Barotrauma

Barotrauma

Mini Turrets auto
42 Comments
Lexington 22 Oct, 2024 @ 6:28am 
turret can break, if it not wiggling (except flak) it maybe broken.
bring wrench and fix them.
꧁ღⳆ⧹EvelithⳆ⧹ღ꧂ 22 Oct, 2024 @ 6:00am 
@Pół człowiek pół grzyb
Well, I have a ship that hides everything related to energy except the reactor. I haven't seen a single supercapacitor and my bots do any repairs. It also has 4 turrets that auto operate. For some reason it completely eluded my mind, that supercapacitor thingy =O
I am just a humble captain trying to get through. Using the helm, sometimes fighting off monsters or doing hull repairs are all I know...
Pół człowiek pół grzyb  [author] 22 Oct, 2024 @ 4:38am 
@꧁ღⳆ⧹EvelithⳆ⧹ღ꧂
You need to connect the turrets to power through a supercapacitor included in the mod, or a vanilla one already on the ship. Regarding that, every turret in the game (including vanilla ones) needs to be connected to power through a supercapacitator.
꧁ღⳆ⧹EvelithⳆ⧹ღ꧂ 14 Oct, 2024 @ 11:57am 
Hello there! I have been trying to get those turrets to work for more than an hour now, but somehow... they don't seem to work for me. I am not sure if another mod somehow breaks them or if I just don't know what to do. So, after placing them, I put some ammo into them. Do they need an active power connection set via power_in? Do I need another trigger set? Or is it really one of my mods breaking them and making my life a lot harder? Thank you and have a nice day =)
Lexington 30 Jul, 2024 @ 7:01am 
I see :steamthumbsup:
Pół człowiek pół grzyb  [author] 30 Jul, 2024 @ 6:37am 
Coil, chain and laser have RandomMovement parameter set "on". Flak don't because it's look weird, barrel is to long.
Lexington 26 Jul, 2024 @ 10:16am 
this is unrelated but what make Coilgun and Chaingun barrels wiggling when powered? (haven't use Laser turret yet)
but Flak turret seem not doing that.
Lexington 15 Jul, 2024 @ 9:02pm 
no worry I can live with it
Lexington 15 Jul, 2024 @ 9:01pm 
yeah I use this turret mod in previous save before, it just this run being weird
Pół człowiek pół grzyb  [author] 15 Jul, 2024 @ 2:31pm 
Unfortunately, the range is set to 0 in the item definition, something changes it after saving. I wonder if I should use the status effect to set the nose stop range to 0. I cannot determine when it occurs because neither I nor the two people I asked for tests can repeat this error.
Lexington 14 Jul, 2024 @ 7:08pm 
I tried many way to get around and seem nothing works, like
replace with new turret only last for one area, it light will bugged out after load screen to the next area.
not change/touch turret light setting.
placing other spot.
reinstall mod and verify game file.

so far got no idea, rn I just grab my lua tool and change the light range of those indicator lights every round. :sleepyjill:
Lexington 30 Jun, 2024 @ 9:56am 
I used Lua tool to check it and seem Light indicators are being set to have the same Range as the spotlight of gun barrel.

so I set them all to 0 like light on vanilla turret's ammo loader, this fixed it.
however, next load screen will reset the number and have to redo it.
Lexington 30 Jun, 2024 @ 6:10am 
I did try it with only this mods and still bugged out,
but there are more thing I wanna try to get around it and not game breaking bugs so it not a big deal
Lexington 30 Jun, 2024 @ 6:07am 
I see, I dont think I have mod that fiddle with light and texture
Pół człowiek pół grzyb  [author] 30 Jun, 2024 @ 5:22am 
That's weird
I can't duplicate this
Are you using any light/shadow mods?

And regarding depth charges, the item has such a property, it's best not to overwrite it.
Lexington 28 Jun, 2024 @ 5:35am 
I see, if not think much of the yellow shadow.
it is a very good light :lilimjoy:
Pół człowiek pół grzyb  [author] 28 Jun, 2024 @ 2:47am 
Yea ammo indicator goes wild after last update, btw not only submarine, look at the station. And ammo indicator don't need power btw but it's reasonable that they should.
Lexington 27 Jun, 2024 @ 5:32pm 
I got another weird glitch, it is related to the turrets.
I only tested on all turrets point up, haven't try point down version.
it is a light glitch, it shine my entire submarine.

to replica the glitch
>place Turret
>insert Ammobox in it
>(not sure on this) wire power from Supercapacitor
>Save and Exit
>Load save
>it then bugged out

- This light is shine even if Supercapacitor is not sending the power.
- You can turn light off by simply remove ammobox from the turret.
- Changing light of the turret did not fix.

