Barotrauma

Barotrauma

T4 - Tetradon - MK I
5 Comments
Wolf Slater 1 Jun @ 5:49am 
I love this ship but have been unable to use it. I don't know if it got slapped in a future update or what, but we've tried everything and the ship just doesn't want to move up or down. We upgraded it fully at the engineer vendor, tried connecting and disconnecting electrical loads. For all intents it seems to be fully operational and just doesn't move. Wondering if a game update or patch has caused a render failure in some key critical component.
erik_ironfist 23 Jul, 2022 @ 5:43pm 
I love your sub so much I decided to overhaul it: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2836723089

I hope you like the result! If you add me as a friend on Steam I will list you as a collaborator/co-creator.
Talseer  [author] 4 May, 2021 @ 9:44pm 
@erik_ironfist Thanks for the feedback! I'm glad you liked playing with the Tetradon! I just added your suggestions to the description, and I added red buttons on top of each door that the captain and the security staff can use to unlock them when a blast door is closed! :)
erik_ironfist 29 Apr, 2021 @ 2:36pm 
As for the ship itself, the only way it could be even better is if there was a button inside the bridge for opening and closing the blast door to the bridge. Currently, if somebody closes the blast door outside the bridge while people are inside, they become trapped until someone can press the button to let them out (or else they have to cut their way out with plasma cutters!). My workaround is connecting a wire between the alarm button and the blast door so the captain can use the alarm button to open the blast door if he needs to, but obviously this is not ideal.
erik_ironfist 29 Apr, 2021 @ 2:28pm 
Best ship ever! Thanks so much for making it, my friends and I had a blast. Here are some small changes to the description you could consider making:
- There are two deconstructors (second one is in the MedBay)
- You should mention that there are five security lockers for each of the five crew roles containing starting supplies, and each crew member can only open the locker for their respective role
- You should mention that there's a medical supplies storage basement that only the medic can access
- You should mention that there is a second sonar panel in addition to the captain's command panel
- You should mention that only captain and security can open/close the doors to the bridge and the armory
- You should mention that every door also has a blast door that only the captain and security can open/close
- You should mention that the captain has extra ID cards that they can hand out to grant door/locker access to non-security crew members