Barotrauma

Barotrauma

Mauser IV (Vanilla) [2-8]
42 Comments
monobi  [author] 30 Jul, 2022 @ 10:09pm 
Finally wrestled the new workshop publishing. Drone has been redesigned so it can open AND stay in place but has traded manoeuvrability. Hulls redesigned to improve drainage. Ballast now calculates properly and will stay in place smoothly again, can even open airlock without sinking/slowing. Overall improvements.
Menace 1 May, 2022 @ 3:13am 
hey there, I'm not sure if there's user error on my part but I don't seem to be able to operate the drone from the navigation terminal inside the drone. nav terminal from the main sub works fine though
monobi  [author] 25 Apr, 2022 @ 6:58pm 
Major update just dropped! All known bugs have been resolved and quality of life improvements made across the entire submarine.
Shout out to Zaney for additional suggestions and playtesting.
Zaney 28 Jan, 2022 @ 5:02pm 
Hands down the most fun sub in our friend group. Nearly passing out from scream laughing when our captain smashes the Mauser IV into Ice and monsters.

Looking forward to your next patch on this perfect sub! :8bitheart:
Dr MrFace 8 May, 2021 @ 1:20am 
Hey, is it ok if i use some of your power systems for my Sub?. Im wrinkling my brain trying to get something balanced.
Yersinia-Pestis 31 Mar, 2021 @ 10:35am 
keeps saying unauthorized access, won't even let me in the room as the captain.

Yersinia-Pestis 31 Mar, 2021 @ 10:33am 
don't know if its just me but i cant access the locker in the capains quarters and security area, any way to fix this?
TheJumpyGamer 25 Mar, 2021 @ 9:37pm 
the railgun doesnt seem to work, any idea why? and it moves super slow
FruityNinja 13 Feb, 2021 @ 9:45am 
Heyo, I've been really enjoying this ship on my campaign save file. Here's a few issues to do with NPCs I thought I'd bring to your attention:
- If the hatch at the top of the ship is damaged by monsters, NPCs can get stuck trying trying to repair it (too high to reach and they can't repair from a ladder). You could maybe add a small, invisible platform for them to stand on to make repairs
- NPCs can drown when trying to repair the ballast pumps. This is more of an issue with the NPCs to be fair, but they usually fail to equip diving masks when making these repairs.
- NPCs struggle to access the room at the bottom of the left access shaft and the lower ballast tank. Maybe the waypoints could be tweaked manually here or perhaps this is just another issue the Devs will improve.

Sorry for the long comment, hope some of this helps!
monobi  [author] 7 Jan, 2021 @ 3:40am 
Ah, yes, the dynamic hull issue. That plagues most sub makers! I think I've resolved this with shuttle changes in the unstable branch so a fix should be on it's way soon.
Zaney 6 Jan, 2021 @ 5:51pm 
Oh I totally forgot to mention, the biggest issue aside from that minor issue is; there is a crack you can slip and fall into that' make you fall right out of the ship. It's killed us plenty of times too when the water is under pressure Where the crack is located [prnt.sc]
monobi  [author] 4 Jan, 2021 @ 10:54am 
Thank you for your lovely comments! So happy to part part of your crews, in spirit.
I have some smoothing upgrades built in the unstable branch so will post pending the next update/hotfix. For the medfab issue, this is a layering issue in the current build of the game and will be patched soon (fingers crossed).
For now open the wiring interface (hold screwdriver, press E) and it'll reset all the layers.
There are some more changes pending for the shuttles so will post when they are ready. Shuttles are contained in the sub independently so not needed do download.
Zaney 3 Jan, 2021 @ 4:04am 
Just picked up this game a week ago. This is me & my crews favorite sub. We've had 3-7 friends aboard and had some amazing, crazy and hilarious moments in it. It feels like home. I do hope you nurture this sub as the game updates. (The only problems we've encountered so far in a few days is, when clicking on the Medical Fabricator, the medical cabinet will get in the way and be in front of the menu. it eventually goes away though.)
Beautiful Puke 14 Dec, 2020 @ 2:26pm 
love the ship but the shuttle/drone seems to not be including in the mod, when i lost the shuttle/drone in campaign buying a replacement results in an error the next round and the shuttle/drone is not replaced
Ghoul Thing One 12 Dec, 2020 @ 10:54am 
well piss, tried again and it didn't have the issue, dunno what happened.
Ghoul Thing One 12 Dec, 2020 @ 10:51am 
I need to test it a little bit more, but seems like in multiplayer, the front drone immediately detaches and sends itself into the depths. on the other hand, def like the aesthetic of this ship!
monobi  [author] 7 Dec, 2020 @ 10:44am 
Update pushed to address gap issue, includes minor upgrades I had in the pipeline.
Zastaver 6 Dec, 2020 @ 11:19pm 
also imo i think it might be a little to fast, its able to get up to 40+ KMPH with no upgrades. but other than that nothing to else i can say is even slightly off about her, maybe some more stock coil gun storage
monobi  [author] 6 Dec, 2020 @ 11:09pm 
Thank you for letting me know, issue will be resolved in the next 12 hours.
Alreadyded 6 Dec, 2020 @ 7:49pm 
So, Problem with the cargo space, it can flood and the water does not flow down to the lower floor.
Zastaver 6 Dec, 2020 @ 7:49pm 
SO i seem to have found a error where the cargo bay floods and dosent unflood.
Brianna The Brave 2 Dec, 2020 @ 5:41pm 
I got to play a round on this ship and came to check it out on the workshop. Was a lot of fun for a solid crew to run, thanks!
monobi  [author] 22 Nov, 2020 @ 9:37am 
With the re-release of the Mauser III, this sub has been rebuilt entirely, smoothing previously unseen issues and fixing graphical inconsistencies with the latest update. Enjoy this completely refreshed sub!
monobi  [author] 31 Jul, 2020 @ 7:18am 
I've updated the ship to accommodate changes with the New Frontier update. If anyone has any change requests please let me know and I'll look into them!

