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As for the mechanic not being able to open the airlocks - They're locked to begin with to stop bots from going outside and killing themselves - just get the captain or a security guard to press the red button near the airlock doors so that they turn blue and then anyone can use them again... Or go into the editor and remove the need for permissions, it's as simple as that!
Would I be correct in assuming that your first submarine was one you downloaded from the workshop, instead of one of the default ones that came with the base game?
This sounds suspiciously like the same problem another user had in the past where you begin your campaign using another submarine where the creator forgot to add the "id_captain", "Id_medic" and "id_security" tags to your spawn points, as a result you don't have access to any container that has those tags attached to them.
If you go into the submarine editor and load the Triton you'll see that you have access to everything you're supposed to.
Sadly the only way I know of adding the tags onto your characters during a campaign game is to edit the save file.
firstly, great sub, one of my favourites I've used from the workshop in a long time. I've recently come back to barro after a little break and have just got to the point in my single player campaign where i can buy the Triton (also got a co-op campaign going on with a group of mates and we are approaching tier 3 stations so will be able to get it for co-op too)
however, upon purchasing the triton in my sp campaign i have found what may be a bug or something that needs updating. basically there are certain doors/cabinets/safes that seemingly non of my crew are authorised to use, even the captain. this is an issue as the locked cabinets and safes for example, 2 safes in the armoury and a medical cabinet in the medical room, are severely restricting storage space.
am i doing something wrong? is there a button i need to press to deactivate authorisation locked storage/doors?
again, great sub, thanks
Update your manners.
I've just tested this out in the submarine editor and everything appears to be working fine so please state what issues you've encountered and what you think could be done to improve things, so that way when I've next got the free time to play this game again and work on it I can actually take a look and see if it's possible to implement any changes or fixes to it.
Saying things like "You Suck", "Update your sub" or "I don't like this" 'etc' without saying why are just subjective opinions or emotional outbursts and are of absolutely no use to anyone.
As it clearly states in the description, the doors are exactly the same as the manually opened ones on the standard Dugong and Typhon 2, with the non-critical doors being auto-opening like the ones on the Humpback.
If you want to change them so they're all automatic (or manually opened) then you can do that using the submarine editor, it will only take you 5-10 minutes at the most - all the logic and wiring is right there above them.
I've played through the game using the Triton twice now, both with bots and other players and never had any issues with the doors, neither Mudraptors or Crawlers are ever a problem and are dealt with pretty fast whenever they breach the hull, only Boss or Abyss monsters ever cause any problems and none of us are more than hobbyist to averagely skilled players.
If you are having to 'massage' the doors, then one or more of your crew may be trolling and messed around with your wiring.
@Accusedwriter - Bad news, I've only come across that issue you described when I went back and experimented with an older (and I mean a lot older) version of the Triton, the bots are working extremely well ever since I tweaked the waypoints a few updates ago, and I've tweaked them even further now.
Try unsubbing and then resubbing again, just in case the steam workshop hasn't automatically updated it for some reason.... Alternatively if you're using one that you've edited for personal use and saved it locally then sadly it sounds like it's based off an older version.
Feel free to mess around with the waypoints yourself in the sub editor and see if you can make them work any better, I've spent too many hours messing with them in the past and apparently there's still pathing issues. The only other alternative would be to completely rework the deck layout, but that will have to be a project for a later date when I've got more free time.
Be advised that I've not had time to thoroughly test out the new large turret hardpoints in the campaign (and it won't let you test out the different turrets for the hardpoints in the submarine editor to see how they work) so please let me know if anything weird happens and I'll try and fix it as soon as I'm able to do so.
The Fabricator and Disassembler windows are okay on mine, but unfortunately the overlapping UI problem appears to be a known game issue and sometimes depends on the resolution that you play on, as they are linked to the cabinet and are supposed to open the gui windows side by side.
See the bug report here: https://github.com/Regalis11/Barotrauma/issues/4332
For performance reasons I've only added automatic doors to the non-critical sections of the sub where flooding isn't too much of a problem and the lockable outer doors are really to stop the bots from killing themselves, the good news is that you can easily remove the locks and add more automatic doors yourself using the submarine editor (should only take you about 10-15 minutes) if you tend to play with humans more than bots. :)
If you want you can copy and paste the controllers for the automatic doors to some of the others then you're welcome to do so.
