Barotrauma

Barotrauma

More Level Content
1,061 Comments
Libra 7 Jul @ 9:06am 
Inn seems unable to generate
fallendespair 5 Jul @ 6:52pm 
One of our members had some mod issues, it was fixed.
ThePhantomX64 4 Jul @ 3:48am 
fun fact: if you do the new installation method by Lua for Barotruama, you don't need to do the script method everytime. New method speeds up and even auto updates for you
fallendespair 3 Jul @ 6:57pm 
Gotcha, server host isn't available to play right now on the save that has the issue.

I'm not sure I spotted red text and if I did I must've mistaken it for another mod. I'll report on the issue when I'm able to replicate it. I appreciate your hasty response.

To my knowledge, Lua was installed correctly, but I'll have to confirm if that was the issue or not.
Medium B*t  [author] 3 Jul @ 4:26pm 
Also double check the install guide, the game recently updated and you might need to reinstall lua
Medium B*t  [author] 3 Jul @ 4:26pm 
Those are default debugging logging messages, scroll up and look for any red text
fallendespair 3 Jul @ 5:06am 
Hi - sorry. I don't have the exact log, but console isn't even spitting out any errors, it was simply saying something about "pirate outpost not set" and "pirate outpost manager round end" in basic purple text, nothing about any errors.
Medium B*t  [author] 2 Jul @ 11:38pm 
Error message in logs?
fallendespair 2 Jul @ 10:13pm 
Pirate outposts wont set are and causing the round to end.
Libra 29 Jun @ 2:44pm 
It seems that there is a bug in the production of the station in the middle of the shipping route,RevealMapFeatureAction cannot be found
ThePhantomX64 29 Jun @ 1:47am 
So how I did it is just use the first operation then do the math for each operation, Ignore operation 2 and 3 and just use Operation 1 to basically solve the puzzle is all you need.
Medium B*t  [author] 28 Jun @ 6:59pm 
"Ignore the input and target displays, those are for checking your work."
See my comment five comments down
kullervo 28 Jun @ 5:09am 
What are you supposed to do if the target number in relay stations is changing over and over?
arb0 28 Jun @ 1:20am 
If I can offer one suggestion, the relay stations aren't a poor idea but when they are found by a player, there are few if any direct visual cues for the player to follow in the environment to better understand the problem being asked of them. Anything like mathematic symbols or decals, arrows denoting the flow for order of operations, yknow something. Anything!

The handbook isn't a bad idea but there is over reliance on it for making the player understand anything about the relay station which I think is unfair to your good puzzle ideas and the player who is otherwise left with just disabling the feature.
Medium B*t  [author] 27 Jun @ 2:37pm 
the dependency is there to signify that the mod requires cs for barotrauma to be enabled
[TLP] lucazz'tuoi 27 Jun @ 2:29pm 
does you still need Cs For Barotrauma even if the mod state that do nothing and got added to the other one?
Medium B*t  [author] 25 Jun @ 2:23pm 
Ignore the input and target displays, those are for checking your work.

Only look at the terminal.

You have to figure out what math operations happen to the input value to turn it into the output value.

E.G. IN 1 -> 10 -> 15 -> 10 -> 5 OUT would be +10, +5, -5, -5.

You then wire the components on the wall up in this sequence

If you don't understand this, I genuinely can't help you and you should probably just accept defeat and turn them off in the settings menu.
MercenaryGrok 23 Jun @ 2:35pm 
Im a dumbass and I dont know what the fuck to do for the relay statiosn, even after looking at the wiki
thank youuuuuuuuu
Medium B*t  [author] 22 Jun @ 11:15am 
"how can i disable thalamus caves?" use the mlc settings on the pause screen
thx btw for the answer that was it
how can i disable thalamus caves?
Medium B*t  [author] 10 Jun @ 3:54pm 
MLC isn't installed correctly on the client, please follow the install guide
<DEV>\Barotrauma\BarotraumaClient\ClientSource\Networking\Primitives\Peers\P2POwnerPeer.cs:line 378
at Barotrauma.Networking.P2POwnerPeer.HandleServerMessage(IReadMessage inc) in <DEV>\Barotrauma\BarotraumaClient\ClientSource\Networking\Primitives\Peers\P2POwnerPeer.cs:line 297
at Barotrauma.Networking.P2POwnerPeer.Update(Single deltaTime) in <DEV>\Barotrauma\BarotraumaClient\ClientSource\Networking\Primitives\Peers\P2POwnerPeer.cs:line 277
at Barotrauma.Networking.GameClient.Update(Single deltaTime) in <DEV>\Barotrauma\BarotraumaClient\ClientSource\Networking\GameClient.cs:line 515


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thanks in advance
is distress_lostdivercave part of this mod?
i am trying to fix my modlist and i get this error 1-:

