Barotrauma

Barotrauma

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Red Jungle
   
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298.881 KB
10 Feb @ 7:23pm
25 Jul @ 7:03pm
4 Change Notes ( view )

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Red Jungle

In 1 collection by Steve_the
Steve's Strange Sub Collection
37 items
Description
Stats and features
Tier two scout sub
Priced: 18,000 mk
Cargo capacity: 52 Crates
Size: 67x26m

  • 1 Large hardpoint
  • 6 Small turret hardpoints
    6 Coilguns pre-installed, 3 in a linked forward mount
  • 3 fully stocked hybrid Wet/dry gardens
    Stocked and ready to immediately sire 20 plants and includes either a water cushion in wet mode to catch all produce/pomegrenades or a dry mode for saltvine.
  • An anomalous construct in the ballast tank
    Situated in the ballast tank is a large structure of unknown origin, when supplied with the reactors entire default power is capable of rapidly draining up to half the tank. Toggleable on the bridge.
  • A large battery backup
    Capable of doubling the sub's available wattage when in use and automatically exponentially charges when not in use. Must be actuated manually on the brige.
  • 2 (functioning) Vending machines
    They're way more useful than you'd think
  • All three crafting stations
    With linked lockers of course
  • And Dugong style auto doors

In game Description
A long out of production design that becomes rarer every year the Red Jungle is optimally a versatile submarine with plenty of space to make use of that was already wasted long ago. This particular example has seen at least three wildly different roles ferrying passengers, serving as a mobile church, and agriculture in that order? Regardless of the scars it's picked up it's still a large and capable enough ship to keep refurbishing for the next company to forge their fortune with.

Notes

The not camel production will continue until comment quality improves.

Based off a wreck of the same name included in Black Mamba's excellent mod Even more Wrecks

Link to my other subs
10 Comments
Malefactor 6 May @ 11:26pm 
The little room with what I assume to be the clown items named "???" poses to be a issue with the bots, and to piloting. It becomes it flooded permanently, and the bots fail to get to a hull breach affecting the room and freak out to the point of suffocating in a diving suit trying to fix it to no success. Other than this room causing some devious and slightly aggravating problems, this submarine has been a blast for my first time as captain!
Steve_the  [author] 22 Apr @ 7:42pm 
It is intentional, at full throttle plus the anomaly you don't have enough power without the batteries, that's also why the light's green when it's off because it's only charging when it's off.
Kirb Your Enthusiasm 22 Apr @ 7:37pm 
Ah, gotcha. Guess I'm taking my engie off reactor duty altogether then. ...and yep, that pretty much did it. Still have to keep an eye on battery power pull, but that seems intentional.
Kirb Your Enthusiasm 22 Apr @ 7:30pm 
Only gameplay mechanic-affecting mod I've got in here is Retalented, which has a couple of it's own problems, admittedly.
Also I'm an idiot and assumed the battery switch light being green meant that it was on by default, didn't look closely enough at the labelling, so that helps a lot.
That said, the reactor really is way too delicate to have four slots - feels a bit misleading when it tries it's damnedest to blow up in your face the moment you plug a second rod in.
Steve_the  [author] 22 Apr @ 7:29pm 
Nvm I was able to reproduce it and on more than just this sub, don't ever use the "operate reactor" command it apparently breaks every reactor a bot touches. The sub comes out of the box with auto control on so it shouldn't be necessary.
Steve_the  [author] 22 Apr @ 7:15pm 
Do you have any mods installed, if not what are you doing when the reactor is overheating and what is the configuration of the switches on the bridge?
Steve_the  [author] 22 Apr @ 7:06pm 
One sec lemmie take a look at this
Kirb Your Enthusiasm 22 Apr @ 6:47pm 
Yeah, the AI insists on only sticking one rod in, and any attempt to change it results in them immediately changing it back when they're put back in charge. Might have something to do with the reactor seeming really prone to overheating. Even two rods requires CONSTANT adjustment for safe operation - which, again, the AI insists on switching back the moment it gets the chance. Don't play this solo unless you REALLY like baby-sitting a nuclear reactor.
Kirb Your Enthusiasm 22 Apr @ 5:56pm 
The reactor doesn't seem bot-friendly; engineers have trouble keeping the power steady without some human intervention for some reason. Just a warning for the solo players.
Rookie 17 Feb @ 1:40pm 
camel MK jesus christ