The only reason why some doors were kept as manually opening was because they are next to areas that you don't want to end up flooding by accident if an AI passenger or a suicidal bot that's not supposed to be repairing anything inside gets too close to the sensor 'etc'. ;)
The main reason why I opted for it though is because two of my friends that play this game religiously are red-green colour blind and they were the ones that mentioned that they couldn't tell when the doors were locked, because the lights both looked tan to them instead of red or green.
Let me know if there's any more issues that I might have missed though.
Best,
p.s. me and the homies REALLY love the ship btw
Again, as I've said to a few people on my channel before, if you want to change anything for personal use then please feel free to use the in-game editor and do it yourself, as that's what it's there for. ;)
I've just updated this with changes to the tags on two existing containers and added two more containers that use the new name tags introduced in Among the Ancients, so hopefully now the bots will be a little better at tidying up any loose/dropped items.
I've just tested the below issue using a non-upgraded oxygen machine.
The Brig can safely accommodate 4 NPC's with the oxygen generator running on power-saving mode and 6 with it turned on using the manual override button. To be honest it wasn't meant to hold any more than 3-4 anyway so I was pleasantly surprised at this.
My conclusion based on these findings is that it Preston's issue was either a bug, or as Grimwulf mentioned below - the Oxygen Generator may have become faulty at some point which resulted in the prisoners dying before it was repaired - this very well may have been the case if the bot assigned to repair it got distracted or hurt shortly before attending to it, just bad luck maybe?
In this case he was referring to that tiny room at the far right with the lockable doors.
I'm going to take a look at it in the editor now that the weekend is here and see what I can do.
If it's on continuously instead of going on for 10 seconds whenever any of the key areas reach 50% then theoretically it should be okay, as it's not playing catch up all the time.
Bear in mind that I've not played Barotrauma outside the sub editor since around August/September (which was well before the latest update) so there's definitely going to be some recent changes that haven't been taken into account.
I'm pleasantly surprised how popular this sub has become, more so as I really just made it for myself based on the features of some of my favourite subs already available.
I've since moved onto other projects, non-Barotrauma related though, but I will still try and maintain both this and the Triton-B whenever I get the free time, as it seems each major update tends to break something important. ;)
Best,
I'm having bots get stuck on the stairs. After extensive testing, I've pinned down two potential culprits. The first is the second periscope from the left, the second is a certain character spawn location near the nav terminal. I'm not sure which is the primary cause of the issue, as I've tried rotating which characters are on the periscope, and I've seen bots get stuck either because they were assigned to that periscope or spawned in that spot. Never both at once, though, so maybe their spawn location changes based on their assigned job? Not really clear on that.
I haven't noticed any significant change during the time it was tested and they still seemed to negotiate the stairs fine, but I was still getting the occasional report from players that it was happening, so hopefully this should help that... Be advised that one of the waypoints is actually on the stairs so they will sometimes stand there for a few seconds if they are idle and wandering around the sub.
The door locks should respond to anyone that started the campaign with the id_captain or id_security flag added to their initial spawning conditions (this stays with your ID card throughout the campaign) and is usually the case with all the default submarines, but I know that there are a few on the workshop where the creator has either forgotten to add this, or they've given it a different name (which only works for that sub) or they've just straight out misspelled it, which is also quite common.
There's also the possibility that it wasn't added due to some strange random glitch on world creation, unfortunately in that case you'll probably have to edit your save file to add it in manually.
My captain has his ID card.
I've been getting an increasing amount of complaints on Discord, YouTube and even this comments section from people that have subscribed to the Triton and are having issues such as enemies not appearing or changing skin colour, fabricators doing or not doing something, scanners acting strangely or bots behaving oddly.
Just to emphasise - the Triton is NOT a mod, it's only a custom submarine, it doesn't make any changes to the core gameplay code or item configs 'etc'.
All of the above complaints in 99.9% of cases are being caused by core gameplay bugs or by other mods, which means that I can't really fix them and you'll need to get in touch with the appropriate devs or content creators.
I know this sounds like common sense, but I'm still getting people asking me for help with issues that are nothing to do with the Triton, so please - think first before you post.
DIY items mod and the backpack mod
I've also asked two more of my followers if they've had this bug show up and both of them have come back saying No, recycling fuel rods is working okay for them too.
I can even post a video of me recycling a uranium fuel rod using said fabricator if it would put your mind to rest?
If you're having problems with it then you'll need to take a look at the mods you're using or log it as an official bug so the devs can take a look into it.