Barotrauma

Barotrauma

The Cephalopod [BROKEN]
83 Comments
Simbach Vazo 12 Feb @ 1:20pm 
This is unbelievably cool. I'm not sure in what way it's broken, it seemed to work (in my all of five minutes of looking around) so I'm curious too.
Malapp 17 Dec, 2023 @ 8:00am 
In what way is it broken?
Xiivait 28 Apr, 2023 @ 4:41am 
I will still play with the sub even if it is broken
because it's the best sub ever
Syadiya 30 Mar, 2023 @ 7:28pm 
I do a lot of Dynamic Europa's integrated Strange Pirate missions, would love a sitrep on issues to fix them myself, or to have an ETA on this sub being fully operational because this sounds like an amazing idea as a submarine
Snakeee! 20 Mar, 2023 @ 4:13pm 
По сути вкусно, но по вкусу невкусно. Интересная задумка, но на деле крайне неудобный корабль. Медленный, перемещение по отсекам неудобное, пушки ничерта не видят (одна вообще снаружи в воде). Короче за идею лайк, но плавать на этом нереально
Deathpain 8 Mar, 2023 @ 2:45am 
Some alien buttons (in particular the captain's lighting components) stopped showing anything. Pressing the buttons works as it should, but it became impossible to understand which mode is enabled
✯ Komrad Yuri ☭ 7 Mar, 2023 @ 6:38pm 
Beautiful work good job :steamthumbsup:
Zvyozdochka 15 Jan, 2023 @ 8:03am 
If only those tentacles are movable..
SainnQ 8 Jan, 2023 @ 2:31am 
How the hell is this the only thing you've made in Barotrauma you absolute unit you.

The ship creeps me the hell out, but goddamn if it isn't cool as shit in it's ideas and designs.
Mour  [author] 25 Nov, 2022 @ 1:26pm 
The nukes outside of the ship's hull show up on sonar pings.
Frogs 25 Nov, 2022 @ 8:55am 
I'm mainly curious about how does it create the sonar interference
Mour  [author] 25 Nov, 2022 @ 1:49am 
The eclipse module detonates nuclear warheads carefully placed around the ship.
Mour  [author] 25 Nov, 2022 @ 1:47am 
The gravity sphere does in fact inflict damage, it's just very little.

You can lower the damage it deals by lowering a number in its parameter menu. I can't remember exactly what though, it's been a while...
Frogs 5 Nov, 2022 @ 3:57pm 
Question: how does the eclipse module work?
Selakii 4 Nov, 2022 @ 3:02pm 
how did you get the gravity sphere not to do damage?
Schrödinger's Cat 4 Nov, 2022 @ 5:53am 
Thanks for update. Any plans to change sub upgrades to add more variety and progress? Like hull 10 levels each +6% instead of 3 levels each +20% ?
Mour  [author] 8 Oct, 2022 @ 8:56am 
The artifact holder was a last minute idea that i implemented, it's a little dangerous but it glows nicely so i kept it :)

The new update deleted deep diver class that could dive 20% deeper that the rest. Since this sub WAS a deep diver, current campaign saves might have pressure issues post update (that's what I heard from others at least)
Xiivait 7 Oct, 2022 @ 5:21pm 
Ultra cool and original submarine with unique features
The author is very creative, for sure
Ronnie 6 Oct, 2022 @ 6:19am 
Also, now it can't handle so much pressure when you go down
Ronnie 6 Oct, 2022 @ 5:40am 
The artifact in the upgrade room causes damage if its in the artifact holder, is this normal?
Mour  [author] 3 Oct, 2022 @ 11:15pm 
You can try and test if it works without mods. That will help identify the issue.
Chi-0 1 Oct, 2022 @ 3:26pm 
What kind of mods can break it? Perhaps it's barotraumatic, since it alters with the radio system
Mour  [author] 1 Oct, 2022 @ 5:36am 
If you have the corresponding upgrades unlocked for them and their uses aren't depleted, they should be working. Keep in mind that they wont work if there is a blackout or if you misspell their commands. Proximity shouldn't be an issue if you are inside of the sub when using them.

If none of these are the case, then maybe some mod breaks the system
Chi-0 30 Sep, 2022 @ 3:52pm 
Ok so EJECT is working fine in chat, though ECLIPSE and SOS don't seem to be working for me, is it a proximity thing?
Mour  [author] 18 Sep, 2022 @ 7:34am 
This only happens when suffering a meltdown. If there's a reactor fire the water level rises and after it's out it falls, but during a meltdown the reactor is going to catch on fire again until it's fixed by someone, thus repeating the cycle. Thermal artifacts can cause this as well.
Remi 17 Sep, 2022 @ 3:32pm 
It wasn't a persistent fire, it was literally just "poof" . . . "poof" on and off randomly
Mour  [author] 17 Sep, 2022 @ 2:05pm 
I'll also probably make it so hovering each terminal reveals the upgrade you get from it.
Mour  [author] 17 Sep, 2022 @ 1:56pm 
If the pumps and reactor both were in good condition, the only thing that could cause it would be someone suddenly reducing the recharge rate of the main battery inside electrical as nothing else affects the reactor's wiring.

Are you using mods? What was happening before the fire? Did the fire persist? Was this a common occurrence?

