Barotrauma

Barotrauma

Ghost Ship - Abaddon
44 Comments
The Flaming Pike  [author] 21 Feb @ 10:44am 
Thanks for the feedback! The dev team made a series of changes to AI/bots since I last updated this sub and some sub creators say it affected the bot waypoints in their submarine. It's possible that the AI can't work correctly with the current waypoints. I will try to fix it when I have the time, but unfortunately I can't find much time to play Barotrauma these days.
萱亲 21 Feb @ 6:14am 
The top pair interface is broken, the ai is stuck under the hatch door, can not be repaired, confused, sorry, may be my problem
萱亲 21 Feb @ 5:56am 
The door above the captain's room to the upper cabin, the ai will not open the door when it goes up, but will open the door when it goes down
萱亲 21 Feb @ 3:02am 
very good
The Flaming Pike  [author] 28 Apr, 2024 @ 12:17pm 
The sub has been updated to work with the latest version of the game. Unfortunately, the game changed some attributes for wrecked materials and also lamps. I had to modify the sub quite a lot to make it work correctly again. Now it should be good to go. The old docking issue should be fixed. Feedback would be much appreciated.
BOLSHEVIK 28 Apr, 2024 @ 9:20am 
GOLD
Monoblivious 27 Jun, 2023 @ 8:39pm 
Make a tier 3 version and you have all my MK. :D
The Flaming Pike  [author] 20 Nov, 2022 @ 5:19pm 
So I did a quick check by deleting my original sub in Localmods ( did a backup of course ) and relied only on the workshop to download the sub again. The machines are working with no power. I put two deconstructible materials next to the deconstructor in the cabinet for testing. If you don't see them, it means you don't have the good version. You may be getting the update but if you are using an existing campaign the sub within that campaign will not update itself, it'll stay the same as far as I know. Sorry.
The Flaming Pike  [author] 20 Nov, 2022 @ 5:05pm 
Alright well I'll try to see what's going on later... Not sure I understand what is happening exactly to be honest. I can definitely use it power-free on my end.
Ratsel Plaguemore 20 Nov, 2022 @ 4:51pm 
Nnnnnope, still ain't got sufficient power despite downloading the update.
The Flaming Pike  [author] 20 Nov, 2022 @ 4:12pm 
Hi, I think it may have been my fault when I uploaded the wrong sub file during the ( still incomprehensible ) mod folder switch by the devs. So for a long time I was probably playing the good version ( that is hopefully uploaded now ) while you were playing a bad version. Sorry about that. See if it works now.
Ratsel Plaguemore 19 Nov, 2022 @ 7:00pm 
May I ask something, it says there's no power for the fabricator and deconstruction unit. Is that a glitch?
Johan Petrovich 17 Aug, 2022 @ 12:23am 
love your sub fam, also a Immortal fan too. Cheers!
The Flaming Pike  [author] 23 Apr, 2022 @ 5:19pm 
I've made a hotfix addressing modifications caused by the latest update ( Urban Expanses ). Check out the chante notes for more info.
Vulcan 27 Dec, 2021 @ 2:07am 
I hope to add power and medical supplies
TheOnionSalesman 10 Nov, 2021 @ 4:03pm 
made some modifications myself as many of the weapons and tools we use rely on batteries, you can setup charging stations to not use power as well and they will work fine ^_^
Sly The Dragon116 21 Jan, 2021 @ 1:42pm 
barotrauma workshop items just updated today so it might be fixed.
The Flaming Pike  [author] 20 Jan, 2021 @ 1:56pm 
Hi, I think you might be using an older version of my sub. On the most up-to-date version, all coilguns and the railgun work without power and the ventilation works in all the rooms ( only the ballasts don't have ventilation ). I just had another look and it's all fine.

