Barotrauma

Barotrauma

Alpha Vanilla Subs
49 Comments
DjinnFor 28 Jun @ 9:46am 
Specifically, at some point mid-mission the airlock will just break and stop working, seems like the logic is bugged now.
DjinnFor 28 Jun @ 8:29am 
fyi, the latest patch of barotrauma broke "Ultra Optimized Perfect Airlock" I think
Emperor Palpatussy 9 Apr @ 5:00pm 
Any possibility we'll get a version for community curated subs?
Metalnailgun 28 Dec, 2024 @ 5:12am 
I made an item assembly that makes water ducts smarter than vanilla by checking if the room below is flooded/breached before opening the vent and subsequently flooding the upper room in its attempt to drain the upper room into a breached & flooded lower room. You might like it in your mod's subs that use water ducts, if any do, since you have breach-related door sealing

:)
Starempire42 29 Aug, 2024 @ 9:24am 
Can’t wait to see the new changes/features
Spazz (Rafał) 23 Jun, 2024 @ 6:04pm 
Ha! Nice! We too have an UFO drone spliced into our subs. Ours is just slightly tweaked for extra difficulty. I also set the periscope and controls for the drone near glass walls so that the captain can be snatched by some monsters if he's not careful with his surroundings and sonar :)
7th Calvary Airborne Foxx 12 Jun, 2024 @ 11:25am 
@Etto I think I might have figured out the pathing problem for fixing leaks. If not, I found at least A problem with it.

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.
Certified Weed Smoker 3 May, 2024 @ 2:01pm 
i first played with the dugong and experienced the faulty pathing thinking its a one off thing. But the second sub i tried, orca 2 had the same problems. I will advance in my campaign a bit more in the upcoming days and test a tier 3 sub to see if the same problems occur
Etto  [author] 3 May, 2024 @ 10:21am 
@Certified Meth Smoker, I'll take a look. Which sub were you working with so that I can take a closer look?

@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.
Certified Weed Smoker 2 May, 2024 @ 2:17pm 
the newest update seems to have broken npc pathing in the sub, specifically when fixing leaks.
Starempire42 11 Apr, 2024 @ 11:40pm 
Can't wait to see your overhaul to the cosmetics, the ships are so much nicer now!
keko kat 6 Apr, 2024 @ 4:40pm 
thought this would be a recreation or port of old vanilla subs not better vanilla subs but either way its cool
Starempire42 21 Feb, 2024 @ 9:42pm 
Can't wait for the new stuff!
Doridos 17 Feb, 2024 @ 10:55am 
Thx Etto
Etto  [author] 17 Feb, 2024 @ 10:37am 
@Doridos The drone has an automatic discharge coil that will shock hostiles on a cooldown. It also automatically detects when friends are nearby and will turn off so they don't get caught in the electricity. The button allows you to turn it off for preference or to save power.
Doridos 17 Feb, 2024 @ 8:36am 
What discharge on drone means?
Etto  [author] 11 Feb, 2024 @ 11:56am 
The first two paragraphs have been fixed with the latest updates to the mod, I completely replaced the hatches with new ones and revisited the waypoints on every sub. All doors now have buttons, so the bots can utilize them a lot easier.

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.
Numitron 11 Feb, 2024 @ 11:38am 
Concerning the "dumb" hatches, I did modify the alpha subs to follow the same concept as the SmartDoor and modified the detection area to make them much less annoying. It's working really well.

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.
Koger 11 Feb, 2024 @ 1:33am 
Lock on airlocks so you can stop intruders and drown them possibly
Starempire42 5 Feb, 2024 @ 10:50am 
Cool!
Etto  [author] 5 Feb, 2024 @ 10:13am 
That is a great idea! I'll look into it.
Starempire42 5 Feb, 2024 @ 9:23am 
Cool mod! Any Chance in the future will you be overhauling the background of the subs with say:
Decotrauma's mods to spice up everything?
Etto  [author] 3 Feb, 2024 @ 7:50pm 
A tutorial on door modifications, waypoints, outpost modifications, etc actually sounds kind of fun to make. I might give it a shot sometime.
Etto  [author] 3 Feb, 2024 @ 7:14pm 
The original designs are already on the workshop! You can navigate to them by clicking the hyperlinks in the description above. "SmartDoor", "Ultra Optimized Perfect Airlock", and now "Smart Hatch" are what I used for the ships.

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.
CaptainBadger 3 Feb, 2024 @ 6:03pm 
If I may ask, would it be possible for these door, hatch, and airlock assemblies to be uploaded to the workshop as their own separate mods so that they could be used in other peoples' ships? Speaking personally, I want to get into the shipbuilding scene, but wiring airlocks and doors with these kinds of quality of life features is nigh-insurmountable for me and the tutorials available are not as helpful as one would like, so being able to reverse engineer something like this would be of great help, even better if they were set out like a tutorial of sorts. Again, just asking because, frankly, these QoL updates to the vanilla subs are amazing and should've been in the base subs to begin with, but if you don't want to, I completely understand.
CaptainBadger 3 Feb, 2024 @ 6:03pm 
Anyway, as for the airlock, I might suggest that you just make the button that opens the internal door also functions as a way of cycling the lock, that way you don't need to make it a command line for a console or anything like that and allow crew to simply cycle the lock from the inside as they might from the outside.
CaptainBadger 3 Feb, 2024 @ 6:03pm 
Apologies for the late response, life interfered.

