Barotrauma

Barotrauma

Malachite
277 Comments
InitialDesu  [author] 9 Jul @ 4:54am 
If you don't know how to fix it as I am, go ask devs about their bots, maybe they will help:crtstar:
InitialDesu  [author] 9 Jul @ 4:50am 
I tried to fix that, but they still struggle, if you know how to fix this please tell me here or in discord
Viidhh 9 Jul @ 4:46am 
New Malachite have problem with Bots struggle going to romename.subtopright from Factory. Bots are just hanging at the ladder and continuously heading at the door and don't open the door to roomname.subtopright, I don't think it's my mod conflict I guess??
InitialDesu  [author] 5 Jul @ 10:35am 
you can, however you should take into account that, there should be place where the boat won't fit through and you'll need to teleport it using cheats.
shep 5 Jul @ 10:28am 
can you use this sub for end game?
InitialDesu  [author] 26 Jun @ 1:25am 
Thanks
Skygrango 26 Jun @ 1:20am 
After fixing about six ladder waypoints, one hatch waypoints, moving the depth charge loader, and adding a drain in the toilet, then connected the medical fabricator to the medical storage cabinet, and all three fabricators are now linked to the three steel cabinets. now the sub feels a lot friendlier to use for me.

Thank you for your hard work, malachite is really amazing good !
AI is unable to mount frontal malachite coilgun

