Barotrauma

Barotrauma

[J-San] Endeavor
47 Comments
White Rider 21 Jun, 2022 @ 5:00pm 
Just as an update to my last post, apparently the shuttle not spawning issue is fixed for the next patch. it's something to do with the way the new transfer items to new sub feature works.

"During the item transfer, we load and resave the shuttle, but don't make it dock to the main sub in between. The ID of the main sub's docking port can change when loading it (due to being offset by other entities), and the ID won't get corrected in the linked sub's xml if we don't relink to it in between."
White Rider 21 Jun, 2022 @ 5:00pm 
Just as an update to my last post, apparently the shuttle not spawning issue is fixed for the next patch. it's something to do with the way the new transfer items to new sub feature works.

"During the item transfer, we load and resave the shuttle, but don't make it dock to the main sub in between. The ID of the main sub's docking port can change when loading it (due to being offset by other entities), and the ID won't get corrected in the linked sub's xml if we don't relink to it in between."
White Rider 20 Jun, 2022 @ 4:14am 
Are there any plans for this sub (and potentially the attached Prospector shuttle) to be updated again for the most recent updates?

Currently there are a couple issues that stops it being worth using for the price tag.

When buying the Endeavor, there is an error with the ship positioning which causes the shuttle to become detached. This occurs while docked to an outpost, and when you select your next mission and leave, the shuttle will appear on radar as if it is falling into the deep but the shuttle doesn't actually physically exist.

You permanently lose access to the shuttle as for some reason if you speak to the sub upgrade/maintenance guy, the option to reclaim lost shuttle is greyed out as if the shuttle is attached even though it isn't.


That's the main issue. The second, though much smaller issue is that you can turn on the pump to flood the containment room for artifacts, but the button to turn off the flooding does not respond.
CaliburxZero 9 Dec, 2021 @ 5:41am 
Seems the ship is giving the AI issues for pathing for repairs when it comes to the shuttle, any ideas on how to fix this or if it can be? Is this a problem others have?
CallMeRoy 30 Nov, 2021 @ 5:40pm 
Hey Due, love the ship to bits, I have modified it and cant work out how to modify the detachable shuttle, can you help me out?
阿扁巴巴大俠 25 Nov, 2021 @ 8:55am 
This ship is really great. If you can add a rail gun on top and more storage space it would be perfect!
Damglador 30 Oct, 2021 @ 6:33am 
Best sub! I love this
gcwcfly 2 Aug, 2021 @ 10:25am 
Is there a way for us to get our shuttles back after they get destroyed or missing during a mission?
Jetero  [author] 28 Jun, 2021 @ 8:47am 
Oh they are made on purpose.
There's a separated hull near shuttle's ventral hatch so that going in/out of the shuttle can be much easier, just think of it like some kind of moonpool.
As for that red button, it is made only to flood the brig (stowage compartment). Unflooding can be done using Drain button near the airlock.
Insert Multiple Insults 27 Jun, 2021 @ 6:39pm 
The brig also doesn't unflood once they hit the red button.
Insert Multiple Insults 27 Jun, 2021 @ 6:18pm 
The bottom hatch of the shuttle does not properly leak water when open
BzUs 20 Jun, 2021 @ 8:07pm 
pz edition?
Jetero  [author] 8 Jun, 2021 @ 4:53am 
Oh it's okay, the sub is physically unchanged. Only some parameter, item, and price adjustments which can be edited if you felt the sub's got nerfed too hard (details are in the Change Note).
GothCatSinner 7 Jun, 2021 @ 11:12pm 
I hope the new balanced version didnt changed so much aspects, theres people like me that wants to start with this sub as first sub cuz dugong its pretty lame, maybe release an original update without "balanced" version would be nice, this game is hard asf playing solo, didnt tested it yet, so i guess the changes arent the big thing but would do that, greetings
Jetero  [author] 7 Jun, 2021 @ 11:01pm 
The sub has been updated and rebalanced to be comparable to vanilla subs. Details are in the Change Note!
Jetero  [author] 4 Jun, 2021 @ 7:21pm 
Wew I didn't make it as a luxury sub tho, haha. Well, personally I prefer nerfing its speed or ramping up level difficulty (i.e. using ita mod) than editing the sub. Still, I'll keep that in mind, thanks.
Owens 4 Jun, 2021 @ 6:13am 
I do like the idea of a luxury sub for a given size, and it would save you a lot of work to just set up the prices to reflect that. If you are looking for weaknesses to add perhaps consider merging some of the ballast to make hull breaches in those areas more catastrophic. You could also change Endeavor's shape a bit more to include more glass that have moving doors as cover.
Jetero  [author] 4 Jun, 2021 @ 5:59am 
Well similar to Teardrop, I'm still adjusting the subs so they can be comparable to vanilla ones (yeah, I don't want em too fast or having op loot). Nerfs and pricing update will come after I'm done updating my older subs.
Thanks for the suggestion btw!
Owens 3 Jun, 2021 @ 5:46pm 
Like the Teardrop this ship is very well designed and pretty, but its cost in campaign is way too low for what is included. Think about doubling its cost and then adding the cost of the uranium included on top of that to the final price.
Jetero  [author] 28 May, 2021 @ 12:56am 
It might be, but thanks for pointing that out!
Master Chief 27 May, 2021 @ 11:09am 
Or maybe i just somehow bugged the circuits, as it doesn't seem to be happening on the old one either now.
Master Chief 27 May, 2021 @ 11:04am 
@Jetero ,It would still be on despite that, but i think the new model may have fixed that.
Jetero  [author] 27 May, 2021 @ 10:01am 
Ah I think I got the point. That pump will stay on until the stowage compartment is completely flooded. You can just close the stowage door and let the pump fill the room before turning off by itself.
Master Chief 27 May, 2021 @ 9:00am 
@Jetero ,I'm aware that is what the purpose of that button is but it made the pump stay on permanently, i had to unwire its power to shut it off and never could fix it in-game.
Jetero  [author] 27 May, 2021 @ 12:10am 
@DaerelynMustDie; I've tried that flooding system using my other sub, but well... I think it's not worth the risk. Flood damages equipment and it's rather hard to control since it needs lots of spare/floodable rooms available. I guess it can be done for bigger/specialized subs, but unfortunately, not for this one, sorry.
I've looked up silent mode before and yeah it's used only in roleplaying for now (cause most creatures can somehow find you even in silent mode :\, except for molochs). While it might be fun, I don't think it goes well with this sub (cause it uses noisy large engine and there are too much stuff already, lol), maybe some other time on different sub~
Haha, thanks for sharing. I tried to make this sub as vanilla as possible and it's okay to add more stuff, feel free to modify the sub yourself as you see fit. Am too can't make complex system like other people did, mostly just built for fun. Thanks again!
Jetero  [author] 27 May, 2021 @ 12:10am 
Sorry for my late reply and thank you for the feedback!
I have tried to update sub's visual with some tweaks here and there while considering all of your suggestions.

