Barotrauma

Barotrauma

[Outdated] Vertical Hatches
32 Comments
HalfdeadKiller  [author] 19 Nov, 2021 @ 3:37pm 
i solved that issued by having a battery that had a constant draw, and if the battery emptied then that meant there was no power, and then emergency lights turned on.
Iridescent Lightning 18 Nov, 2021 @ 12:52am 
What I was trying to do is to make emergency light goes on as soon as the normal light went off. Problem is most cases the normal light went off was because of the junction box damage not engine shut down.
HalfdeadKiller  [author] 15 Nov, 2021 @ 3:38pm 
Hm. A Light that outputs state might be doable if you make the light a door, with a light component. It'll be jank as hell and it might confuse the AI in certain cases. It'd be better to just use a relay that outputs state_out to the light's set_state. Relays tend to be reliable as far as syncing goes.
Iridescent Lightning 14 Nov, 2021 @ 9:16pm 
Many thanks. I was trying to mod a powered light that can outputs its state but nothing output came out after I thrust a state_out on it. I might find some junck part like you said. Maybe copy the code from door?
HalfdeadKiller  [author] 14 Nov, 2021 @ 11:57am 
Also it should be noted that for the most part signal outputs are hard defined by the game. There might be some jank stuff you can do with XML modding, but I doubt it. It's been a long time since i've messed with it though.
Iridescent Lightning 14 Nov, 2021 @ 2:38am 
Amazing! How do you define the signal output by the way.
HalfdeadKiller  [author] 11 Dec, 2020 @ 2:38pm 
I doubt it, since this mod added a door, and didnt replace anything. That being said this mod is horribly outdated.
Krzeszny 11 Dec, 2020 @ 1:30pm 
Could this mod be causing a bug with stock subs when there's an invisible wall preventing players from going from a shuttle to a docked sub?
Satuis Aburda 27 Sep, 2020 @ 2:30pm 
Instead of downloading headaches I recommend y'all just scale the normal/windowed doors to 3.0 in the editor (from 5.0 default scale) :rfacepalm:
Ratman 27 Jul, 2020 @ 11:32am 
unfortunately this isn't normally in the game. Practical to build tight subs, which i like - the tighter the better.
HalfdeadKiller  [author] 4 Mar, 2020 @ 6:19pm 
Specifically, this mod adds four door objects, which require their own XML definition since I can't parent off of normal doors, and edit what is different.
HalfdeadKiller  [author] 4 Mar, 2020 @ 6:17pm 
Right. This mod adds an Item, which is not a submarine file that uses an existing list of items in pre-defined order. By adding an item, the game has a different list of Item ID's or something than other non-modded clients/servers. Which means this mod has to be turned off to properly sync with other servers/clients.

It'd be if you had a gun mod turned on, but the server didn't. You'd be able to see these modded guns, and perhaps even fire them, while the server and other clients wouldn't see anything. This of course doesn't happen since the game doesn't let you join with mismatched mod lists, except in specific circumstances (.sub mods and maybe music mods, in my testing.).
Dan Cooper 4 Mar, 2020 @ 5:26pm 
That's not entirely true though I have a long list of mods, especially other subs and this is the one single mod I have to disable to join other servers.
HalfdeadKiller  [author] 4 Mar, 2020 @ 5:07pm 
Though I was hoping it would be a one-click server join/mod disable. Perhaps in future updates you can click to join a game, and the mods will automatically enable and disable to match the server, and then the game joins the server with the proper load order and mod list.
HalfdeadKiller  [author] 4 Mar, 2020 @ 5:06pm 
This is correct. You can't join a server if your mod list doesnt match. Submarine mods and maybe Music mods are specific exceptions to this rule.
Dan Cooper 4 Mar, 2020 @ 11:39am 
New update didnt fix this mod. It's the only mod I have to disable to play on other servers.

https://steamuserimages-a.akamaihd.net/ugc/771743400533421988/C31A5CE8C6D606C21A7135FECFBCE349D699C3D8/
HalfdeadKiller  [author] 8 Feb, 2020 @ 11:41pm 
The upcoming release 0.9.7.0 supposedly has mod hot-loading. So you'll hopefully be able to join servers with custom mods without having to restart the game everytime.
HalfdeadKiller  [author] 8 Feb, 2020 @ 11:35pm 
Well it looks like the mod isn't turned on. The Item Prefab is missing. Check your settings menu and make sure the mod is turned on in there. If it isn't there, check if you hit the checkbox by the mod in the workshop menu.

