Barotrauma

Barotrauma

Bicksborg II
245 Comments
@aidowl oh word??? Going to do that right now!
Aidowl  [author] 7 Jul @ 9:41pm 
@The Talented Wilford Brimley as a workaround, you could keep one or both of the room's doors open all the time by using the switch inside the top of the doorframe (yellow light means always open)
Going through my 4th or 5th solo camp, and using this likely as my final ship. It's beautiful, complex but navigable. I don't understand the double haul, but reading comments it seems great for traitor/MP. Most of my gripes are digestible, and lua_linker takes care of most of them.

However, my biggest complaint seems to be more of an issue with Baro itself and not your sub; NPCs (medic, assists, etc) not being able to access the 'VIP' room has been pretty vexing. Just wish you could edit perms on the fly, not have to futz around with the sub editor (something I havent gotten into yet).
Aidowl  [author] 21 Jun @ 8:13pm 
@ST00LD if you’re using an outdated version of the sub in your campaign, it unfortunately can’t be switched off. This is because the update that made jukeboxes play music only came out recently, and the old sub’s box was uninteractable.
But in newer versions you can now click the jukebox and turn down the volume.
ST00LD 21 Jun @ 6:32pm 
Me and my friends have been playing on the bicksborg for months and we cant stand the clown music anymore. Is there anyway to stop it?
-Z- 31 May @ 7:23am 
Hi, lovely sub but please address the issue where the bots can get stuck while fixing the engine of the shuttle. Thanks.
piefaced 27 May @ 12:14am 
Great submarine overall, really fun and feels like a good T3 sub. FPS is a bit low without performance fix but works really well after that. Noticed that bots can get stuck in the drone when they are trying to fix it's engine
Nokien 14 May @ 4:41pm 
Well done, the inside ballast shell is a great concept. Allows traitors to crawl around, provides an outer layer, gives spaceship dark corridor vibes, very fun!
Chromium 14 May @ 3:38pm 
Dang, I've been in this thing for hours and there's still secrets, how the heck!?

Great job, my friend!
Aidowl  [author] 13 May @ 9:52pm 
@Chromium thanks for your comment! I'll increase the ladder height next time I'm in sub editor. Btw, there's already a safe behind one of the bookshelves to the right of the painting :)
Chromium 12 May @ 4:53pm 
This is a great submarine. My favorite late-game submarine by far .

I may add two pieces besides this praise:

1) the "dismounting from a ladder doesn't work right" issue is probably caused by the anime girl mod. My friends and I ran that for a silly Saturday night a while back and we noticed it then. I add "probably" because I have noticed it sporadically happening since then. It's probably just at the bare minimum length to work, and with rounding errors or floating point nonsense it screws up.


2) I have a local copy with a door between the conn and the top deck of the cargo hold (for convenience) and a safe behind the Captain's painting (for RP). Other than these changes I consider the sub perfect as-is.

Well fucking done.
Aidowl  [author] 13 Mar @ 6:41am 
@Chum it should work if you copied over the Performance Fix settings correctly... did you make sure to click the save config button? Or if it's on a server, you'd need to use 'reloadlua' console command after updating the settings. Also check that the drone's supercap and loader aren't damaged.
Chum 12 Mar @ 7:18pm 
Hello Aidowl!

Im having issues with the gun on the drone not firing whatsoever for whatever reason.

Instead, it just makes the initial barrel spinup noise and repeats it without ever actually firing.

I do not know if this is a mod issue or not however I have tweaked my performance fix settings to the ones you posted in the pinned thread.

Thank you for your time if you read this. @Aidowl
Aidowl  [author] 13 Feb @ 9:49pm 
@Jake Quinn you'd have to download a save decompressor and decompress the .save file, then drag the extracted .sub file into sub editor to edit it. After editing and saving put the updated .sub back into the folder and re-compress back into .save
Jake Quinn 12 Feb @ 8:50pm 
Does anyone know how I can update the ship mid campaign? I have updated the mod, but the ship itself has not updated (we are currently using the ship). Please I need to be able to turn off the jukebox.
Jim the Pilot 10 Feb @ 5:06pm 
the juxtaposition between this and the rustbucket (or deep manatee) is crazy
Aidowl  [author] 28 Jan @ 10:51pm 
@Yog-Sothoth21 I’m glad you like it. The double hull is probably too OP for most campaigns, unless you have monster difficulty mods such as Barotraumatic or Let Them All In.

@Hit by a Parked Car you can wire things up to the relays that supply the fabricator and deconstructor, which are somewhere in the ceiling of the fab room. Otherwise like you said, just use any empty junction box pin
Yog-Sothoth21 28 Jan @ 4:07pm 
Like your sub very much. Could you please tell me, is it campaign compatible? Or is it too OP?
Hit by a Parked Car 27 Jan @ 9:28am 
Odd. I’ll chalk it up to modded player model shenanigans. In any case I’ve made a local copy and extended the ladders a little myself.

One last question: are there any good wiring spaces for modded fabricators, or is it a case of simply finding any junction box not completely full?
Aidowl  [author] 27 Jan @ 4:29am 
@Hit by a Parked Car I'm not getting that problem... if you climb to the very top of the ladder and then walk off it works normally
Hit by a Parked Car 27 Jan @ 1:27am 
God, I wish I could just edit Workshop comments.
One more ladder with the same issue as the Growroom ladder: Battery Compartment to Junction Compartment.
Hit by a Parked Car 27 Jan @ 1:17am 
Okay, figured it out. Used a save decompressor tool, deleted the Bicksborg II (after switching out to another sub), then rebought it. The campaign save now uses the most up to date version.