@Mystic_Knightwolf; some negative areas have been used to increase overall hull and ballast size, now the sub can descend faster. Still, vertical velocity cannot be faster than horizontal, cause well... there's no vertical engine in this game.
Some hull layers have been added to prevent creatures stuck inside those areas, but with some gaps and spaces to prevent the sub being too sturdy. And personally, I think repairing the sub from outside is fun, lol. Thank you!

@Master Chief; upper airlock has been added, but since it uses custom hatch, open/closing the hatch has to be done using buttons (I tried using hatch with buttons but somehow the game won't let players click the hatch from outside).
As for that red button, it was made on purpose... to *cough* let anyone inside drown themselves *cough*. Thanks, btw!
GothCatSinner 25 May, 2021 @ 8:55am 
My objetive was adding an little weapon inside the big Railgun and being able to switch between both, i couldnt bcuz i dont know how to make complex sub sistems, but would be a nice addition instead the coil, and it would be incredibly cool too. (i saw it in a Subnautica Cyclops mod, its an hybrid of normal gun and rail gun, switching between with a button) and it gives an amazing futuristic look and its incredibly useful. I would put this in the captain room to avoid bots from wasting railgun ammo unnecesary. (playing this sub in singleplayer mode its kinda hard)

Sorry for the spare comments and my bad english. I hope to see more updates for this sub, as its perfect for solo and coop, being small and having almost everything for end game content
GothCatSinner 25 May, 2021 @ 8:54am 
responding to your questsion, yes. Months ago, when the sub pathfinding was a mess, i did an edit by myself and "fix it" and upgrading a bit. I added an battery charger (one of those horizontal things) below the electrical panel in the captain room, and 2 safe box for storing ammo and weapons and mod items. (like food for the crew, or stuff to sell) Also, i added too that thing that i do not remember its name, its a coil that electrocutes everything nearby, right to the big railgun.

(damn that bullshit limit of 1000 characters, is this twitter or what?)
GothCatSinner 25 May, 2021 @ 8:53am 
I read that about flooding an room... what about an emergency flood button? to make a controlled flooding of X rooms, increasing very fast the velocity of submerging? That with silent mode would be very effective to scape dangerous encounters

Adding an option to turn red lights on "silent mode" would be and great addition to roleplay servers, or as emergency lights when all of the rest of lights goes off, connected to an battery or something that do not decay as fast as the electrical panels so they last more than normal lights and can be used as emergency lighting.






