Barotrauma

Barotrauma

Barotronics - Turrets
35 Comments
Amicus 31 Dec, 2024 @ 9:37pm 
Has anyone been able to get a pulse turret to work with the cool down mechanic from the bonfire?
☠Millennium☠ 27 Feb, 2024 @ 12:09pm 
Finally this mod got attention, next should be a Sonar Turret problem
Worgen 12 Nov, 2023 @ 5:59am 
can you make some verical and horizontal elevator pack?
TheSpookiestSkeleton 8 Apr, 2023 @ 11:57pm 
The anglerfish is amazingly cool and the ElPiro's Bane is just *chef's kiss*
wantedsafe471 24 Oct, 2022 @ 12:20am 
I seem to be having an issue with the Nauplius Beacon (single periscope Variant) It only fires 1 out of the 3 guns. Also, it says click to fire, does that mean its suppose to fire a 3 round burst or its full auto until you click again?
Working Joe  [author] 14 May, 2022 @ 9:22am 
@[CF] GhRage There should be a sub file. If you open the file you can save the prefabs you need as assemblies yourself. There's instructions in the file as well (where you spawn)
GhRage 14 May, 2022 @ 3:29am 
It may be because I'm just dumb.. or blind but I cant see the prefab anywhere. I have the mod enabled, is there something I'm missing?
Working Joe  [author] 27 Nov, 2021 @ 3:10am 
Yes, these are circuits made using the vanilla components. You can use them when building subs in the editor. You can technically make them in game if you craft the components and wire it up, but it's difficult to do and some of the turrets require a different reload rate than the default
KIDGURU 26 Nov, 2021 @ 10:05am 
So can you only get these later on in the game or do you have to build it in the sub editor?
Working Joe  [author] 14 Oct, 2021 @ 3:35pm 
I think you can set the recharge rate of the pulse laser to 0 and still have a bunch of these circuits work. How you want to balance that is a bigger question though (:
The Inquisitor 14 Oct, 2021 @ 11:04am 
Hey, do you have anything on pulse lasers? Especially burst pulse lasers or something where you can change the fire mode? I've been trying to figure it out and my brain hurts.
Working Joe  [author] 4 Sep, 2021 @ 10:06am 
You can balance the turrets by playing with the component values using the diagrams. I leave this to the sub builders.

The passive sway can be combined with almost all turrets. You just have to make sure that only one circuit outputs at the time. The passive sway only outputs when the periscope is *not* manned already and as far as I know the bonfire is directly connected to the periscope which only outputs when manned. So I think you can just connect both circuits to the position_in here.
Xiivait 3 Sep, 2021 @ 2:00pm 
These turrets are really op but they will be very useful for crafting a submarine capable of facing the abyss with mods like Barotraumatic. Amazing work
Xiivait 3 Sep, 2021 @ 1:56pm 
Hi, is it possible to merge the first turret "Passive sway when not used" and the "Bonfire" with its overheating system to balance the fact that the turret fires super fast by adding the need to cool down?
DragonsArchiver 14 Aug, 2021 @ 11:50am 
Well, finally read what you said this time Joe, and... Well, it does respond better now after doing what you said. It still does that weird glitch where if you hold the fire button down, it "fires" rapidly. Besides that, it does work to a degree now, even if one click is three shots fired from the pulse laser...

For what I did to the wiring so far, the XOR connected to the turret's trigger input only has it's timeframe changed from 0.05 to 6.00, due to it being how long the Pulse Laser need to "charge" before firing. The Xor connected to the periscope's trigger input however is where your "Decrease the firing frequency" worked, as I changed that from 4 to 2, and now it's not automatically emtying it's fuel box.

Though, there are still some problems, like the one 1 click = 3 lasers thing, and the fact that it still messes up for a first couple rounds before going to the said 1-to-3 thing.
Working Joe  [author] 14 Aug, 2021 @ 5:34am 
You can open the sub file in the sub editor after you enable it in the settings
Working Joe  [author] 1 Jul, 2021 @ 3:19pm 
Are you sure you only extended the final output? So the signal that goes into "trigger in" input of the turret? That should otherwise not affect the behaviour of the circuit.

I did notice I made a slight mistake, if you decrease the firing frequency you have to do so by replacing the value in the XOR, it should be 4 right now. you may have to decrease that to a lower frequency
DragonsArchiver 1 Jul, 2021 @ 10:21am 
Well, I managed to get it to fire now using that. Though... now it automatically fires on click, and wont stop sometimes unless if I get off of the periscope, along with each shot not being counted by the "Shot Counter" for the Investor circuit, only the clicks. As a side note, holding the button down like normal bugs the "Shot Counter" out by making it think your rapidly clicking instead of holding a button down. In some cases, it even still fires even though it's supposed to be "Rearming".

