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Also, any suspicions about what mod might cause screws being uncraftable? We put VRO above NT and HR above VRO, and we don't have any other mod that's listed or any major mod that touches aluminuim
And the last, but not the least: totally agreed with Acranus, mod actually does need polishing and balancing, especially with other hardcore mods. Thanks gosh fuel rods aren't radioactive unless used with HR, or fixing reactor would be basically impossible
Oww. then the mod makes no difference to solo players, I leave my bots doing the repairs and almost never repair a thing myself, But i was looking foward for that recource upkeep for submarine life support, You guys should look into that
I'd agree with the first half, but running out of recource? Oh, my good man, vanilla players and barotraumatic players before reaching the ridge are already hoarding marks with full upgraded subs, Other than ammo and fuel, This game has NO RECOURCE DEMAND for NOTHING, Trust me.
after reading through the novel arcanus wrote, the issue i was having was that i was *clicking* on things to repair them, instead of E
i though pressing E and falling over was a bug or something lol
hope you get this all worked out
This mod has a lot of promise, and I really like where it's going. However, there are several major things I've noticed that detract from the gameplay.
Too unforgiving / user unfriendly:
Currently, doing anything "wrong" with this mod has incredibly dire consequences. From things being as minor as the intense resource cost of repairing installations on the sub, to instantly blowing up the reactor by pressing "e" on it with an empty screwdriver.
Right now, you must know exactly what you're doing or you lose immediately. You will either be unable to maintain your submarine because you'd run out of repair resources immediately after the first outpost, or because you literally killed/disabled yourself by doing something wrong. I cannot overstate just how difficult it is to maintain repairs on a decently-sized sub if you have any amount of difficulty mods installed.
Welding blindness, while realistic, causes serious issues for people running around. It's incredibly easy to blind someone and force them to sit for ages staring at a white screen, not necessarily through any fault of their own. It takes about 1 second for a player to be permanently blinded by a welding tool, and costs 250 mk to unblind them. It's too fast given the chaos that happens in Barotrauma.
Inventory management is also cumbersome with the nerf to toolbelts. Common items needed for repairs are bolts, gears, screws, steel bars, wires, FPGA Circuits, and silicon. All of these only stack up to 8. Counting the nerfed toolbelt, you can carry up to 14 items with convenience on you at a time. To carry a full complement of repair supplies, 10 slots are immediately taken up (including wrench, screwdriver, and welding tool) leaving you with little room for any other roles. Other system overhaul mods give you a tool box to store the extra items required; something this mod lacks.
Imbalanced resource cost:
Many installations are too expensive to repair, especially for how often they break. Reactors require a fuel rod for every repair. Ship batteries require battery cells. Steel is used up faster than it can be gathered by all but the most competent of crews.
Additionally, every repair uses up the entire item upon completion, regardless of how much was actually repaired. This is *incredibly expensive* given that the materials for some repairs can total up to a hundred Marks.
A pump at sea will cost 30-75~ mk to repair (material sell cost vs material buy cost), depending on availability of resources. Using the Station Mechanic brings that down to 7 mk, indirectly making the best way to play with the system be to not use it at all.
Bugs:
Currently, all materials put inside of a tool are completely consumed after finishing a repair. If you only need a wire to repair a junction box, but you've got screws, a battery, and some bolts in there as well, the junction repair will eat all of it still. Repairs that are supposed to use up 100% of an item can still be fully completed even if the item is only at 1% condition left, letting you repair most things at "two for the price of one". Batteries can be recharged to restore their condition indefinitely on repairs.
If you 'click' on an installation rather than pressing 'e' on it, you can repair it without any resource investment. Meanwhile, pressing 'e' on an installation checks to see if you have the required materials. If you do not, you 'fail' the check, take damage, and bring the installation to 0 condition. For pumps, this isn't too bad. For the reactor... you just blew up the entire ship.
Summary:
Overall, this mod brings a lot of interesting mechanics to the table, and I think it could be as well received as Neurotrauma is if given enough polish.
However, at the moment, it is far too difficult, unfriendly, and buggy for me to want to include in my games at the moment.
In my personal opinion, I think it would be a good idea to reduce the material costs of repairs, significantly increase the time it takes for permanent welding blindness to occur, give diving suits a lesser amount of protection from welder blindness, and provide additional inventory management resources.
I'm very much looking forward to seeing where this mod goes.
@versus
and will do in a moment
no errors, MP, i ensured im running both server and client lua
tested with an engine, fabricator, deconstructor, and super capacitor