Barotrauma

Barotrauma

Minotaur
51 Comments
Soft Head 24 Jun @ 4:38am 
can't find the memory module
Falkner  [author] 16 Apr @ 8:02pm 
Oni, Thankyou - I did not think of the bots, if you swim outside to the turret, there is a memory module that can be found, remove the wires and it will disable the jam function.
OniZampa 16 Apr @ 1:56pm 
Okay, so that was the problem. As soon as I bought your superb sub, I sent a soldier to command the turret. He's the one who must have blocked it because I never got to use it myself.

But indeed, by "forcing" the hatch into the ballast, it worked. Problem solved, thank you very much. You did an excellent job.
Falkner  [author] 16 Apr @ 6:35am 
Hello OniZampa, sorry for the misunderstanding.

The Flak Cannon will jam if fired for too long (>5 seconds), use a crowbar on the hatch in the right ballast to un-jam it. The design is to have the quirk of an automatic flak cannon, but with an ammunition loader that cant keep up. I may remove this feature if it causes too much confusion, sorry.
OniZampa 16 Apr @ 5:20am 
Hello, I don't speak English. I'm using Google Translate to help me, so I apologize in advance if everything isn't clear.

I have a problem with the flak cannon.

It simply doesn't work; I can't move it. I have the aiming "symbol" that appears normally, as if I were using any turret. Except now I can't raise/lower it or fire it. And that's since I bought the sub. Is this a bug? Do I need to activate something?

Help me :'(
MadnessTA 4 Mar @ 8:15pm 
How did you set it up so water stays out of the bottom docking port?
Pixels 12 Oct, 2024 @ 4:19pm 
I installed Chainguns on the Minotaur and i just noticed that when i pull the trigger, only one of them will shoot and the other one shoots when i release the trigger. Any reason?
Falkner  [author] 1 Oct, 2024 @ 10:01pm 
will look into it, maybe the ladder is too short, Thankyou!
kenanthebarbarian 30 Sep, 2024 @ 3:11pm 
Excellent sub design! The only problem I'm noticing at this point is bots seem to get stuck in the hatch coming up the ladder between reactor room and electrical. Once my Engineer goes down to the reactor, he can never get all the way back up through that hatch. I tried adjusting waypoints and completely regenerating waypoints, and I wasn't able to fix it.
MercenaryGrok 3 Apr, 2024 @ 9:27pm 
oh, never mind
MercenaryGrok 3 Apr, 2024 @ 7:06pm 
I was shooting with the flak cannon and now suddenly, i lost complete control of it, All I remember is holding it down and now it cant turn, shoot, or do anything except switching to hi-beam and moving those searchlights
Falkner  [author] 27 Jun, 2023 @ 6:11pm 
double click to switch, goose.
Goose Let Loose 19 Jun, 2023 @ 8:00pm 
For the lumen drone, how do I swap between driving mode and firing mode?
Lichlord9333 5 Apr, 2023 @ 9:44am 
Hmm if you don't mind using mods EK does have an autocannon and heavy autocannon that could act a bit similar to the Flak cannon.
Falkner  [author] 1 Mar, 2023 @ 1:45pm 
Thanks for the feedback, very useful!
i will revise the build
Lui 1 Mar, 2023 @ 1:24pm 
That fixed it
Lui 17 Feb, 2023 @ 1:06pm 
thanks mate ill try buying a coilgun in its place and let you know
Falkner  [author] 17 Feb, 2023 @ 12:35pm 
@lui
is perhaps a game bug with the new flak cannon.

I wish i knew whats happening there, same issue is happening on the copperhead special variant. nothing should be exploding when the ship is rammed.

