Barotrauma

Barotrauma

Elysium
49 Comments
jybil178 24 Nov, 2024 @ 7:59am 
Thank you very much sir, I do greatly appreciate it :)

I'll take a look at that and see if I can figure it out well enough to give it a shot, both sad and happy to know that its a known thing if you try to add subs to a playthrough... Rather odd that it works like that though
667 EoH  [author] 21 Nov, 2024 @ 11:18am 
Did a quick test on latest. Everything still seems to work, except the lights in the airlock. Published a new version to fix that. Feel free to post if anything else is broken.

About using steam workshop ships in an ongoing campaign, this apparently isn't possible, unless you edit the savegame:

https://steamhost.cn/steamcommunity_com/app/602960/discussions/0/2969524117981890809/
667 EoH  [author] 21 Nov, 2024 @ 10:48am 
Thanks for your interest.

- I haven't made any other sub (well, ok, the spec-ops shuttle but it's only part of this one). This is the largest size I'd like to play the game on, just because the inter-personal dynamics you get from a "smallish" sub are much nicer than on large, cluttered ones.
- I'm sort-of updating the sub when I play the game, but I haven't played in a while. That said, I can have a quick look how it performs in game now
- No idea how adding it in an existing campaign would work. I haven't done anything to prevent it from being loaded, and if anyone has an idea what I'd have to change I'd happily do that.
jybil178 19 Nov, 2024 @ 6:14pm 
Oh yes, I forgot to ask so I had three questions altogether xD

Can you purchase this sub in game? I added the mod to an ongoing campaign, but I can't seem to find this sub to buy at all when looking for it. Can you only start the game with it then by chance?
jybil178 19 Nov, 2024 @ 6:12pm 
Two quick questions

Are you still updating this mod?

And have you made any other subs as well, you wouldn't happen to have made, or be working on a bigger version or just a bigger sub with your level detail as this by chance, would you?
Bobob 2 Aug, 2024 @ 7:19am 
why all the cabinets doesnt have tags?
667 EoH  [author] 31 Jul, 2024 @ 7:45am 
@Viidhh, thanks!

@SToolypid, touching grass :D
SToolypid 26 Jul, 2024 @ 5:02am 
also wheres the creator
Viidhh 30 Jan, 2024 @ 5:34pm 
One of the best submarine in game. I love it
667 EoH  [author] 1 Jan, 2024 @ 12:11pm 
@Rijadhunter: should be fixed, I think a recent patch changed what fills by default, updated them manually.
Rijadhunter 29 Dec, 2023 @ 7:21am 
I absolutely love this sub. Updated it, but suddenly all the supplies in the tool belts and emergency boxes are empty? For example, the welders have no fuel in them and the scooters have no batteries. The diving kits are also gone.
Hiro Baker 26 May, 2023 @ 8:44am 
Captain! I finally found your Sub!
667 EoH  [author] 19 May, 2023 @ 3:47am 
Maybe in a bit ... the manual was lots of work and right now I'm still making changes. I'd say 90% of the manual still applies (fuel rod section is wrong though, use 4 rods).
TheDarkLord0123 19 May, 2023 @ 2:46am 
I love this sub design! Would it be possible for you to update the manual you made? I read through it but when i went to test the sub out it was completely different.
667 EoH  [author] 9 May, 2023 @ 10:20pm 
:D
Stagnatio 9 May, 2023 @ 4:24pm 
Cheers for the text!
Ballasts are getting spookier too ;)
667 EoH  [author] 6 May, 2023 @ 11:27am 
In the current version you have to

1) disable the Steering junction (switch to red in electrics), and
2) toggle one of the small "Flora Drain" switches next to the Steering junction

That said, since a few people seem to have problems with that I'll rework that for the next update.
Stagnatio 6 May, 2023 @ 10:21am 
I went to clear out some ballast flora last night, but the wiring was locked in the ballast, so I had to use explosives. What's your normal solution to them?
667 EoH  [author] 4 May, 2023 @ 12:49pm 
Yes, left is for rear cross-hatch, right for front. Apologies for the bad labeling, that space is a bit cramped.

But I just confirmed in a test game that both switches work, the small hatches on either side open for me. Don't know what else that could be unfortunately, mod conflict maybe? If you have a bit of time you could also try opening the ship in the editor and see if it's still bugged there.
Grey 4 May, 2023 @ 10:58am 
Ah, I see now. I didn't notice those switches next to the steering junction box.