temp solution walk the gunner over manually and position him with the task afterwards, issue with this is you have to do it after every mission and on every docking manouver.
mark de gamer 11 Jun @ 7:50am 
Is there a way to turn off the range safety feature on the torpedo's?
jameson 26 May @ 2:12pm 
ok i might sound stupid but where is the gunnery compartment? i know about the terminal that controls 4 turrets near the captain's room, but i see other weapons around the ship, where are the periscopes for those weapons?
Blackrock executive 25 May @ 3:11am 
Unfortunately if the internal turrets are not working its because you have a mod that does something to the vanilla powercells. Making an identical copy of the powercell but under a different name, then putting the new powercell in the ammo slot of the turrets would solve this incompatibility
InitialDesu  [author] 9 May @ 2:49am 
I just tested it, and it works perfectly on my side... So I guess it has something to do with the mods.
Boudinnc 8 May @ 6:57pm 
hi, this may be already answered, but i cant fire internal turrets. Is there a safety switch or is it a bug?
OkBudde 7 May @ 8:06pm 
AI keeps getting stuck on the ladders trying to climb up into another room. (e.g climbing up into airlock access from electrical)
bill0k74 20 Apr @ 7:00am 
pls help termenal command list 4 Malachite classic
MegaPro1921 17 Apr @ 6:03pm 
You should add special Chaingun ammo c:
sage_n0tfound 10 Apr @ 3:48pm 
also would love to see some more alarms not like flood alarms those can be really annoying but more alarms for when the ship has taken critical damage and of the sorts really love the alarm for the power
sage_n0tfound 10 Apr @ 3:46pm 
hey the bots are getting stuck on the ladder in the fabricator room and electrical room the waypoints seem to be messed up, if im on the second floor in fab room and a bot is on 1st floor and i tell em to follow me they dont go up the ladder they take the long way, but when trying to go up to the train from fab room they get stuck at the top
PHOENIX 27 Mar @ 12:14pm 
Это не то, что мы заслужили, но то, что нам нужно.
InitialDesu  [author] 23 Mar @ 11:06am 
At least for now. But thanks for the suggestion about making a new item as a power source.:crtstar:
InitialDesu  [author] 23 Mar @ 11:04am 
I won't fix anything related to incompatibility with other mods.
Blackrock executive 23 Mar @ 7:14am 
It would be greatly appreciated if you could fix this
Blackrock executive 23 Mar @ 7:14am 
Its essentially because the guy who made arakneas removed projectiles from normal powercells or smth like that for his guns.
Blackrock executive 23 Mar @ 6:50am 
Incompatibility with arakneas mod, its to do with the powercells in the internal turrets, would you mind changing the power source to something else to fix this? (Maybe just making a new item thjat acts exactly like a power cell for the turret ammo)
javi8ne 22 Mar @ 3:17pm 
Is there anyway to make the sub empty without any type of item a part from personalized things (the mod's ammo), cause changing the sub mid campaign and having all the items from the sub is quite broken
InitialDesu  [author] 21 Mar @ 1:53pm 
I just tested it, and it works perfectly on my side... So I guess it has something to do with the mods.
Blackrock executive 21 Mar @ 1:43pm 
For some reason internal turrets wont shoot? Even on neutral they just wont attack the enemy inside? I cant shoot them manually as well? I am using arakneas mod and EHA btw.
Dev 19 Mar @ 6:07pm 
Секс апдейт
javi8ne 18 Mar @ 2:23pm 
Morst 18 Mar @ 1:18pm 
:cozyrealmroyale::crtlightning::crtlightning:
MegaPro1921 18 Mar @ 1:03pm 
Needs more W E A P O N
crispy bacon 18 Mar @ 12:30pm 
the AI seems to get stuck on some of the ladders
InitialDesu  [author] 18 Mar @ 6:46am 
Yeah, I think I'll keep the old one in the same mod with the name 'Malachite Classic'.:crtstar:
Vault 18 Mar @ 6:44am 
You should keep the new Malachite separate from the old one (or have both in the same mod) :barodev:
javi8ne 15 Mar @ 7:08am 
I guess being Ubisot's tester paid off haahha
alexendacott 12 Mar @ 11:24am 
wow
InitialDesu  [author] 12 Mar @ 11:23am 
Wow, you guessed it exactly right—the updated price will be 100.000 mk. Also, I’ll take a look at the shuttle and see what I can do to improve the bots pathfinding.:crtstar:
javi8ne 12 Mar @ 11:04am 
Another suggestion: reconsider the price for the sub, 20.000mk is a bargain considering is basically a mobile outpost, with remote healing system, railway and big guns and plenty of space, vanilla tier 3 subs cost at leasst 30.000mk, i guess your sub costs at least like 50.000mk, but for me its around 100.000mk
javi8ne 12 Mar @ 9:36am 
Ah, and last thing,sorry for being such pain in the ass, is just that i really love this sub.
Bots wont repeair the supercapacitator on the armed shuttle and, in general, they wont reload ammo or enter when its docked, is this on purpose or is it a aipath bug?
In one of your sub's review, bicksbourg II, the bots do actually enter the shuttle to repair it and reload weapons, so i just was curious. Thanks for answering man, i love your videos so much and thanks for such a great sub and content :)
javi8ne 12 Mar @ 9:06am 
Just one thing more that others also pointed out, stupid bots tend to get stuck in the armory table.
https://imgur.com/YsMEAC5
InitialDesu  [author] 11 Mar @ 4:26pm 
Thanks for the feedback, Javi8ne. All the things you mentioned will be added or fixed in the big update coming this month. However, I won’t add a hatch to access the railway for repairs. Instead, a new method for fixing hulls in general will be introduced.:crtstar:
javi8ne 11 Mar @ 3:19pm 
Theres trouble in pathfinding in this ladders, bots a will get stuck in this ladders.
https://imgur.com/a/Lz2gJHl
Also, is there any way to fix the hull from inside in the railway?
And to be honest, i love this sub but the armed shuttle is just way to fast
javi8ne 9 Mar @ 10:00am 
How can i find somethere to put power out for new things? Everything is locked
Dark Lord 8 Mar @ 1:46am 
How to fix an elevator???
Demzers 23 Feb @ 5:17pm 
it worked, thank you
InitialDesu  [author] 23 Feb @ 1:45am 
watched tutorial on my own channel
Demzers 23 Feb @ 12:21am 
how did you get the syringe gun in the coilgun loader for medbay?
Bay İ 13 Feb @ 8:54am 
Hi youtube!
frosr 9 Dec, 2024 @ 2:38am 
initialdesu is my waifu
SATANSFELCHERS 28 Aug, 2024 @ 9:41pm 
love the ship but you def need a small dedicated player group to work it right. unless there was a way to have the ai switch on their own with three guns each assigned to one periscope they will only ever use one third their firepower