There are 2 reasons why you might be having these issues: 1) For some reason your game didn't update the submarine 2) You are using an old campaign save and are using a previous version of the sub that was available at that time. If #2 then I am sorry but I don't think there is a way to update workshop subs within a campaign. :bodybag: In any case I am re-uploading the final version which has no power or ventilation issues on the workshop right now.
Sly The Dragon116 20 Jan, 2021 @ 1:34pm 
noticed that the chain guns still need power to operate but going into the sub editor the turret part was not modified to work without power. also the vent in the navigation/control room does not work after being on the railgun or on sonar for too long will give the player a warning about the low O2.
uncle_Bogdan 8 Jan, 2021 @ 2:40pm 
ok, may satan be with you and bless your ships
The Flaming Pike  [author] 8 Jan, 2021 @ 2:38pm 
Hi! I'm working on it but since I want to release it at the same time as my ghost crew mod it might take a little while. I think it'll be worth the wait. Next ghost ship ( I'll call it Belial ) is 70% done by the way, I did all the hull design, now I need to do the wiring and item equiping - I will try to make it so it can be bought as a campaign starter. :winter2019joyfultearsbulb:
uncle_Bogdan 8 Jan, 2021 @ 2:00pm 
no complaints, i think you should concentrate on your next ghost ships (if you started doing em)
The Flaming Pike  [author] 4 Jan, 2021 @ 6:15pm 
Hello everyone, just wondering if there were any more issues with this sub. Keep the comments coming, even if you think they might be negative. I don't mind at all as long as it's constructive and can allow me to make this sub perfect. Anybody had problems with bots since my latest update? :captainclown:
The Flaming Pike  [author] 29 Dec, 2020 @ 8:30pm 
Hi, a ghost shuttle isn't in the plans at the moment. Right now I am currently working on 3 subs at the same time and I'm also working on a couple of guides for Barotrauma, so I'm a bit overwhelmed for now. One of the 3 subs is a smaller ghost ship which will be quite similar to this one ( although it will be of a different color ). If that second ship becomes as popular as Abaddon, I'll probably make a third ghost sub, a big one with a shuttle and perhaps more components to make it really special and create some kind of "ghost sub trilogy". I'm also planning to make a ghost crew mod to go along with the ghost sub ( this would be my first real mod and I want to make it right so it might take some time ). I can't say when I'll release both the sub and mod yet but it's definitely something I want to complete and publish.
29 Dec, 2020 @ 4:28pm 
Have you thought about adding like a ghost shuttle with similar looks?
The Flaming Pike  [author] 18 Dec, 2020 @ 8:51am 
Hi Mua and thank you for your comment. Because of the language barrier, I'm unfortunately having difficulties understanding. All the coilguns seem to work on my side. All the bots seem to be able to use them effectively. As for the AI getting stuck, I'm afraid I'm not quite sure where that is but I think you may be talking about ballast tank B ( right side ). I made a small modification for AI waypoints - have moved some, added some and removed some waypoints. Sometimes bots will try to reach a waypoint that is on the other side of a wall. Maybe it was the issue? I just updated the sub now. Looking forward to your reply! :lunar2020contentgoat:
Mua(づ ̄3 ̄)づ ❤~ 18 Dec, 2020 @ 6:00am 
I like this submarine very much. But after I bought it today, I found some problems that caused me to switch to another submarine to continue the game. I don’t know why those coilguns still can’t fire when there are gunners. Then there are two The floor of a place seems to get the AI stuck there after being flooded
Vulcan 17 Dec, 2020 @ 5:05pm 
No problem if you want to
The Flaming Pike  [author] 17 Dec, 2020 @ 8:39am 
Thank you Vulcan, I think I will contact you next time before I publish a sub, you give good criticism and I appreciate that. We'll test my next sub together if you want! :captainsmooth:
Vulcan 16 Dec, 2020 @ 8:54pm 
Congratulations on your work getting a good review:steamhappy:
The Flaming Pike  [author] 15 Dec, 2020 @ 8:37pm 
I understand why it worked for me last time. It seems that when you hold the ladder, you can't press the button but if you don't hold it, the button works. I don't think there's a way for me to prioritize the button over the ladder should both be too close to a mouse click area. In the meantime, to make the sub operational, I made a momentary fix by adding a simple button on top... I will try to find a better way to do this in the future.
The Flaming Pike  [author] 15 Dec, 2020 @ 7:58pm 
Ah yes, I tried to fix this earlier, it seems the hatches are too close together, or maybe it's the ladder that's causing the problem ( the ladder has priority when you click ). I thought my modification would work, but I guess I was wrong. I didn't have time to test it until now. I will put the button a little further from where it is currently located. It might not look very good but it should do the job. I will work on this right now and the update should come soon.
Vulcan 15 Dec, 2020 @ 7:23pm 
Well, when this submarine docked with the dwelling station, people could not open the docking hatch of the submarine in the dwelling station
Vulcan 14 Dec, 2020 @ 9:57pm 
Thank you for taking my advice:steamhappy:
The Flaming Pike  [author] 14 Dec, 2020 @ 8:56pm 
Hi again Vulcan and I have to say thank you for noticing this, now you are right that was a mistake on my part and I apologize, I probably overlooked some details before publishing - I have fixed that and also fixed a few things ( some lights were not EMP resistant ). I have also given more appropriate names to hulls ( rooms ).
Vulcan 14 Dec, 2020 @ 8:25pm 
The cabin diagram next to the pilot terminal is out of power and cannot be viewed. Will this problem be solved?
The Flaming Pike  [author] 14 Dec, 2020 @ 6:33am 
Nope, unfortunately, not this. Engineers would be totally useless otherwise! When I talk about issues I could fix it's mostly about hulls not working right or buttons not doing what they're expected to do, or missing items, stuff like that. :lunar2020contentgoat:

To avoid getting water inside command, you can open both top and bottom hatches at the wheelhouse, which would make the water go down the ballasts immediately. It would not touch the navigation terminal ( which already isn't really touched by that small amount of water since it's a bit above ground ).
Vulcan 14 Dec, 2020 @ 2:35am 
So will this defect be fixed?
The Flaming Pike  [author] 13 Dec, 2020 @ 9:33am 
@unclesam Yes, considering this sub is gaining popularity, I will most likely make another ghost ship and I will probably make it so you can use it as a campaign starter. This way you could be able to start with that sub and then buy Abaddon later.
The Flaming Pike  [author] 13 Dec, 2020 @ 9:33am 
@Vulcan, yes, you are right. It is a flaw and I am aware of it. I kept it like that because 1) The amount of water you will get will be minimal since the airlock closes automatically and 2) Because of the lack of supercapacitors, junction boxes and batteries, engineers have a reduced amount of work so they will be able to focus on fixing whatever breaks in command, which will keep them busy.

All my subs have some kind of designed flaw to give them a bit of a challenge for players. They all have a blind spots, windows or something like that. I'm actually working on making an old "almost broken" sub that will sometimes malfunction ( with the help of a series of components )!

The only "flawless" sub I made so far is The Grifter , if you are interested. :captainsmooth:
Vulcan 13 Dec, 2020 @ 4:28am 
The entry and exit of the submarine above the wheelhouse should not be opened simultaneously
uncle_Bogdan 13 Dec, 2020 @ 12:38am 
great! i think you should go futher and make another undead ships, but a bit smaller XD
The Flaming Pike  [author] 12 Dec, 2020 @ 10:43pm 
Thanks and if you see anything wrong with it or something that needs fixing, don't be afraid to let me know!
198xAD 12 Dec, 2020 @ 8:59pm 
Really cool idea. I'll have to try it out sometime :)