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With the automatic doors you have requiring a button press in the event of a hull breach. Certainly understandable and appreciated, however the AI does not understand this and so it gets stuck trying to go through a door that is "sealed" because of a hull leak. This forces player to open the door for them.
https://prnt.sc/vK5r5C1rByH4
Here's a screenshot of what I mean. Barsuk, lower bow section is flooded because of a hull breach but the AI can't reach it because the door won't open for them so they are getting stuck.
@Starempire42, Thanks for the compliments and support! I've been working on a lot of outpost modules recently, but I'll get back to sprucing these up before long. Especially if stuff started breaking in the recent update, hahah.
The bots can use the airlocks, but they don't understand which buttons Influence which doors. in my testing, they will eventually make it to you my slamming all the buttons. This is a bit tough to fix because of the complexity of the airlocks and the bots being inherently simple, but I'll toy around with it.
Keep in mind that if you started a campaign with an older version of the alpha subs, even if you download my updates, your ship will NOT receive the new updates unless you rebuy the sub, decompress your save file and replace the sub file with the latest patch, or start a new campaign.
Another point is that I realized that the AI have a lot of trouble with "custom" doors. So I modified them to use button doors and it has fixed most of the weird behavior from the bots as they now understand that they can "operate" the doors.
Yet another thing that I fixed is changing the waypoints manually to optimize the AI pathing, especially around the areas with false (platform) floors. The only remaining thing is that the AI still cannot use the airlocks. This I believe could be accomplished using button doors and modifying the airlock circuit to make use of the "activate out" output to engage cycling instead of external buttons.
Decotrauma's mods to spice up everything?
I did modify the Airlock on a per ship basis and I am currently modifying the Smart Hatch to fit my needs, but the SmartDoors are basically feature complete from the get go. I can definitely upload the modified Item Assemblies of them if you'd like, but they kinda change for each location on each submarine, so it varies a good bit.
I recommend opening the submarine editor in game and loading any of the Alpha Ships, turning off the walls and structures, and taking a peek at some of the additions! Learning exactly what components do and how they interact is a good bit of trial and error, then some critical thinking once you figure them out.
I think that adding the switch for the hatches is a very good move on this as it allows the player to decide if he wants to retain automatic functionality without forcing it, even better that the manual mode still has automatic closure if the fire/flooding is detected as one of my biggest pet peeves (and reason for early campaign termination, more often than not) is lazy people leaving doors or hatches open and then the entire ship flooding when a breach occurs.
Adding another button to cycle the airlocks from the inside wouldn't be too difficult, on some ships there are already so many buttons near the airlock to accommodate every door though, so I'd need to think of an attractive way to implement it. Perhaps from the captain's terminal? Also, the airlock does use a motion detection feature so that it can auto-cycle if nobody is within a generous range of it. This prevents the airlock from just constantly being flooded because someone forgot.
If you switch it to manual mode, it'll work exactly like vanilla, but with a quicker close time on a hull breach/fire. Here is a gif to put it into perspective. You can see the little switch on the left side of the hatch; green is auto, red is manual. https://i.ibb.co/LJ1z9cD/Smart-Hatch-Showcase.gif . Whatcha think?
As for the hatches, I would say all instances of them bug me equally as they tend to get a bit spastic in a way that the doors don't and I could also see making them manually operated save for, again, the anti-flooding feature that I really do adore as a common-sense function.
That said, if you have a possible solution to the issue, I'm not against seeing what it is before I offer final judgement on whether they should go or stay.
The hatches are definitely less intelligent than the doors, and you are correct about them getting auto-happy when someone is standing nearby and that becoming grating. I have some ideas in mind that I'll implement to hopefully alleviate that issue across all subs . Do all of the horizontal hatches annoy you or is it just the ones that lead to the ballasts?
That said, I do have a bit of feedback that may be worth looking in to.
First, I've noticed some loose wires dangling from circuit blocks, I'm unsure why this is but it seems to be fairly consistent across all the subs that've been done.
Second, I would suggest that you revert the ballast hatches back to being manually operated, I am a huge fan of the autodoors with the watertight function as it's something that I think should be on all subs, but the ballast hatches doing that whenever you walk over them gets a bit irritating after enough time and I do think that removing their automatic function save for closing and requiring manual override when flooding is detected would be a better way to do them.
• Save the submarine and choose "create a new local package" in the bottom right. Close the game.
• Backup your save file and then use a save decompressor to decompress your save and get the ship file from the decompressed folder (You can find multiple decompressors online)
• Move the ship file from the decompressed folder to the new ship folder that you saved earlier in Barotrauma/LocalMods and overwrite the file inside.
• Take your newly saved ship file from Barotrauma/LocalMods and put it back inside of the decompressed save folder from earlier, overwrite the ship file in there.
• Recompress your save using the tool, optionally delete the LocalMods ship folder that was made (at the least, disable it in your mods menu), boot the game and load your save. Should be good from there.
In any case, there are multiple ways to fix the sub issue on a current save. I'll list the easiest method above.
Waypoints for the bots are always a constant struggle. I'll revisit the Barsuk and do more testing on the bot pathfinding also. Thanks again!