One minor error that I'd like to report is that the Growroom ladder is marginally too short to simply walk off of.
Hit by a Parked Car 26 Jan @ 10:53pm 
Is there a way for me to "update" the sub in a preexisting save? Like, for example, buying another sub, and then switching back to it?
Hit by a Parked Car 26 Jan @ 10:51pm 
AUGH
Aidowl  [author] 26 Jan @ 10:49pm 
@Hit by a Parked Car - if you’re using the latest version then yes, just click on the jukebox.
But if you’re using one of the old versions from the time before jukeboxes made sound, then unfortunately you cannot.
Hit by a Parked Car 26 Jan @ 1:15pm 
Is there a way to turn off the jukebox?
Altogolik 14 Jan @ 10:18am 
@Aidowl
https://www.youtube.com/watch?v=JCImsYf6DEk
I think that your ship is one of the most technically advanced, and to add a voiceover will not be so difficult just follow the example (well, the voice can be changed to a more appropriate).
Aidowl  [author] 14 Jan @ 5:50am 
@Altogolik that would be cool but I don’t have the modding skills for that haha
Altogolik 13 Jan @ 12:06am 
My favorite sub, very cool.
Maybe you can add a sound of damage to the ship's systems like in Unoculus ? That was technologically advanced and cool. Unoculus has some cool features.
Aidowl  [author] 10 Jan @ 9:09pm 
@Breadboy it makes the ARC respond more quickly to load changes, but at the cost of higher fuel consumption
★Breadboy★ 10 Jan @ 5:29pm 
@Aidowl

Amazing sub!! I had one question about the "turbo" mode, I really cannot figure out exactly what it does to increase performance? Could you explain?
Aidowl  [author] 8 Jan @ 4:22pm 
@LordDenda I personally feel the sub is more suited for at least Hellish difficulty or, ideally, Barotraumatic. So yeah you might find it too easy for your game
LordDenda (Dendas) 8 Jan @ 7:33am 
Hello. Is this too easy to play with? We are playing on difficulty between normal and hard. Modifier 35%. I suppose we will meet and buy the ship in 3rd or 4th biome. 4 manned crew. It looks great and easy to use... I am just afraid that the game will be too easy with it.
Aidowl  [author] 5 Jan @ 3:36pm 
=D
概念 4 Jan @ 9:24am 
I found two hidden Logbooks and found your Minecraft server history, very interesting
Aidowl  [author] 1 Jan @ 4:14pm 
@Kyo0x it’s Lammert’s ARC linked in credits. Make sure you turn off the vanilla auto control in the reactor UI before activating ARC
Kyo0x 1 Jan @ 6:17am 
Can you explain the A.R.C component setup or link me to somewhere that explains it? Looks very interesting
Bieblism 14 Dec, 2024 @ 2:53am 
The drone's gun is not working at all, I have all the setting for performancefix right too
AЛЬБЕРТ ЛАПШЕВЯН 4 Dec, 2024 @ 5:36am 
I did something similar, but it's very crooked and I have no idea how to fit it into the design so that I don't have to run all over the submarine
AЛЬБЕРТ ЛАПШЕВЯН 4 Dec, 2024 @ 5:27am 
@Aidowl can you add the ability to aim a combined railgun using radar?
T'erissk 13 Nov, 2024 @ 11:18pm 
@Aidowl the "Move snsor to the nose of the sub" ability is really cool too ^^
Aidowl  [author] 13 Nov, 2024 @ 5:20pm 
@Grei Shoutmon haha maybe I will consider adding them back at some point... they did contribute quite a bit to the item count though. I think passive sonar does quite a good job at picking up where creatures are in the void
T'erissk 13 Nov, 2024 @ 3:10pm 
@Aidowl A www, but I liked those! They were handy in guiding friends to which part of the sub they needed to repair :(

I still have the void cam in my playthrough with them, since our game is not new, but that is good to know. Thank you.
Aidowl  [author] 13 Nov, 2024 @ 4:04am 
@Grei Shoutmon void cams were the cameras between inner and outer hull, which were removed in the last update. External spotlights and internal cams have been kept though.
T'erissk 6 Nov, 2024 @ 8:35pm 
What's a void cam? The cameras were fine?
Aidowl  [author] 5 Nov, 2024 @ 5:07am 
@Miriouki ah ok I think I get what you mean now. I’ll fix that in the next update.
Miriouki 5 Nov, 2024 @ 3:28am 
#Aidowl

Yes i know but still even when the led is red , if the prisoner spam the open button , he can flood the adjacent piece ( and living a bit more ) because the door open a bit before closing herself
Aidowl  [author] 3 Nov, 2024 @ 4:23pm 
@Miriouki the door lock switch needs to be activated (red) to keep the door shut.

@Peter if the 'guns' switch in the command room is red, it deactivates depth charges.
Peter 3 Nov, 2024 @ 5:44am 
I can't launch depth charches
Miriouki 3 Nov, 2024 @ 5:32am 
A good submarine!
My only complaint is that if a prisoner spams the door-open button, he can stay alive indefinitely because the door swings open.. Would it be possible to make it so that the door doesn't open at all?