Master Chief 25 May, 2021 @ 5:51am 
Btw, the red button in the stowage compartment made the flood pump stay on permanently, i don't believe that is intended.
Mystic_Knightwolf 25 May, 2021 @ 5:07am 
Another improvement I think could be made is expanding the airlocks using that negative space between them and the hull. Its vertical speeds are far slower than its horizontal speeds. At least, fully upgraded. And that way, it'll be easier to repair the hull without having to go outside the sub. And the layering will give creatures less space to hide outside the reach of countermeasures.
Jetero  [author] 25 May, 2021 @ 1:39am 
Lol, thats why I tried to put hatch on its ventral side.
Btw regarding vertical velocity I've tried to so some tests and looks like it's only possible to increase descent velocity by enlarging sub's ballast (pretty much adding more flooded area) and ascent velocity is capped to around 18 kmph. I'm gonna try to tweak its ballast so that at least it can descend faster.
Master Chief 24 May, 2021 @ 7:16pm 
It would also be cool to have it on the Prospector too but that could cause the shuttle to slam into the ocean floor lol.
Jetero  [author] 24 May, 2021 @ 5:38pm 
Ahh, a brilliant idea! Never thought about it! Thanks a lot, @Master Chief~
Master Chief 24 May, 2021 @ 12:30pm 
It would be nice also if the docking hatch doubled as a airlock.
Jetero  [author] 24 May, 2021 @ 6:01am 
Thanks for the suggestions!

.I've never thought about adding any safe box or personal container, is it for the captain to store their personal stuffs and weapons?
.As for remote-controlled shuttle, it can be done, but requires some modifications. I think I'll try to add it along with updating this sub's visual in the next update (fyi, this is my first and oldest custom sub, lol).
.Ah I see, I might've poorly linked the deconstructor, haha, I'll do something about it.
.Well, as far as I know, subs' descent and ascent velocity are limited by their neutral ballast level. Most subs can only go around 10-20 kmph unless you tried to flood some rooms or tweak its neutral ballast level. Still, it cannot increase both velocities, if descent were to be faster, ascent would be slower, vice versa (Maybe if someone know some tricks, please do tell me~).
And I believe this sub's max desc/asc is about 13/-17 kmph.

Thanks again!
GothCatSinner 23 May, 2021 @ 12:03pm 
I would suggest adding an safe box in the free space of the captain room, and also, a way to remote control the shuttle would be so useful with inexperienced players, driving the shuttle meanwhile other player shoot enemies etc, i think that the only thing that this sub need to be perfect. Also, theres a bug (i think its a bug) when 2 players uses the deconstructor at the same time, both UI the storage and deconstructor ones overlaps each other and its annoying. Theres anyway to go down and up faster, or its an limitation for the sub? Sorry for bad english
Jetero  [author] 30 Apr, 2021 @ 7:38pm 
Yup, I totally get it. The shuttle's ventral hatch was made way back before water pressure can push people. I've tried to do a workaround to negate it in the latest update, the water won't hold back crews from getting in and out now.

And for the crevasse, yeah sometimes creatures do get stuck there, haha. I've removed some gaps and I think it should be fine now...

Thanks for the feedback, enjoy your trip to the depths of Europa~
Mystic_Knightwolf 26 Apr, 2021 @ 10:53am 
Definitely the most well-rounded sub I've used. No blind spots, not a crawl to get through a level, maintenance is easy, all the stations are focused, a great sub all around. The only thing I'd ask for is for the shuttle ventral hatch to be easier to get in and out of. The swell from opening the hatch is often annoying to get in and out of, especially without a scooter. Only other thing I can think of is that small creatures that attack the bottom of the sub who can get close tend to get wedged in that crevasse between the shuttle and the sub, but the shuttle's coilgun can still reach it.

9.5/10, would dive again.
Jetero  [author] 12 Apr, 2021 @ 8:41pm 
Thanks, glad to hear that~
Well, this sub was made for single-player campaign originally, so I tried to build it as compact as possible. Still, the AI was glitchy at that time and I decided to wait until further update.
I'll try to edit it again when the devs introduced more contents.
GothCatSinner 12 Apr, 2021 @ 12:23pm 
Thanks for fixin' it! Its by far my favorite sub, and in my opinion probably the best with more content and less people required to use it. Not playing right now, but ill test it soon or later
Jetero  [author] 12 Apr, 2021 @ 9:29am 
Fixed the AI pathfinding~
Auto-generated waypoints were messed up, have to fix em manually
Now the bots won't stuck in the shuttle anymore and can reach the main sub accordingly

Thanks for the notice, please let me know if there's another bug :)
Jetero  [author] 10 Apr, 2021 @ 8:13am 
Sorry, been a while since I last played Barotrauma, and just decided to edit the subs to catch up with the latest update, they should be available in single player now

As for the bots well yeah... they're still buggy, especially when they r inside subs with shuttles
(the bots assume main sub and shuttle as separate entities, thus breaking the pathfinding AI...)

Nevertheless, thanks for trying out the sub~
GothCatSinner 3 Dec, 2020 @ 7:50pm 
Bots on singleplayer are uncapable to repair because they cant get the diving suit. Why? Im the only one having this issue?
Mr.Juggernaut 19 Oct, 2020 @ 8:13am 
Hello! Thank you for your work, for your desire to expand (increase) the fleet of European sailors!

I wanted to try your boat afloat, but the boat is not listed by the docker (solo company).

I apologize in advance for the inarticulate English, I use a translator.
Unnecessary necessity 29 Sep, 2020 @ 7:01am 
Endeavour*
Samanou 2 Jul, 2020 @ 12:57pm 
I love your submarine but sadly there is an invisible glitch that make the submarine unplayable :,(