Barotrauma

Barotrauma

The Grifter
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Update: 27 Apr, 2024 @ 5:50pm

Hotfix for the "Blood in the Water" update.

Update: 27 Sep, 2023 @ 12:41pm

I have played with this sub on my own campaign and after many hours of testing I have decided to make the following changes:

Added charging docks. Linked medical cabinet with medical fabricator. Added two extra junction boxes so engineers can have some fun wiring additional things. Added an invisible secure steel cabinet over the decorative tools glass shelf in the right ballast so that you can actually store things in there.

This could very well be the last update for this sub, I am very happy with the results at the moment and have received great feedback while playing with randos. Enjoy!

Update: 22 Apr, 2023 @ 5:35pm

Due to popular demand while testing it online, I have made the medbay accessible to all crewmembers who own an ID card ( "idcard" tag )

Update: 31 Mar, 2023 @ 7:45pm

Added tier 1 mention. Added id card tags to spawnpoints and a few doors.

Update: 31 Mar, 2023 @ 6:58pm

Update: 27 Oct, 2022 @ 9:11pm

Update: 18 Nov, 2021 @ 8:41am

You can now turn the sub's interior and exterior lights on/off with a switch located at the helm. There is also a switch in the armory for the emergency light in that room.

Reactor shutdown option added to the navigation terminal.

Emergency lights ( blue ) have been enhanced ( they used to be very dim, now they're at 100 light strength ).

A genetic research station has been added to the medbay, offering you gene splicing creation within the sub. There is no material, you will have to gather it.

Modified sprite depth of a few decorations. You won't notice.

Oxygen tanks have been moved from the ballast to near the airlock.

An extra junction box has been added for those who would like to wire additional stuff, like the oxy tank holders for example...

Items have been stacked ( the sub was initially released before item stacking ).

Bots are behaving much better now. I would say the sub has become 90% bot-friendly. They will sometimes jerk around a bit but will get back on track. If they don't, give them another order to make them move and it should be alright. I also suggest leaving the medbay and armory doors open if you only play with bots, so those without the required ID can access those rooms.

Update: 2 Apr, 2021 @ 10:09am

Modified the sprite depth of a couple of graffitis to avoid them from appearing over items. Modified AI waypoints, trying to improve bot behavior when it comes to repairing ( they have a tendency to get confused with ballast walls ). I have also added a platform at the bottom docking hatch. I noticed the bots often end up there when they are set on mechanic repairs and have nothing to do, and on very small occasions (5% of the time) they will stay there despite having things to do. I'm hoping this will solve the issue, but I'm also crossing my fingers that a better AI from the dev team could solve this.

Update: 10 Dec, 2020 @ 8:16pm

Added the mineral scanner to the navigation terminal.

Update: 3 Dec, 2020 @ 9:52am

Deleted some waypoints that caused bots to stay stuck in the ballast.