So I was able to get the front one working with the switch on the right. I assume the one on the left is for the rear ballast tank but I couldn't get that one to open.
667 EoH  [author] 3 May, 2023 @ 12:34pm 
@Phorus Glad you enjoyed it!

@Crackpot Hm, that should work. The Steering junction has to be off (control switch red), and one of the two small cross-flood switches next to it has to be off (red) as well. If both are off, the respective cross-flood hatch should open. If not that's a bug.
Grey 2 May, 2023 @ 5:57pm 
This is a really great sub! One problem though, when I power off steering and try to open the cross-hatch it doesn't open. Am I doing something wrong?
Phorus 26 Apr, 2023 @ 11:43pm 
We just finished the campaign with your sub, thanks again for making this! Your sub is a big part of what made our sessions enjoyable throughout, best to you!
667 EoH  [author] 23 Apr, 2023 @ 2:52pm 
Ty :)
Hekate Sketch 22 Apr, 2023 @ 9:05am 
also to add, this has quickly become my favorite submarine, used to be the Iroh
Hekate Sketch 22 Apr, 2023 @ 9:02am 
probably. Might be a mod incompatibility somewhere xD not with the sub but like, others I run screwing with each other and making them not spawn. Ahh well! made me at least figure out how to ID lock containers to specific ids, so overall worthwhile
667 EoH  [author] 21 Apr, 2023 @ 11:02pm 
@Hekate, they should. I just checked and for me they spawn. Might be a server setting or bug?
667 EoH  [author] 21 Apr, 2023 @ 10:58pm 
@Stagnatio - There are two ways to think about that.

1) Game-mechanically it's too cheap. It originally was 6500 IIRC, but I already bumped it to 8000, the max in normal MP campaigns to still be able to select the ship from the start (I just hate changing subs mid-game and when I host I want to start with my ship). To make up for that a bit more I usually set supplies to low as well, but overall I wished there were better pricing mechanics, or "unlocks" along the campaign (e.g., only start with 2 guns, but be able to unlock 4).

2) Lore-wise, you could make the argument that it's a small-ish sub, so it uses fewer but more high quality resources (and more intelligent wiring) than much larger ships. After all, logic components and "general floor layout" are cheap, but make up most of the ship's performance.
Hekate Sketch 21 Apr, 2023 @ 11:16am 
is it just me, or did the dive kit boxes just not spawn with the non-quickstart ship?
Stagnatio 20 Apr, 2023 @ 4:46pm 
This has certainly become my favorite sub! My one gripe though is that the 8k price seems far too cheap for campaigns, so im thinking of bumping it up to 25k in mine to be more in line with other T3s like the Remora. Does that seem reasonable? It doesn't have the mass that other T3s do, but with its hardpoints and tech like AEGIS I think it certainly justifies the price point.
SunTzuII 18 Apr, 2023 @ 12:01pm 
I've managed to squeeze in two railgun racks after removing one of the ammunition shelves nudging stuff around a little bit. I'd agree railguns and automatic fixfoam are not to everyone's taste, so this is a "me" thing I'm doing.

Looking forward to the X.t version!
667 EoH  [author] 18 Apr, 2023 @ 9:53am 
@King, glad you enjoyed it :)

@SunTzull, I'll release a new version later (X.t probably) with two changes. It will have dedicated WiFi "modding" channels (e.g., 201 + 202) to trigger the depth charges from custom buttons without having to rewire. I agree for depth charges the sub is more optimized for MP-teamwork, SP right now requires running around ...

Also, I made some changes to the bot paths and (at least on my machine) I can confirm they'll use all guns without problems. If the problem still persists it might be a game bug or another mod interfering.

About railgun shelfs and fixfoam launchers, yea, there's probably quite a bit of room for individual optimization, but I hope you find some space to mod them in!
SunTzuII 17 Apr, 2023 @ 3:58pm 
Some changes I’ll be making to adapt it for my playthrough:
1. Provisions for a railgun such as by adding one or two railgun ammo racks in the gunnery compartment, because I want to sling some nukes at those abyssal monsters.
2. Adding automatic sequential fixfoam detonators (the ones in my workshop page) in strategic locations such as the dive ops centre and power junction room, and perhaps a remotely detonated system for the drone so I don't have to send a diver after it to make repairs if it gets damaged during remote operation.
3. Rewire depth charge launchers so it can be fired from the navigation terminal, for my single player campaign.

