honestly, it'd be much better if you try to get into the habit of fixing waypoints after autogenerating. leaving it alone after autogenerating is a bad idea, try to get rid of diamonds on stairs and doors (diamonds can work but only in niche cases like autodoors), and then test by getting your bot to run along the target route from an assigned post to a leak, then test leaks all over the ship starting with the corners, you'll be amazed to find where bots get stuck.
MØNØĿi†H  [author] 23 Oct, 2024 @ 11:26am 
@etc Hi, I've been a bit away from the game lately, so I'm updating now. I've added the shuttle to the editor. Regarding the bots, I've played part of the campaign with 10 bots in the submarine and I haven't had any problems. Maybe you're using a mod or something like that. If not, please let me know where the problems are so I can review them.
moze 22 Oct, 2024 @ 8:54pm 
please just upload the shuttle.
this submarine started off being extremely unfriendly to bots with waypoint issues (clearly autogenerated and then left alone) and automated stuff like until I fixed nearly everything through trial and error
what I can't fix is the shuttle because I have no separate save for it, only the one that's saved to the submarine itself, the shuttle is still causing massive problems with bot pathing and I can't do a damn about it

please, please just upload the shuttle so I can fix it for bots. the submarine as a whole is great but it is EXTREMELY BOT UNFRIENDLY.
moze 17 Oct, 2024 @ 7:09pm 
this mod doesn't come with a separate save for the shuttle so you can't edit it