Error while reading a message from server.
Mission equality check failed. Mission count doesn't match the server. Server: quartzcollection, cargonitroglycerin, Depthbeacon1, distress_lostdivercave, client: quartzcollection, cargonitroglycerin, Depthbeacon1, game session: quartzcollection, cargonitroglycerin, Depthbeacon1). Round init status: WaitingForStartGameFinalize. Round start save ID: 4, last save id: 4, pending save id: 4.
at Barotrauma.Networking.GameClient.ReadStartGameFinalize(IReadMessage inc) in <DEV>\Barotrauma\BarotraumaClient\ClientSource\Networking\GameClient.cs:line 987
at Barotrauma.Networking.GameClient.ReadDataMessage(IReadMessage inc) in <DEV>\Barotrauma\BarotraumaClient\ClientSource\Networking\GameClient.cs:line 813
at Barotrauma.Networking.P2POwnerPeer.HandleMessageForOwner(PeerPacketHeaders peerPacketHeaders, IReadMessage inc) in
Medium B*t  [author] 7 Jun @ 7:28pm 
You need to set the shuttle batteries to draw power, by default they draw no power (jump starter will dump power regardless of if anything is drawing it)
Duskeh 7 Jun @ 5:27pm 
I've charged up the jump starter, filled it with batteries
Then I attached it to the wall in a powered off shuttle, wired the power from the starter to either the junction box "power in" or one of the shuttle's batteries "power in" but still no success.

Could you please add a step by step guide on how to use the starter? thanks (i'm going crazy)
Scuba Steve 5 Jun @ 2:02pm 
Good to know, thanks for the response.
Medium B*t  [author] 5 Jun @ 10:49am 
They're bugged and I never got around to fixing it
Scuba Steve 5 Jun @ 2:35am 
Does this mod require sellable wrecks in order to get paid for drifting subs?
Ted 1 Jun @ 9:58am 
Thanks!
Medium B*t  [author] 1 Jun @ 8:19am 
Use the jump starter item, you can craft or buy it
Ted 1 Jun @ 4:07am 
How do you do distress beacon missions,we docked onto a crew but their shuttle was full of water empty and they just drowned,how do you power them?
Medium B*t  [author] 20 May @ 6:09pm 
It's mainly because I'm working on making games instead of modding them these days
AronTheAron 20 May @ 5:16pm 
A bit sad that this mod isn't really being worked on outside of bug fixing/possible rebalancing; it's one of those mods that enhances Barotrauma to what is should be like alongside other mods like Dynamic Europa (even if certain shuttle rescues can be a bit of a coinflip on whether you can even get there in time to do anything)
Medium B*t  [author] 20 May @ 1:48pm 
You can disabled relay stations in the mod settings on the pause menu if you don't want them to appear in the world.
arb0 20 May @ 1:00pm 
Ah, shucks and thank you, as that would answer my next question. I've waffled on this mod twice since, having uninstalled the mod once because the logic beacon stations was a bit... much and I didn't want to lose the ability to enjoy them. And then I reconsidered, because FOMO. Ha.

To be clear for anybody reading later, this is a damn fine mod and I cannot report back on anything that would be actually unsatisfactory. It's a good addition to anyone's playthrough.
Medium B*t  [author] 17 May @ 11:41pm 
I'm not really working on this mod anymore besides bug fixes for issues caused by game updates, so abyssal ruins being disabled in multiplayer is likely never to be fixed.

Ruins will still spawn in multiplayer if that's what you're worried about, they just won't be in the abyss. They'll be using normal ruin spawning.
arb0 17 May @ 11:01pm 
Is the 'abyssal ruins disabled in multiplayer' issue a problem being actively explored for a resolution- or nah?

Thank you.
Medium B*t  [author] 11 May @ 10:59am 
Please read the FAQ, yes it is
BBROS 11 May @ 9:03am 
Is this mod compatible with dynamic europa?
Medium B*t  [author] 10 May @ 12:17pm 
@idealwhite Make sure you've followed the install guide.
idealwhite 9 May @ 5:50am 
为啥我打完图一都没找到mod内容啊 是和其他mod冲突了吗
Medium B*t  [author] 5 May @ 7:11pm 
"Beacon Station Supplies Delivery" isn't from this mod, this mod has a mission called "Beacon Construction" but none called "Beacon Station Supplies Delivery". To complete a "Beacon Construction" mission you need to leave the supplies in the unit load device that has "DROP OFF" on it. It'll be underwater in the incomplete beacon station
KrakeN 5 May @ 7:30am 
Pls help with "Beacon Station Supplies Delivery".
I have the Electrical Supplies Box that's needed, but where do I put it to complete the quest?
I left the box in a room with 2 NPC's walking inside, but I guess that's not it coz I failed the quest.:captainclown:
Medium B*t  [author] 29 Apr @ 6:54pm 
Oh that, it's a copy of the vanilla one that can be targeted by events
fallendespair 29 Apr @ 6:52pm 
go into the sub editor and look up notice board and theres a modded one from mlc that does nothing
fallendespair 29 Apr @ 6:52pm 
wat
fallendespair 29 Apr @ 6:52pm 
uhm.
Medium B*t  [author] 29 Apr @ 6:49pm 
Not from mlc?