Once again, thank you. It's an awesome sub.
SunTzuII 17 Apr, 2023 @ 3:57pm 
Overall, thank you and congratulations on a well-made sub. I've spent two straight days shopping for a Tier III sub (and many more days of casual browsing) to graduate to for a two-player campaign playthrough, and I kept returning to this one. What it lacked in cool gimmicks like railgun-coilgun combos and automated turrets, it more than made up for it in sensible design and quality of life features and will make a difference when all hell breaks loose and a pack of mudraptors climb aboard to introduce themselves. (As part of my submarine shopping, I've been spending time in sub editor test runs by spawning monsters, and yeeting mini nukes and EMP grenades to see how the bots respond).
SunTzuII 17 Apr, 2023 @ 3:57pm 
I've been running into a bug with the X.i, Xj, and now the Xs. When a bot is commanded to man the upper left gun, it'd report that it can't reach the periscope and give up. The problem appears even when the bot is already in the gunnery compartment.

Two workarounds:
1. Command the bot the use a different gun. Once the bot is manning the gun, tell it to switch to the upper left gun. It should respond correctly this time. Or;
2. In Single Player, take control of the bot and man the gun manually, bring up the command menu to tell it to man the gun, and then relinquish control of that bot.
KingDude 7 Apr, 2023 @ 7:40pm 
Was a security officer for the campaign run with the sub architect. Overall very fair and sensible submarine that is feels like driving a Mercedes Van after spending your whole working life in a pickup truck. It is all around full of safety features and sensible wiring. A sub like this demands a good crew the same way a sports car demands a good driver, sure anyone could get around in it but only those with a passion to dive/drive can conquer the abyss. I highly recommend reading the manual to familiarize yourself with the upgraded distress signals from the bridge and the emergency airlock.
667 EoH  [author] 2 Apr, 2023 @ 1:25am 
@Just A Chicken Eating Some Socks - That's AEGIS. You can disable that with the button near the guns.
667 EoH  [author] 2 Apr, 2023 @ 1:24am 
@SunTzuII - Apologies, these were internal tests, shouldn't have been published.
Bucket Of Chicken 1 Apr, 2023 @ 5:39pm 
Theres an event where a man with a mudraptor as a pet boards your ship, but I can't seem to figure out how to turn off the lights and sound associated with intruders. (There is a friendly mudraptor on your ship) Is there a button for this or do I just have to deal with it?
SunTzuII 1 Apr, 2023 @ 4:01pm 
I can see the X.e variant trades away depth charges in favour of additional cargo space, but what's the deal with the X.f and X.g variants?
667 EoH  [author] 31 Mar, 2023 @ 11:39pm 
We just finished the game with this yesterday night, and I can confidently say everyone had a blast.
Aphelion 31 Mar, 2023 @ 4:00pm 
Is this submarine rated for end game? As in fully upgraded? We really like playing on this sub, and want to use it to reach the end of the campaign with.
667 EoH  [author] 9 Mar, 2023 @ 9:56am 
@Phorus, thanks a lot, glad you're having fun!
Phorus 26 Dec, 2022 @ 7:34pm 
Hey man, we always use your sub when we start a new save. It's mobile and ol' reliable!
667 EoH  [author] 18 Nov, 2020 @ 10:10am 
@Mr.Infro, that was a bug, sorry. Pushed an update, batteries should work now.
Mr.Infro[CZ] 6 Nov, 2020 @ 3:57pm 
I love your sub, thank for it :) Just a question please, how do you trigger the batteries? Thanks
667 EoH  [author] 15 Sep, 2020 @ 1:45pm 
@qwerty888, dive mod disables engine + security systems while divers are outside. the override button re-enables the engine (but will play an alarm if motion nearby is detected), to allow repositioning the sub without risking killing a diver.
qwerty888 ♥ 13 Sep, 2020 @ 3:15pm 
What does the override button on the bridge do?
MrSkinny 7 Sep, 2020 @ 11:06am 
Great ship! Clear layout and labeling, nice options from bridge, proper airlock, storage etc.