Barotrauma

Barotrauma

Better Vanilla Sub Experience
79 Comments
Stepover34 30 Nov, 2024 @ 8:47am 
fair enough
Deinonycorvus  [author] 30 Nov, 2024 @ 8:46am 
@stepover34
The berilla downgrade is intentional (So you can buy it in the biomes that can matters).
Otherwise it would be the saddest tier 3 to ever exist.
Stepover34 30 Nov, 2024 @ 8:44am 
Maybe I'm just being unlucky
Stepover34 30 Nov, 2024 @ 8:44am 
also i noticed that the berilla tx is tier 2, despite the base one being tier 3
Stepover34 30 Nov, 2024 @ 8:40am 
I'll do further testing
Deinonycorvus  [author] 30 Nov, 2024 @ 8:05am 
@Stepover34
You know what, I actually have no idea why this happened.
- There is a mission file only declaring cargo mission.
- None of the item inside the item file have item override that could have overrides any vanilla outpost events.
- There is an single upgrade override that overrides sub hull upgrade.
- There is an single talent override that added more shotgun shell recipes.
- All sub retains their spawnpoints as their vanilla counterparts,

So I have no idea how any one of them could have impacted the spawn of certain outpost NPCs, which should belongs to randomevents, something this mod did not have any overrides in.
Stepover34 30 Nov, 2024 @ 7:13am 
also the drug dealer shop, added in the new update has a 100% spawn rate yet doesn't spawn when using this mod
Stepover34 30 Nov, 2024 @ 7:13am 
I haven't even got the starting quest, i mean the high up church npc (i don't remember the name), the one that asks what you know about the metamorphosis
Deinonycorvus  [author] 29 Nov, 2024 @ 11:36pm 
@Stepover34
By NPC, you mean which NPC, and specifically, have you accidentally murdered Subra?
Stepover34 29 Nov, 2024 @ 10:41am 
this is a problem on the outposts, but is only present when I'm using this mod
Deinonycorvus  [author] 29 Nov, 2024 @ 9:52am 
@Stepover34
In theory, shouldn't be the sub problem since it has the same 11 spawn points as the regular camel, with the 4 NPC spawnpoint in the same room as well.
Stepover34 29 Nov, 2024 @ 9:36am 
I noticed this was happening ages ago i just forgot to notify you
Stepover34 29 Nov, 2024 @ 9:35am 
Camel TX
Deinonycorvus  [author] 29 Nov, 2024 @ 8:11am 
@Stepover34
Sorry for the late reply, which sub you are using right now?
Stepover34 29 Nov, 2024 @ 6:46am 
also it doesn't spawn the new drug dealer npc
Stepover34 24 Nov, 2024 @ 10:32am 
it just never seems to spawn the npcs needed to begin the questline
Deinonycorvus  [author] 24 Nov, 2024 @ 9:34am 
@Stepover34

Can you describe the issue (i.e. what problem you encountered that prevented the quest line)?
Stepover34 24 Nov, 2024 @ 9:23am 
can this be updated to not prevent the church of the husk ascension questline?
Deinonycorvus  [author] 29 Sep, 2024 @ 3:11am 
@SlavKing
Sorry, it was removed as it was merged with Turret.
SlavKing 28 Sep, 2024 @ 8:45am 
Deinonycorvus  [author] 21 Oct, 2023 @ 2:22am 
Update: 13 Oct @ 11:04pm
Build 2.8.0:
Updated for 1.1.1X.0 update: Applied the rework changes to Orca, R29 and Berilla.
pf01 20 Oct, 2023 @ 3:27pm 
Update please
Hitilit 25 Jul, 2023 @ 10:12am 
Understood. :cq2sad:
Deinonycorvus  [author] 25 Jul, 2023 @ 9:59am 
Not only did they not use the second cell, but if the first cell is dry but the second cell is in it, the bot would not know that they should have either swap cell or dump the first one and go find another one, and on top of that, the bot would put something on the second cell so they just lock themselves and fails to fire the weapon.

So the code is still there, just disabled for now, until I figure out a solution to this AI beheavior.
Hitilit 25 Jul, 2023 @ 9:39am 
Do I understand correctly that the bots simply did not use the second cell with ammunition?
Then can you leave two cells? This is very convenient, since you can immediately hold ordinary and, for example, armor-piercing ammunition. :cleanseal:
Deinonycorvus  [author] 25 Jul, 2023 @ 9:02am 
It was intented to look like n times 8 storage rows for ease of linking with the fabrication suite and make them look unified.
So some cabinets may looks skinny.
Shade 25 Jul, 2023 @ 8:40am 
This mod is causing the container UI to look weird
Hitilit 25 Jul, 2023 @ 8:17am 
"whole storage containe" is yes. Fucked.
Cut out a whole mechanic instead of adjusting your code.