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.
Etto  [author] 3 Feb, 2024 @ 2:50am 
Is this what you were referring to with loose wires? I wonder if people that don't have the Wi-Fi Cameras mod just see a broken terminal there. Would make sense, I suppose. https://i.ibb.co/Lp40TDs/image.png

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.
Etto  [author] 3 Feb, 2024 @ 2:21am 
Okay, so I took a smart hatch design and edited it so that there is a small switch placed horizontally along the side that you can set-and-forget to toggle the door as automatic or manual. I tweaked the motion detection settings for the automatic mode to allow a wider range, and since the hatch comes with fire/water detection for auto-closing, it should help alleviate some of the constant jitters of the previous automatic functionality.

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?
CaptainBadger 2 Feb, 2024 @ 8:00pm 
Also, a suggestion, but if it's not too much trouble, may I recommend adding a function to cycle the airlocks of the subs from the inside so that crew on board may cycle the lock for crew entering or exiting the submarine? I have had instances where the interior crew being able to manually cycle the airlock has come in useful.
CaptainBadger 2 Feb, 2024 @ 8:00pm 
The wires were hanging from the miniaturized Generic Outpost Wall 7's that you've fashioned up as circuit boxes with the different components in them, if you're looking for a specific example, load up the Alpha Dugong and look at the one to the left of the Navigation Console; I've yet to check every sub in the pack, but the ones I have checked seem to have this issue across the board.

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.
Etto  [author] 2 Feb, 2024 @ 7:25pm 
Glad you like some of the changes and thank you for the feedback! I'll do a walk through of each ship and look for the loose wires, were they hanging from doors?

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?
CaptainBadger 2 Feb, 2024 @ 7:06pm 
I am liking these reworks of the vanilla subs a *lot*, they're exactly what was needed and much appreciated.

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.
Koger 28 Jan, 2024 @ 9:32pm 
And also a combat sub for the Orca Type ships
Koger 28 Jan, 2024 @ 9:30pm 
I'd really like to see a utility Scooter with storage and an oxygen refiller And maybe a tiny Automatic electrical discharger that you can use to pick up material while looting or mining
Etto  [author] 28 Jan, 2024 @ 8:06pm 
Read the below from top to bottom.
Etto  [author] 28 Jan, 2024 @ 8:05pm 
• Open the Submarine Editor at the main menu, click load, and load the submarine you're using.

• 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.
Etto  [author] 28 Jan, 2024 @ 8:05pm 
• Open the game, go to the submarine editor, and the sub will be your current sub from your save, fix whatever issues from here. In this case, You can just delete the chopper shuttle, or try to move it/edit it. You can hit the test button in the top left to see how your edits are affecting your current ship. Save the file and close the game when done.

• 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.
Etto  [author] 28 Jan, 2024 @ 8:05pm 
That's odd, the Kastrull is the ship we used and we didn't have that issue. I also just tested it and it seems to be fine, not sure why it would embed into the ship as it is linked to the bottom docking hatch at a reasonable distance away.

In any case, there are multiple ways to fix the sub issue on a current save. I'll list the easiest method above.
pootis_man 28 Jan, 2024 @ 7:44pm 
I dont know how to fix my save tbh I cant dock into the station because my sub is busted im kind of scared that my save is dead
pootis_man 28 Jan, 2024 @ 7:43pm 
Hey im sorry but the kestral is entierly broken. The chopper attack minisub spawns clipped inside of the boat. This causes massive amounts of flooding and decompression
Etto  [author] 24 Jan, 2024 @ 4:33pm 
Yep! Sure does.
pootis_man 24 Jan, 2024 @ 4:04pm 
Does this also change the Berilia?
Etto  [author] 13 Jan, 2024 @ 5:48pm 
Made the changes to the Alpha Barsuk and did a waypoint pass on every submarine. I think I identified why the bots were being so belligerent, hopefully they're a lot more agreeable now!
Etto  [author] 13 Jan, 2024 @ 11:08am 
@nikkelei Thanks for the feedback! I definitely forced the fabricator and deconstructor into the Barsuk, space is tight on that punk, hahah. I've since gotten some more experience, so I think I can add them more eloquently. Good call on the needs mod as well, I'll see to placing a bunk in there.

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!
RustedRegime 13 Jan, 2024 @ 5:47am 
Nyet, submarine is fine!
nikkelei 13 Jan, 2024 @ 4:02am 
After some initial testing there seems to be some issues with the ALPHA Barsuk. The pathfinding seems to be broken for the top floor. For instance when trying to assign the reactor (ON) task to a bot, it simply goes passive after a while, and says "Can't get there". Also when I make other bots follow me to the top floor they get the same problem. Also if you want some feedback on the overall design,- the inclusion of a fabricator is nice, but it feels a bit forced and out of place. I'd suggest maybe consider swapping it with a double bunk bed, for those of us who like to play with the needs mod, also I think it would look better. Apart from that great work - I especially love the drone
Fishious 12 Jan, 2024 @ 9:31am 
love quality of life mods
nikkelei 12 Jan, 2024 @ 6:04am 
pretty niffy