I believe this light glitch is related to the Light Indicator of ammo.

some screenshot [imgur.com]
Lexington 25 Jun, 2024 @ 5:58am 
Yeah I just realized mid game that if I put 20 depth charge tube under sub and deploy them all.
tomfoolery at it peak :winter2019neutralyul:

Idk what cause it but my sonar keep detecting depth charges inside the tubes (small dot like crawler)
Did try drop depth charge(item) on the roof and ground outside sub and sonar detecting them as well, so I think it just how the game work.
(sorry, just me rambling and for similar issue users that want to know)
Pół człowiek pół grzyb  [author] 24 Jun, 2024 @ 7:25am 
Sky is the limit
gulliblenoodles 20 Jun, 2024 @ 4:05pm 
how many is too many coilguns
Pół człowiek pół grzyb  [author] 17 Jun, 2024 @ 11:38am 
Disable outputpower on Supercapacitor added
Lexington 16 Jun, 2024 @ 6:12am 
I see, thx for the reply~
Pół człowiek pół grzyb  [author] 16 Jun, 2024 @ 3:29am 
Merging these two mods is possible, but they differ strictly in their approach to balance. Laser sentry is more OP and operates on things that were not available in vanilla.

I can add a new cable slot, it's not a big problem.
Lexington 16 Jun, 2024 @ 1:22am 
kinda wondering, will this mod and Laser turret mod merge in to one?

and will Portable Supercapacitor get abit of update, Vanilla one have wiring port call "Disable Output" (it work like Set State on many electrical)
quite useful if I want to disable connected turrets all at once.
Lexington 11 Jun, 2024 @ 2:54am 
noice, will try it~
Pół człowiek pół grzyb  [author] 10 Jun, 2024 @ 12:39pm 
I tested unplug it, try it without the wrench.
In the new version, the messages are corrected, disconnection is now possible without a key (in fact, it has always been like this)
Lexington 10 Jun, 2024 @ 1:49am 
oh that is nice :yazdwink:, I didn't expect the update.
I mean it quite a messy works I think, hope you not overdo it. :steamthumbsup:
Pół człowiek pół grzyb  [author] 9 Jun, 2024 @ 2:59pm 
@Lexington I've modified most of it, I'll finish testing and let you know
Lexington 23 May, 2024 @ 9:24am 
overall this mod is great, Im mostly use the laser turret mod one you made because it perfect complete.
Lexington 23 May, 2024 @ 9:22am 
1. understandable, it can be keep that way I dont really mind
2. and 3. will see later on
4. I think it is ok to keep as it is, but I wont stop you. Im fine with it being simple to use
Pół człowiek pół grzyb  [author] 21 May, 2024 @ 12:50pm 
@Lexington
1. Turrets only shoot at monsters, I don't change it because it is objectively difficult to tell people apart (theoretically I can use tags for the crew, but will a whitelist on the crew really solve the problem? What about other mods? Targeting monsters as a whole is easier to maintain.
2. Unhooking works for me without any problems, try press e with a wrench I tested it several times but I will check it again.
3. I will do this in the next patch, it's a minor change left from testing.
4. Yes, because you can have many of these tubes. (This is caused by linking, similarly to auto aiming systems. If I added linking like in the case of lua, if the linked element is deleted, it will crash the game. ) If you want, I can consider a special launcher with multiple charges.
Lexington 17 May, 2024 @ 7:35am 
ofc you can still shoot and control.
Lexington 17 May, 2024 @ 7:35am 
oh and after connect the wires between mini turret and scope, you can order bot to control that turret. but bot cant actually use it because they think the turret is not having ammo (because no ammoloader)
Lexington 16 May, 2024 @ 4:30pm 
this mod does work but there are couple things I noticed.
- turret seem to not target enemy humans
- you cannot detach the turrets (other thing like scope and capacitor seem fine)
- it can still firing even if ammobox is empty but no bullet from doing so
- do I really have to swim outside submarine to reload depth charge tube?
Pół człowiek pół grzyb  [author] 20 Mar, 2024 @ 1:19am 
Did you load ammuntion? Coud you give full list ot the mods?
MarkTrolic 9 Mar, 2024 @ 7:21am 
just like Yurier said. i've tried to use the turrets outside the sub but seem not to work even after connecting it to the main guns super capacitors
Pół człowiek pół grzyb  [author] 1 Mar, 2024 @ 3:50am 
@Yurier You need power it using wires from supercacapitor, battery don't work
Konoda Yurier 25 Feb, 2024 @ 3:52pm 
does this work on outside of sub ? i installed outside and it didn't work
Jonk 27 Jan, 2024 @ 6:57pm 
Engineer gaming
Thatch 30 Dec, 2023 @ 2:58am 
can you make a sprite replacement with these? they look a lot better than vanilla imo
Antinomy 11 Nov, 2023 @ 10:24pm 
Thank you for this, now I can install my own sentry gun inside submarine :)