I'm puzzled because I haven't had this issue in all the time I've been using it.
Remi 17 Sep, 2022 @ 12:13pm 
They were both at 100 as they were literally fixed
Mour  [author] 17 Sep, 2022 @ 6:51am 
No way of knowing what upgrade you'll get before you try, unless you memorize what terminal gives what from experience.

Top airlock sometimes has this issue when you dock to a station. You can fix it with a crowbar or some simple wiring. (I'll try to fix it at some point but it's not that big of an issue)

The reactor has 2 small ''cooling'' pumps adjacent to it, if their condition reaches zero the reactor starts to meltdown, keep these pumps in good condition and the reactor should be fine. There are warnings before this happens so that you may fix the issue before it occurs.
Remi 16 Sep, 2022 @ 3:58pm 
Oh and I did have an error where the reactor was just.. randomly catching fire while.. literally underwater.. with 1 fuel rod
Remi 16 Sep, 2022 @ 3:55pm 
Is there any way to know which upgrade does what *before* you upgrade it? If not I mean fair enough, secondly I had an issue with the airlock where both doors would open and I wouldn’t really even be able to climb out of the hatch
Mour  [author] 16 Sep, 2022 @ 2:34am 
You're supposed to type the EJECT command once to open the hatch and then once more to close it.

The pumps are always pumping out (except in case of reactor meltdown, then they pump in until the reactor is fixed).

Are you using Power mode to generate power for the ship? WAR and Silent modes are not designed for prolonged use as they can't sustain power for too long.

On the navigation console there is a power% indicator to help you know when you must use power mode.

Also, more than 1 fuel rods will cause the reactor to explode.

Finally, you might be using a mod that messes up with the equipment aboard the ship. Are you playing with many mods?

I hope something helped
ThomasTheVirus 15 Sep, 2022 @ 1:29pm 
allrighty then i guess i knew about the other commands as well then =) i might be overthinking it..


went into editor and the ship moves and drives properly there, but when in singleplayer i just am stuck without power, and when i leave the station i just drop to the sea floor and thats it. cant power it up as it says insufficent power and any attempts i make to power the reactor up dont work.. cause it just blows up if dont have the watercooling.. so i really dont know what the hell im supposed to do. tried even more hours today since you said it was updated.. buuuut cant get anywhere in singleplayer mode
what controls the pumps in the reactor room exactly?is it a command? or is the eject hatch supposed to be just open all the time to keep it cool?
edowen55 15 Sep, 2022 @ 1:06pm 
One of the most interesting and unique subs on the workshop
Mour  [author] 15 Sep, 2022 @ 9:16am 
I checked the guide terminal and it was indeed outdated, It should be fixed now.
To help you: the other two codes are ECLIPSE and SOS typed over radio channel 0.

In order to be able to activate these two modules in the first place you have to have them unlocked via inserting an alien power cell into the appropriate terminal inside the Core room and the sub needs to have power.

On the power issue, the submarine powers up correctly as far as I can tell, can you explain any further?
ThomasTheVirus 14 Sep, 2022 @ 8:42pm 
i have used over 6 hours trying to figure this sub out as i really wanted this to work.. but i cant get this shit to get power to start with and the terminal has no list over what commands are actually working.. i only got the eject to work cause it was mentioned above..
Mour  [author] 9 Sep, 2022 @ 5:20pm 
It is made with vanilla parts so I am confident that it is compatible. Before you start, give the ''Reactor & Power'' paragraph of the description a read.

Also, inform your engineers about the ''EJECT'' voice command that operates the trash chute inside the reactor room, it's probably going to be useful at getting rid of burning fuel rods.
Thanos Kirby 9 Sep, 2022 @ 10:06am 
is this compatible with Hazardous reactors? impressive design by the way, im giving this a test ride!
destituteDogGirl 18 Aug, 2022 @ 4:30am 
Sweet!!!
Mour  [author] 18 Aug, 2022 @ 4:28am 
The AI works properly btw dp.
Mour  [author] 18 Aug, 2022 @ 4:25am 
I'm not sure I can help Medi, however, the game's official discord has people that can.
destituteDogGirl 18 Aug, 2022 @ 3:30am 
How well do AI function on the sub?

This sub looks extremely freaking cool and the upgrade system is very very interesting! Well done!!
Medi 17 Aug, 2022 @ 6:40pm 
This is definitely one of my favourite modded subs, however updates and changes like the additional periscopes and optimizations don't apply during a campaign. Does anybody know a way to update the sub to the newer version in a campaign? Because I fear I may break the sub or the campaign if I do anything stupid.
Mour  [author] 16 Aug, 2022 @ 6:28pm 
Since a lot of people have pointed out that it's a little boring not being able to have more than one gunner, I went ahead and changed the official sub. Now it should be singleplayer-friendly and more fun overall.
mononoke 14 Aug, 2022 @ 6:22pm 
I’ll be sure to leave a couple rewards too ;)
mononoke 14 Aug, 2022 @ 6:21pm 
That’d be great lol thx!
Mour  [author] 14 Aug, 2022 @ 11:24am 
It's annoying to play singleplayer on it. I can make another version with 3 periscopes at some point and link it to this page.
Mour  [author] 14 Aug, 2022 @ 11:23am 
Thank's :D
mononoke 13 Aug, 2022 @ 9:52pm 
Is there any chance you could make a "solo-friendly" version with individual turret scopes for each turret? It would sure make playing solo a lot nicer lol.