Keep in mind, all i touched on the actual circuit so far were the Oscillator component and the two XOR components. Mainly the XOR component that's connected to the turret for your suggested fix.
Working Joe  [author] 1 Jul, 2021 @ 2:32am 
You can extend the single clicks that are sent to the trigger by using a XOR component with true output=1, no false output, and a timeframe equal to the duration you want the fire signal to be sent for. You do have to make sure though that the frequency of the turret is more than 1/T, where T is the hold duration.
DragonsArchiver 27 Jun, 2021 @ 10:21pm 
Well, now that "Thunder Under The Ice" is out, do you plan on making more of these for the new turret types? I'm asking this as I'm trying to refit the Investor turret to a Pulse Laser, and it's not really working as intended.

For what I mean: Whenever I fire the Pulse laser when it's hooked up to it, the circuit treats it as a single click rather than holding down the button to fire. I'm starting to think of taking a bit off of the Charged turrets or Procrastinator to try and fix it, but might as well say what the main problem is here too. Might say it on the Discord, but oh well.
Working Joe  [author] 21 Jun, 2021 @ 12:05pm 
It's hard to explain how to add more turrets through text, but I'll give it a try. I think the easiest way to understand it is to look at the circuits for turret 2 and turret 3. Those are essentially the same. It goes from the two position mems around the corner with the multipliers and again around the corner at the divide and greater than components.

Adding a fourth turret is just adding another one of these circuits. If a component (for instance the sin component) has already too many wires, you'll have to use a relay to give it more output pins.
terr123123 19 Jun, 2021 @ 2:55am 
Thanks for replying last time. How can I increase the number of turrets on the Beacon?
Hayada Taro 14 Jun, 2021 @ 5:41am 
thank you, your invention is industrial revolution to me!
Kafson 10 Jun, 2021 @ 12:29pm 
Jesus Christ man, you're the McGyver of Barotrauma.
Working Joe  [author] 28 May, 2021 @ 1:01pm 
The rotation of the turret base is independent to how the turret responds to an angle, so all you have to do is mirror the output. I think that for most circuits you can do this by taking putting a subtractor between the periscope and the circuit that calculates 360-position_out. If you mirror the beacon on y the turret ranges will also immediately turn in place.

On the beacon there are already a subtractors that calculates 360-position_out because baro has a weird angle system. It's the two subtractors with mems containing 360 a right after the relays and right before the relays. Remove those and wire it directly instead.

The pile driver is special in that the turrets can already shoot 360 degrees, but the range is limited by the RegEx comp. So you only need to change the RegEx to match from 0-180 instead of 180-360. The RegEx for that is "(?<out>(^(\d|\d\d|1[0-7]\d)(\.\d*)?$))|"
terr123123 28 May, 2021 @ 6:55am 
How do I change the direction of Nauplius' Beacon and Pile driver.
I want. I want Beacon and Pile driver to face down
Working Joe  [author] 19 May, 2021 @ 4:43am 
Not necessarily. Most of these set ups should work with the new turrets, so it would be fun to replace one turret with another in the new unstable. But there's not much more component-wise that can be done with the new turrets that could not be done with the current turrets. There's going to be lots of nice modding options though! :)
Professional Pat 18 May, 2021 @ 12:42pm 
Super interesting; do any of the unstable turrets give you ideas for more?
Working Joe  [author] 17 May, 2021 @ 2:36pm 
@Le Darko Oh, I had mistaken the names. I switched a few of those before I uploaded this. :) If you look at the circuit below the demo room you'll see that there's two labels with "much frequency". That's the max firerate the turret shoots at in shots per second.

Replace the "6" in these components with something higher. If you go really high you may also have to decrease the "reload" property of the coilgun. Hope that helps!
Le Darko 16 May, 2021 @ 1:49am 
I am still confused about this :p. I can't see a RegEx Component and changing the frequency on either of the oscillators did nothing.
Working Joe  [author] 16 May, 2021 @ 12:04am 
@Le It's basically two counters, one top counter which counts ticks and one bottom counter that is increased every time the top counter reaches a value. Then once the mouse is released the bottom counter is decreased every tick.

So to increase the firerate, if you look at the assembly you can see that:
-The RegEx holds all numbers for the top counter at which the bottom counter is increased
-The oscillator controls the "tick speed". This is the maximum firerate

Changing the RegEx will make shots load faster, changing the oscillator will change the speed of the entire system
Le Darko 15 May, 2021 @ 4:40am 
So, I wanted to increase the fire rate of the "Accelerator" but... how do I do it exactly? Cause our crew uses a "meme gun" that has the highest rate of fire that it can (around 0.050 reload time) but we would like it so that the fire rate ramps up over time, instead of being constantly the maximum.

Am I supposed to change this in the components and if so, how do I do it as I am fairly new to the whole component aspect of Barotrauma.
Gared 14 May, 2021 @ 2:30am 
This is colossal. Very much appreciated!
ArturParisyan 12 May, 2021 @ 3:23am 
very interesting
fracter 11 May, 2021 @ 3:51am 
I love you

Amazing stuff