I will swap it for a railgun in the next update,
Lui 15 Feb, 2023 @ 4:11pm 
why do i keep exploding when the ship gets rammed?
Falkner  [author] 7 Jan, 2023 @ 3:51pm 
Thanks - i noticed that started happening recently. will look if it's fixable or if we have to wait til next baro patch. Will see about moving the D.Charge lever
SIX 7 Jan, 2023 @ 1:59pm 
also fyi its seems the vertical hulls are not perfectly lined up and there is small line of water inside the platforms i can send you a picture if you need.
SIX 7 Jan, 2023 @ 12:46am 
Hi any chance you could add an other depth charge lever under the status monitor so the captain can use it while siting in the the chair. The gunner don't really have time to use it in the heat of battle and i was really enjoying having the depth charge control on the Copperhead!
Falkner  [author] 27 Dec, 2022 @ 12:46pm 
Just Tested: engineer, security and mechanic cannot use toxin cabinets.
> Are you using latest version.
> Any mods that change containers or access cards
JiggleJacks 22 Dec, 2022 @ 9:33am 
anyone can enter the medics toxin cabinet
Falkner  [author] 3 Dec, 2022 @ 10:56pm 
@虹咲最姛伝説と夾腳の野兔!上原步夢子です
The bottom hatch is mow marked properly as an airlock (blue waypoint) I've tested that they can find their own way back into the sub and it works for me.
水着琉璃子 29 Oct, 2022 @ 9:42pm 
Thanks for your hard work:luv:
Falkner  [author] 29 Oct, 2022 @ 12:36pm 
I'll check, cant do it tonight as i'm working
水着琉璃子 29 Oct, 2022 @ 10:58am 
Why can't I order the ai back to the sub? , it says "Unable to reach [name]"
新手练练护士 24 Oct, 2022 @ 7:19pm 
This will happen when the searchlight above the periscope is turned on. Just turn off the lever
Yuki'Ahn 24 Oct, 2022 @ 10:19am 
Hey Falkner, love your subs, probably the best ones I have ever played on. I have a question tho, why are there no ammo indicators and no crosshair while using the flak cannon on Minotaur? And is there a way to turn them on?
Falkner  [author] 24 Oct, 2022 @ 7:23am 
Thanks, haha thats awesome - So you;ll have the full rubber duck collection? Huey, Dewey and Louie.

Hmm... I don't think I made all the water detectors on the Minotaur indestructible like on the basilisk... But. there is likely a game glitch with the pump locking itself - there is no instruction to pump water *in* anywhere on the flood control pumps, only a sensor to turn on when water is detected.
I'll take a look and socket a memory component that will always be -100 for target water level, see if it helps. Glad it's resolved.
circle 24 Oct, 2022 @ 5:22am 
Hello Falkner, I love the work you're doing with your sub collection. Personally used Copperhead as the starting ship in our multiplayer campaign and now moving up to the Minotaur, and soon the Basilisk. (Our crew adores your subs!)

Just wanted to bring your attention to something on the Minotaur, the Cargo(?) area's pump bugged out for us last night. It was constantly automatically set to 100% water in (so it was flooding that room and sinking us) until I removed the Power_In wire and reconnected it. No idea what caused it other than that it started happening after we took heavy hull damage from the bottom of the sub from Hammerheads.
Falkner  [author] 20 Oct, 2022 @ 10:31am 
A lever? Sure I'll make it happen, give me 10 minutes.
For info - It's a 20 second cool-down on each coil sensor in a 500 unit radius around each coil. enough to zap a lone crawler if you're caught sleeping but thats all :)
PudgyElderGod 20 Oct, 2022 @ 10:06am 
Is there a lever or button that disables the automated discharge coils? It sounds fun in theory, but in practice it can be a bit wasteful and take away some of the danger of swarms.
新手练练护士 20 Oct, 2022 @ 6:48am 
I think it's passive sonar, I can pass very quietly and safely, and the decor looks really nice, like I live here. The chair is also very useful, now sitting on it will not affect the operation and being bumped. But my favorite is the various buttons, which give me a sense of operation.
Falkner  [author] 20 Oct, 2022 @ 4:14am 
1. I think I added that suit after connecting up the main set, i'll do that soon.
2. There's no more room to add an armory like the Basilisks, I've tried. There is a secure safe in the workshop that is for Captain and Security only. Try making a couple of secure crates. there is plenty of shelf space aboard.
3. - Shell Racks? sure can do that.

