Barotrauma

Barotrauma

Triton
66 Comments
||SMPLtxt|| 26 Nov, 2023 @ 6:00pm 
ah, alright. I'm fine for now. Just ended up unwiring the door locks and that fixed it XD. Great sub layout btw, i like the double layering and as a crafting room denizen i am happy with the rooms place.
Captain Robertson  [author] 26 Nov, 2023 @ 5:55pm 
You can see a quick workaround in the 'known issues' section in the description above but if you're still struggling with using the airlock doors then I can post a quick video to show you how to do it, if needed?
||SMPLtxt|| 26 Nov, 2023 @ 5:50pm 
not nonsense? literally just dealt with the issue?
Captain Robertson  [author] 26 Nov, 2023 @ 5:02pm 
@||SMPLtxt|| Please stop talking absolute nonsense, the ID tags used on the Triton are EXACTLY the same as the ones used on any of the default submarines that come with the base game, the only reason why any of your characters have them missing is most likely for the same reason that Kamakzi_Boyo did - your starting submarine was a player made one and had them missing.

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!
||SMPLtxt|| 26 Nov, 2023 @ 4:34pm 
Don't use this sub in campaigns. You can't do anything until you get a new ID card, and even when you do you still have no permisions. For some ungodly reason mechanic can't open airlock
Captain Robertson  [author] 4 Nov, 2023 @ 9:21am 
Bad News, that isn't a bug.

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.
Kamakazi_Boyo 3 Nov, 2023 @ 2:39pm 
hey

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
Captain Robertson  [author] 21 Oct, 2023 @ 8:48am 
@pf01

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.
pf01 20 Oct, 2023 @ 3:36pm 
update this sub
Captain Robertson  [author] 24 Apr, 2023 @ 4:21am 
@CodeEnder sorry but I can't seem to replicate your issue.

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.
CodeEnder 17 Apr, 2023 @ 7:12pm 
The doors are way too finnicky. I tried a campaign with my friends and some of us died solely because we had to spend precious seconds massaging the doors open with mudraptors on our ass.
Soft Head 9 Apr, 2023 @ 12:14pm 
any space too add EK ammo magazines and such?
Captain Robertson  [author] 7 Jan, 2023 @ 7:43am 
I've had a chance to play through some of the campaign again using both this and the Triton-E. Apart from streamlining some of the bot waypoints, all I've really needed to do is remove the now defunct artifact storage bay, which allowed me to make the internal cargo bay slightly larger for all you hoarders out there.

@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.
Captain Robertson  [author] 19 Dec, 2022 @ 8:56am 
That must be something new that's popped up, as I've played two entire campaigns with this sub last year and apart from the usual issues with the bots getting stuck on the stairs occasionally (which can be fixed by grabbing them quickly) I've never come across that issue.

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.
accusedauthor 19 Dec, 2022 @ 8:38am 
Path Finding is ass my security who is supposed to be at the turret is getting stuck at the ladder and when they do get up they jump and fall back down because of the platform
Captain Robertson  [author] 14 Oct, 2022 @ 5:40am 
I've just updated this sub to work with the 'Hoist the Sails' update. The price and tier levels have been increased to bring it in line with the rest of the vanilla subs and I've also swapped around two of the small turret hardpoints for two of those new large ones instead, otherwise you'd end up losing the option to install heavy weapons from the previous version.

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.
Captain Robertson  [author] 17 Aug, 2022 @ 6:02pm 
Thanks [fll.fi] SinuheSieda.
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. :)
[fll.fi] SinuheSieda 17 Aug, 2022 @ 2:11pm 
I found that dismantle and fabrication stations UI elements were on top of each other so the "fabricator" menu was behind the cabinet's inventory. I have to say I love how tailored and thinker the submarine was. Sadly my crew found the layout bit cumersome by manual doors and locking unlocking feature. I think they are nice touch and makes the submarine awesome.
MadAboutAction 6 Aug, 2022 @ 10:48pm 
Would love it if the submarine included tesla coils; any chance of seeing that in a future revision? Love the ship, by the way. Also not sure how to do that myself: that's why I'm posting this.
Captain Robertson  [author] 26 Jun, 2022 @ 12:32pm 
Thanks, also if it's just for personal use then please feel free to make changes to it in the sub editor.
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'. ;)
Magus 26 Jun, 2022 @ 11:02am 
This sub is so cleverly built, amazing job! I think more doors could open automatically as a QoL (maybe there is a functional reason for it I'm not aware of), but otherwise the systems and layout are very impressive.
Captain Robertson  [author] 15 May, 2022 @ 6:25am 
You'd be surprised - it's actually a lot more common than I thought, especially among males strangely enough.
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.
SS Edmund Fitzgerald 15 May, 2022 @ 5:44am 
Are that many people color blind? Makes me glad i dont have that issue.
Captain Robertson  [author] 29 Apr, 2022 @ 2:18pm 
That should be the problem with the turrets fixed now, for some reason the Devs changed how the supercapacitors work in the most recent patch (the recharge values in particular), so I've had to go into the editor and change them.

Let me know if there's any more issues that I might have missed though.