You won't be able to join other servers who don't have the mod Vertical Hatches, because that's how mods work.
Dan Cooper 8 Feb, 2020 @ 5:43pm 
If I load up with ship with the Verticle Hatches disabled, the game crashes and it says something about "value cant be null". I cant post a notepad doc here that it generates.
Dan Cooper 8 Feb, 2020 @ 5:38pm 
When I try to load into other games (the servers are dark grey in the menu) I get another error saying I need to disable the mod.

https://steamuserimages-a.akamaihd.net/ugc/772866954990619328/EC3F6E3BF05393A77065EEE6EE96F1CB7DF37EB9/
Dan Cooper 8 Feb, 2020 @ 5:35pm 
Here is a screenshot I took when I loaded into the game.... this is the error msg I get

https://steamuserimages-a.akamaihd.net/ugc/772866954990607831/F36CBC52E04D2BDC11461D46ABFD7114186EDFC2/
HalfdeadKiller  [author] 8 Feb, 2020 @ 4:21am 
Unfortunately I'm going to need more information. Unable to reproduce. Current debug steps I've taken.

-Deleted mod from Barotrauma/Mods/ folder, and unsubscribed from the mod. Turned off the mod in the Settings menu.
-Loaded the game, and loaded the Cyclops MK-Ii, game sucessfully threw an error about missing the door item.
-Closed the game, Subscribed to the mod.
-Launched the game, Vertical Hatches did not appear in the Barotrauma/Mods/ folder, game did not show the mod in the Settings menu.
-Navigated to the Workshop page at the Main Menu. Clicked the checkbox by the Vertical Hatches mod.
-Mod appeared inside Barotrauma/Mods/ folder, Mod appeared and was checked on in the Settings Menu. Restarted Game.
-Game launched successfully, mod was turned on in the Settings menu, Cyclops MK-II loaded with zero errors.
HalfdeadKiller  [author] 8 Feb, 2020 @ 4:13am 
What kind of error? Does it say something like unable to enable content package? Or something like missing item blahblah.xml?
Dan Cooper 7 Feb, 2020 @ 8:49pm 
Something is broken with this mod. I cannot figure it out. I've manually deleted every file related to Barotrauma and reinstalled the game. I can load up the Cyclops Mk II just fine without this mod, but when this mod is enabled it causes an error.
HalfdeadKiller  [author] 10 Jan, 2020 @ 5:10pm 
Manually delete it from Barotrauma/Mods
MCompasss 10 Jan, 2020 @ 3:33pm 
cant delete your vertical hatches mod
HalfdeadKiller  [author] 31 Dec, 2019 @ 6:24pm 
Doors can be rescaled, sure, BUT they look like garbage. And in some cases the doors were unable to be scaled down small enough while maintaining a large enough gap size since we can't resize door gaps anymore.
Videogames 31 Dec, 2019 @ 11:06am 
*Cough* 'Doors'
HalfdeadKiller  [author] 28 Dec, 2019 @ 10:50am 
Looks like the update took fine. Everything seems to load properly.
HalfdeadKiller  [author] 28 Dec, 2019 @ 10:14am 
Working on an update for this. Something changed with the mod loading and this doesn't appear to load properly anymore.
HalfdeadKiller  [author] 29 Jun, 2019 @ 5:18am 
LOS issue fixed. Hatches are now crouch height. Mod is good to go.
HalfdeadKiller  [author] 28 Jun, 2019 @ 12:50pm 
Currently the LOS for them is pretty awful. Not sure how I'm going to fix that.