Factorio, Starbound, Zomboid, Terraria like whaaaaat? :2016imnotcrying:
Deinonycorvus  [author] 25 Jul, 2023 @ 7:38am 
To be honest, 0.20.X.0 and 1.0.X.0 is hugely rushed.
And then there is the whole storage container thing going on.
Personally I am somewhat on the No Storage Container boat, GIVEN that the cabinets are much larger (Which they aren't, 35*32 + 5*11 vs 30*96, and so I make it larger in this mod).
Hitilit 25 Jul, 2023 @ 7:33am 
Oh. I see you’ve completed your answer below.
The developer moved early from version 0.18 to version 1.0 :steamsalty:
Deinonycorvus  [author] 25 Jul, 2023 @ 7:31am 
You know, those are well into the LUA territory and I don't have any knowledge on it.
Hitilit 25 Jul, 2023 @ 7:25am 
ʎ3ǝꓕ:
Can you do:
a) that they fire simultaneously?
b) so that they can be switched by "hot button keyboard"?
Deinonycorvus  [author] 25 Jul, 2023 @ 7:23am 
Yes and no.
I try to have it take two boxes but there is an small issue: The game doesn't know how to handle two boxes for anything outside of coilgun so it will take ammo from both boxes but only fires 1 bullet. The patch 2 hours ago also have 2 slot but the second slot is dummy and cannot be used by the turret. I though issue solved but then the AI didn't know that they have to swap boxes so then I tried the third method within that two hours, which is when the box reaches 0, it turned into a piece of aluminium and eject out of the loader so the AI will reload the turret. Nope, didn't work.
So I temporary removed this feature alltogether.
There is no issue if you save with 2 boxes and update, as the game will just throw the box onto the floor instead.
Hitilit 25 Jul, 2023 @ 7:15am 
ʎ3ǝꓕ:
O? Double ammo for cannons? Did your mod do it?
Hitilit 25 Jul, 2023 @ 7:11am 
For the deconstructor +
It turns on itself even on other ships of other authors :steamthumbsup:
Deinonycorvus  [author] 15 Jul, 2023 @ 10:00pm 
The X doesn't have much meaning outside of denoting that the submarine came from this mod.

Also the Berilia-EX is make to be the absolutely largest possible size in length that can still finishes the campaign. (down to subpixel) kinda as a benchmark to how large is just below too large.
Senpaii 15 Jul, 2023 @ 9:55pm 
Hehe this new berilia is silly huge
Senpaii 15 Jul, 2023 @ 9:39pm 
What does the X version mean?
Deinonycorvus  [author] 11 Jul, 2023 @ 8:46am 
Intentional.
Or else things will goes very wrong in 1.1.X.0 update.
SpaceAce 11 Jul, 2023 @ 7:09am 
The latest update has renamed a lot of the lockers/cabinets to just "CAB." Is this a bug?
Hitilit 3 Jul, 2023 @ 10:29am 
Copy. I will reinstall your mod. And if anything, I'll take it up a notch. :steamthis:
Deinonycorvus  [author] 3 Jul, 2023 @ 10:26am 
1. They were lengthened for 2 reason: To create more storage space (In unit of 8, it was made so the removal of the storage container won't be that much of a nerd.), and to allow fabricator linking UI more streamlined (0.55 size is the same as a fabricator with Lua installed).
2. They are cosmetic only.
3. No, I hope (I got bot to run around each and every submarines to iron out waypoint issues, there should not be any ai issue as far as I know).
4. I never turned it off. It starts with Outpost Cabinet, Medicine Cabinet that use the elongated UI, Then in Build 2.4.4 I changed every single cabinet UI to the elongated one. It was updated again on July 1st after the announcement of the removal of storage.
Hitilit 3 Jul, 2023 @ 7:00am 
1. So that's whose mod lengthened the cells!
2. Blueprints. Is it only needed as a cosmetic?
3. Is there a sub with AI problems? I have 8 bots, and I'm agonizing with them on the old original Camel (about to change the sub).
4. I had elongated cells in my cabinets at first, but after a few days they were back to normal. Did you turn it off or did something happen in my game?
Deinonycorvus  [author] 25 Jun, 2023 @ 11:00am 
Given how every ladder have platforms on them it is normal to have bot 'pole dancing' on ladders. Won't stop them from getting to where they need to go.

Yes, all golden guns are double gun and their replace price are usually 3x the price of normal but you get double the firepower per one of these turret. Berilia (All model), Dugong-E, R29, Remora, Vellamo and the Winterhalter got those golden double-large turret. Also if you got a double-large turret hard point please when fitting weapons on them, fits them with the same gun or you risk running into error.

The typhon 2 flak cannon is intentionally made "blind", that thing would be overwhelmingly overpower given it is the only real tier-3 sub that doesn't got hit with the 20% price increase.
Günni 25 Jun, 2023 @ 6:41am 
Typhon 2 also appears to have some issues witht the flak gun being locked "inside" the hull
Günni 25 Jun, 2023 @ 6:28am 
Also for some reason, the railgun and doble coilgun show "doubled" in the order menu
Günni 25 Jun, 2023 @ 5:34am 
Hey once again, I found another waypoint issue, this time on the Winterhalter X https://steamhost.cn/steamcommunity_com/id/discorderlychaos/screenshot/2002461073602896057/ it's in the ladder on the reactor room
[IF-CM] Brother Damoclus 22 Jun, 2023 @ 11:10pm 
Sorry for the lack of the info,didnt noticed you respond,ill try to provide more details next time
Deinonycorvus  [author] 22 Jun, 2023 @ 11:48am 
Ok bug report time:
Bot will get stuck on Orca2 Ballast A top left and Winterhalter Right ballast Top left corner when it is filled with water as they failed to pathfound their way back to the ladder/door.
It looks like when a bot is out of the pathfinding range they will just trying to get to the closest way point possible instead of the closest way to leave the said hullspace.

Fixed that for now.
Deinonycorvus  [author] 22 Jun, 2023 @ 10:09am 
I know there is a potential problem with the Orca2 ballast where if it is completely flooded the bot can still get in but cannot get out if their last position is on a certain location (Particularly with Ballast Tank A top left corner).

This issue occurs in vanilla as well but not in Submarine Overhaul. I am trying a fix on it. (You never know, you fix one waypoint and 2 more issue come out. Also directly copying Submarine Overhaul is not a solution since the smaller hatch and platformed ladder/stair makes thing far more complicated and there is 30% chance that copying Submarine Overhaul waypoint will make things worse).