Papagei, are you the gent that contacted me looking for the shuttle? If so, I hope the file helped understand the shuttle mechanics!

Tayrtahn, I'm glad to hear you were enjoying the sub! The issues with the sub door should be resolved in the latest game update as it was an oddity with creating a hull piece between the sub and shuttle - nothing I had control over unfortunately. The lower ballast hatch should be resolved now, too! It was automation error on my behalf with the lower docking hatch which I've rewired with contingencies.
Papagei 25 Jun, 2020 @ 3:27pm 
When I download the ship, it doesn't seem to also download the shuttle, is this correct or am I missing something?
Tayrtahn 28 May, 2020 @ 10:24am 
I've been using this sub in co-op campaign with a crew of 4. Works great! The fabricator setup keeps us self-sustaining as we travel. Some of the quirks, like the fragility of the drone, have led to fun moments of chaos that keep it from feeling overpowered. Floods are challenging, but definitely manageable, and the dive suit placement is great fun as we scramble around in a panic.

A few oddities we've noticed:

- Moving between the main ship and the drone is generally "weird". People tend to ragdoll and have their camera thrown around as they walk through. On a couple of occasions this has been lethal. A few times we've encountered an invisible wall preventing us from boarding the drone. These could be general issues with the game though, I don't know.

- The airlock and lower ballast hatch have a tendency to freak out. When walking around in the lower area, we sometimes hear rapid door open/close sounds and see the hatch kinda vibrating. Not sure what's going on there.
monobi  [author] 17 May, 2020 @ 10:26am 
Final update until the Outposts update is released. A few minor QoL updates on wiring, but mainly I've hidden the wreck sub file inside the main sub file so this it is now transferable to those without the mod installed.
Th3Eagle85NL 16 May, 2020 @ 12:32am 
Wow I love the design and will surely try it out (on my phone now) :-/

Had some ideas in a to do list for future subs that are include in your sub. So thank you for giving working examples ;)
monobi  [author] 14 May, 2020 @ 1:12am 
I assume this is due to including a wrecked version of the submarine that can be encountered. As this mod is now more than just a submarine, it can not be transferred over server.
storm37000 13 May, 2020 @ 3:23pm 
you did something wrong as this becomes a required mod to connect to the game when it is enabled.
monobi  [author] 12 May, 2020 @ 11:23am 
Glad you found some of the Key Features™ of the Mauser, Kuro! This is by no means the ultimate submarine and that's why it's perfect in my eyes. The front is a real weak zone with quite the blindspot if you've got the shuttle docked.
I'll agree the Aux engine is a little oddly placed. The alternative is to not have that secondary emergency engine, and then we're left with an empty room. All for ideas what can go there for the Mauser V!
Kuro Nakajima 12 May, 2020 @ 8:59am 
Love your sub. The big window is nice, but once I got a crawler go straight through the window to the reactor room lol. And the water always go from the bilge to the aux engine room everytime I have to go down there to maintenance the aux engine :steamhappy:
monobi  [author] 10 May, 2020 @ 2:41pm 
Honoured you've picked this ship to run your crew on, so I have pushed this update as quick as I could. Added requested changes except the top docking hatch, though I've added a switch that toggles it being opened automatically by human movement above it.
Roosh 10 May, 2020 @ 12:30pm 
Also if possible add a locked airlock to the top docking port. Its too easy to open and flood the ship. Secondly A locked door for the armory. I am running a crew and I don't like it very much when people steal guns. Finally I have noticed that doors seem to open when creatures are near. Especially outside ones. I don't know if I'm tripping an seeing things but a thresher opened the door.
monobi  [author] 9 May, 2020 @ 3:14pm 
Thanks, Roosh - that's quite helpful!
I've gone ahead and pushed an update including a switch under the console that toggles on/off the automatic closing of the door and hatch, and the hatch is a button hatch for manual control. Hopefully this helps.
I've also added a few decals to help indicate what does what in a few spots.
Roosh 9 May, 2020 @ 12:25pm 
Quick suggestion. Maybe a button to lock/open and close the hatch in command would be nice. I find when we are hit by force we go flying through the hatch. It's not the biggest problem but it does get on my nerves having to find the latter and climb back up. Thanks.
Bad Quaker 8 May, 2020 @ 10:25pm 
T H I C C
monobi  [author] 8 May, 2020 @ 2:55pm 
Thanks for the love everyone :)
Ball-Stabbing Emmanuel McCoy 8 May, 2020 @ 8:43am 
Jerma would approve of this C O M P A C T vessel
Tegg 7 May, 2020 @ 1:49pm 
This is amazing! So much power and awesome wiring.
Have to say it, this is the best ship on the workplace so far!!
10/10
DeltaLambda 7 May, 2020 @ 12:09pm 
The readout on the console is legit af.
Katieclysm 7 May, 2020 @ 11:01am 
Loving the visual design here