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Only some are built unnecessarily large, and are then more suitable for multiplayer, because in single player having more than one who does mechanics and electrics doesn't do much with bots because everyone then always runs to the next problem and rarely splits up until one is working where.
I know better class 6, I don't like it when there is only big turret as Primär, because there are only 3 turrets for big ones and railgun has too little ammo and wastes ammo on weak enemies and is too cumbersome to fill up even with Storage nearby and a bot that would reload which you unfortunately need extra and unfortunately does other things where you don't need one, flak is too slow and dual coilgun is sometimes too weak against something bigger.
Good for me with large ships, that do not exaggerate the size, primarily use small turrets, and large well set as support and not as a primary weapon.
With that, so it's best to use the editor in the game and open the submarine, customize what doesn't fit, and save it with a name addition to recognize which submarine is the customized one.
If you already have the submarine then you can use as low a price as possible to just replace it.
As there are many level 3 submarines that cost less than 10,000 to launch.
And oddities level 1 and 2 that cost over 40'000, but are just standard submarines where the description doesn't even say that it would be Deep Diver, so it doesn't even have to be outdated, so it has the things that it has as Deep Diver still existed for this class was normal and the original classes but lacked.
There is also a multiplayer submarine that has multiple drones , no turrets , so not usable for single player , bots can't control drones , and it has no magnetic net to carry the drones nearby so it doesn't even do any good to put bots on these weapons as only players can move them.
Because of the stupid traitor system that makes no real sense if there is no rescue system.
Also, mod submarines are not as easily wired as the original submarines often have things in the hull that are hard or impossible to get to in the running game, so if someone disconnects something you can't get it back.
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Deep divers are divided into levels either by size or amount of parts, and then set as a class according to weapons and speed and cargo storage, i only know that deep divers have already become every class and levels.
The only thing you would have to change is the description if level and class fit scout. / Otherwise would have to change the description in Mod, and specify class and level when saving.
Problem deep diver class does not exist anymore, are now levels, no idea why he became this class and level, I was not there as there were deep divers.
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So this level 2, Scout, should be available in biome 2 in cities and the station where there is Scout.
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Bring a mechanic in the left perk tree to the last perk.
Upgrade submarines level 1 and 2 as if it were a level 3 submarine.
I play with level 1 submarines in biome 2 and higher, but only use small ones and they are rarely anything higher than level 2, and my current only level 1 submarine.
Upgrade submarines level 1 and 2 as if it were a level 3 submarine.
I play with level 1 submarines in biome 2 and higher, but only use small ones and they are rarely anything higher than level 2, and my current only level 1 submarine.
I have now looked it up because I still had to activate it, otherwise my purchase list is simply too long, so it is still switched off in the game.
So it appears in the editor, and is also displayed in the list for starting a new game, of course I can not take it at a price of 19'000 because only 10'000 are possible at the start, I do not know any mod that increases the money limit.
So this level 2, Scout, should be available in biome 2 in cities and the station where there is Scout.
I have changed my "Bioms" Files, I can buy any level anywhere, there is no mod for it, and I want to change a submarine when I'm ready, and not only in biome 2 to 4 in the long run too boring if you can always take the same at the same time.
its not there
Download, activate it in the game, start the submarine editor in the game, load the submarine and go to save which shows what level it is.
And if you want you can change the level and price, and give it an additional name and save it for yourself.
A price of 10'000 or less that you can start with, where it should be level 3 because of full upgrade without needing the one mechanic perk to upgrade each below like level 3.
Anyone playing around with the editor and testing things out can watch any other sub's hatches give up to the side or disappear into the background.
Can the submarine then adapt there, find an electric box somewhere where there is still space to attach another box to connect all hatches with the or with the relay, with a button.
If it's about multiplayer, you would have to upload this modified submarine, or the other players don't need the submarine in their mod list. ? ( Like some other games have or not. )
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Because I've never seen pirates or clowns on a ride, unless they're standing in beacons, and Mission from Typ "Stations liberating" as Nest or Pirat or what the ever Name was.
Or leave the submarine out for now, and remember when you have other submarines with it, then test it with that and other tests where it happens, with the mods you currently have, if it continues to happen with the others, then certain of your mods don't like each other.
It is probably due to some mod that either does not work with the submarine, or several mods that do not like each other and then cause this with some submarines.
You would have to turn off all mods and only look at the submarine, then with all other submarines mod then look at that again, and then more mods to it so that you see from which it comes to it, then all others out and see if the submarine and this group of mods does that, if so then individually these mods with the submarine test.
If you have found the mod that causes this with certain submarines, write the modder that there are problems with his mod with certain submarines name, then he can take a look at what is going on there is his mod.
And you yourself have to consider, depending on what mod causes this, whether you use this mod or submarines where this damage effect occurs.
Acid and fire shame, in front of medicine cabinet.
This written a other Player on another submarine, the other submarine where it is meant is a level 1 with which you can also start from the price, I have then tested extra.
RS-1050 'The Charlatan
There is also a problem, and the submarine looked allegedly burnt.
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I didn't have any damage on the one, so it would have to be mods, as I only have a lot of submarine mods, and very little else.
And the submarine here I have not used yet , and would have to have level and price that I can not test it either way , and editor would not help me adjust price that I can start with it , since I saw nothing on the other one either since I probably do not have mods that do not like each other.
There are no more deep divers, so the info should be adjusted to what level it is, and what type of submarine it is, attack or scout, it is not a transporter too few cargo box places.
My Therefore, it is still unknown whether there is a hatch at the moon pool that can be opened by pressing a button to the side, or whether it is always open.
The comments about the prison, for that you would just have to install a ventilation, then there is also air.
https://www.reddit.com/r/Barotrauma/comments/xxnldt/created_two_arcs_for_the_hoist_the_sails_update/
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2865745547