Apart from that, whats your favourite thing about the ship?
新手练练护士 20 Oct, 2022 @ 3:27am 
Some small suggestions:
1. The suit and oxygen rack in the engine room are not connected to the power supply, they cannot be inflated automatically.
2. Can you add a arsenal, we don't have a safe and obvious place to store my weapons.or make some lable to guide player find gun.
3. Is it possible to add 2 railgun shell racks, the firepower of the cannon is sometimes not enough, and there is no place to store the shells when we need to change it.
Falkner  [author] 18 Oct, 2022 @ 10:03pm 
UPDATE
> Ballast pumps will cut power after Purging.
> Master Pump control lever by junction box cuts power to all pumps.
> Unlocked all wiring. (dont forget to lock permissions in multiplayer)
> Medbay Powersaver sensor is now optional (lever on off)
> Medbay Door is Automatic
> Added condition readouts to reactor, air supply.
> Added Manual control lever for bottom airlock Hatch

> Flak now has toggleable Searchlight (HI-BEAM Lever by periscope) for illuminating wrecks and beacon stations.
Falkner  [author] 18 Oct, 2022 @ 4:27am 
Fixed the text for perimiter alert :)

Drone control was hard to find? I will move it to the glowing green screen in command.

Dock the drone to make it sit properly :)
Thanks nurse
新手练练护士 18 Oct, 2022 @ 2:39am 
Some suggestions:

The alarm in the command room didn't add words, he was just flashing lights.

I didn't find the drone console.

It seems that there is a little deviation between the position of the drone and the hole. Maybe his model can be a little larger:steamhappy:
Falkner  [author] 17 Oct, 2022 @ 12:14pm 
Thanks SpaceSteg. :)

--
Just made a big update, bot Pathfinding for fixing bottom airlock solved,
New Auto docking systemn is now switched on, has been tested extensively.
Reinforced Hull with plating in command room and front ballast.

Many other improvements and features - see changelog.
SpaceSteg 16 Oct, 2022 @ 10:05am 
love this ship
Falkner  [author] 16 Oct, 2022 @ 2:39am 
Added some New features, A modded lumen drone. And reduced shadow casting lights to 6(!) for anyone having mystery hardware bottleneck issues with Barotrauma. Hope they solve it soon.
Anderlin 10 Oct, 2022 @ 8:01pm 
You rock! Can't wait to take the new version for a test drive.
Falkner  [author] 10 Oct, 2022 @ 7:16pm 
Ok, the top hatch sensor had some wires crossed,
Fixed.

The suit power network is routed through the medbay relay - which.... shuts off to save power when no-one is in medbay -.-
Fixed.

So much wire spagetti...
Anderlin 10 Oct, 2022 @ 5:22pm 
Also, the top hatch doesn't automatically shut after undocking from a station, and has to be manually shut once the mission starts if you forgot to do it before undocking :D:
Anderlin 10 Oct, 2022 @ 5:14pm 
@Falkner I love this sub a lot. However with this build none of the diving suit lockers or oxygen tank shelves are charging, even though they appear to be wired. Is this a bug, or am I missing a lever or something to toggle them on?
Falkner  [author] 9 Oct, 2022 @ 6:24am 
@Fougasse - I accidentally deleted your comment, sorry!

Thanks - <3
Falkner  [author] 7 Oct, 2022 @ 10:22am 
Well, there was more to polish than i thought.
Check the changelog, She's looking seaworthy.
Falkner  [author] 7 Oct, 2022 @ 4:58am 
Thanks, it's nearly there - I cant see anything that would break a campaign run but I want to be sure.

I'm going to make sure bots can repair all areas of the ship without handholding. make sure all suits are connected, add some buttons to the bridge, triple check for anything I've missed.