Best,
Vanilla Gorilla 28 Apr, 2022 @ 1:37pm 
i have a small issue where when i first start off with the sub the guns wont fire despite having ammo and power, usually this is fixed when an npc hops on, is this a known issue or am i doing something wrong? (not using any other mods btw)
p.s. me and the homies REALLY love the ship btw
Captain Robertson  [author] 6 Apr, 2022 @ 1:32am 
Tried that when I first made it, but the very limited hull shapes available in the editor made it look too thin and wonky, so the end result was a compromise between form and function.

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. ;)
Wrexti 6 Apr, 2022 @ 12:06am 
Have you thought about slimming down the rear section of the ship to more closely match the rooms, or at least enough to be able to repair the exterior from the interior?
Captain Robertson  [author] 30 Dec, 2021 @ 12:44pm 
Any small batteries that need charging can just be popped into the large batteries right next door in the C.I.C. as they pretty much do the same thing.
Aleccia Rosewater 30 Dec, 2021 @ 12:22pm 
Why is there no charging dock near the airlocks
Captain Robertson  [author] 22 Dec, 2021 @ 6:16pm 
Hi all,

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.
The-Champ 11 Dec, 2021 @ 11:03pm 
i like your philosophy with this sub, i will definitely try it out!
Captain Robertson  [author] 11 Dec, 2021 @ 5:15am 
Hi all.

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?
Captain Robertson  [author] 11 Dec, 2021 @ 4:45am 
Heh, that actually confused me for a second until I realised that you thought we were talking about the Bridge/C.I.C, Preston and Solodric were actually talking about the Brig (no 'E' at the end), it's old naval terminology used by the UK, America and Canada for that prison cell you find inside military sea-going vessels.
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.
Grimwulf 10 Dec, 2021 @ 11:24pm 
I had the brig-oxygen issue once. When playing solo campaign, most of my crew is on the brig (4 bots on the guns, captain on the terminal), so naturally this area consumes the most amount of oxygen. The issue was nobody did maintenance of oxygen generator, and the brig was the first to be affected. I read somewhere that this is common for all subs - sometimes bots "forget" to repair the generator. Once fixed, the air quality returned to 100%.
Solodric 10 Dec, 2021 @ 3:32pm 
I am not experiencing the brig-oxygen issue, despite having used the brig repeatedly and not upgraded my oxygen, so I'm not sure what the deal is there. Perhaps Preston is having more widespread oxygen or power-grid issues?
Captain Robertson  [author] 10 Dec, 2021 @ 12:45pm 
Never used to happen, so it's either a bug or they've changed the amount of oxygen the NPC's use, if it's the latter then I might have to install a second fan in the Brig, in the meantime it just means that you'll have to press the button to keep the oxygen generator running all the time whenever you're transporting more than 2 prisoners.

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.
xtxownage 10 Dec, 2021 @ 12:29pm 
Encountered a new recent issue. For some reason the brig keeps draining of oxygen, which I noticed when all 3 prisoners as apart of my mission spontaneously died of oxygen loss. I'm not sure if it's something I'm doing wrong on the sub or a recent update.
Oknar 8 Dec, 2021 @ 3:02pm 
The video you made really made me search for this sub it was just too good, finally I got to see a video where I was completely convinced with a sub, gonna try it in a singleplayer campaing
Grimwulf 7 Dec, 2021 @ 12:51am 
The video sold it to me as well. Great job.
Solodric 7 Dec, 2021 @ 12:34am 
Your Youtube video showing it off was excellently done. Really, your voice is good enough for narration in general, by the by.
Captain Robertson  [author] 6 Dec, 2021 @ 3:58pm 
Yep, see below - sadly it's an ongoing battle trying to get the bots to path where stairs link to platforms and I've messed with it more often than I care to mention, but so far that's seems to be the best I can come up with given how the AI navigates inside the subs.

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,
Solodric 6 Dec, 2021 @ 1:33pm 
I started a new save to test things out. Seems the ID card issue was just straight-up save corruption! Always a good time...

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.
Captain Robertson  [author] 4 Dec, 2021 @ 12:14pm 
Another hotfix, this time to add some extra waypoints around the stairs to try and reduce the amount of times the bots get stuck on them during the single player campaign.

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.
Captain Robertson  [author] 4 Dec, 2021 @ 10:01am 
@Solodric
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.
Solodric 4 Dec, 2021 @ 7:22am 
For reasons unclear to me, the Triton is not recognizing my Captain (singleplayer) as such, and kept its docking hatch closed after I bought and switched to it, forcing me to saw my way into the side airlock just to get into the sub. Other subs are working fine in this regard, have no mods aside from workshop subs, any ideas what's causing this?

My captain has his ID card.
Captain Robertson  [author] 4 Dec, 2021 @ 4:59am 
Hi everyone,

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.
koud 3 Dec, 2021 @ 9:59am 
no i get it, just little confused what could cause this, i have 2 mods installed and no new mod.
DIY items mod and the backpack mod
Captain Robertson  [author] 3 Dec, 2021 @ 9:24am 
Sorry Koud, I've just tested it out and the Fabricator on the Triton works just fine. I managed not only to recycle the used fuel rod but I even got a good quality one in return.

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?
koud 3 Dec, 2021 @ 8:21am 
the fabricator worked fine on humpback
Captain Robertson  [author] 3 Dec, 2021 @ 7:26am 
There's nothing special about the fabricator, it's just the same old plain one you get in all the other subs, including the default in-game ones.

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.