Barotrauma

Barotrauma

Golden Age
60 Comments
tinocraft67 30 Jul @ 2:02pm 
ahh right shouldve tried that at first alr thanks pal
Thy Good Boy  [author] 29 Jul @ 11:48pm 
Honestly? I forgot how it works. Something about comparing the current engine's force with desired engine's force, and making it slowly move from current to desired if the gap is too large. You could always just copy the mechanism, I do not mind.
tinocraft67 29 Jul @ 2:55pm 
y'know i like the safe engine design and i would like to make it but i'm just super unsure on how to make it. could i get a tutorial or help by any chance?
bel 19 Jul @ 3:13pm 
issues i see is the crafting stations not being tied to their respective lockers, thats abt it, i like the design, everything rylanor said is cool too!
Lucky_Dreamer 10 Jul @ 2:47pm 
The worst submarine:steamfacepalm:
Rylanor 17 Jun @ 8:52am 
I think a good middle ground would be to make 2 versions of it or to change turret placement, the uncovered area is currently way to large, and the result is any time I fight against hammerheads and I sunk to the ground its over because they keep headbutting the uncovered area, and as the command area is right bellow it game is over. a very big structural weakness in my experience.
Rylanor 17 Jun @ 8:44am 
I see, honestly having any area not covered as an attack sub is a big weakness for me, if it was a classified as a transport (with increased storage to match it) I wouldn't have such a huge deal with it, but like I said it feels under-powered for an attack class, especially since it doesn't have a depth charge launcher so I can nuke stuff. as for balance that is why compared it to Orca2, a vanilla ship that is also a scout.
Thy Good Boy  [author] 17 Jun @ 7:53am 
Thank you very much for the review! Honestly, most of your points are pretty valid. The submarine initially had four turrets, but it was suggested to remove one for the sake of balance, and switch it to discharge coil.
Rylanor 17 Jun @ 6:41am 
Final part of review

Overall I would give this a 7/10, I love its design, both as aesthetic and how easy it is to navigate, I love the virtual assistance based tasks, but lack of actual attack power and potential on an attack submarine, at least based against vanilla ones (even Orca2 that I mentioned which is a scout) makes it a less ideal submarine to use when I actually need to fight something (like submarine vs submarine). I do love its potential and I am looking forward to what is next.
Rylanor 17 Jun @ 6:40am 
Part 3 Of review

Or turret placement should be tweaked to give better coverage. lack of Depth charge launcher really hinders fights, especially since the submarine is classified as an attack class, so its supposed to fight against things, but I personally have an easier time fighting stuff with an Orca2, another issue that happened was that there weren't any preexisting fore extinguishers on the ship, and I figured that out when my reactor caught on fire and I had to cut through the hall to flood the room because there weren't any fire extinguishers.
Rylanor 17 Jun @ 6:35am 
Part 2 of my review
Minor changes and some Bugs I found: The biggest issue with this sub is the lack of a dedicated airlock (also lack of lower airlock), a huge area of the ship is not covered by any guns, lack of Depth charges lastly after a point the fabricator stopped detecting materials on the steel cabinet, and I had to manually add the materials on it, which isn't an game breaking problem, but I think it wasn't supposed to happen, so I will report it as a bug.
Overall I think a fourth gun should be added or gun placements tinkered for full turret coverage
Rylanor 17 Jun @ 6:35am 
First review after playing for around 10 hours:

Part 1
Alright starting off the design is awesome, the prettiest submarine I have seen in my opinion, I really like how much ammo it can carry, and how many diving suit places there are allowing for a larger crew.
The automatic door system is such a great quality of life addition, and I love the emergency modes, especially ballast one which makes it much easier to destroy it. I also love how easily accessible everything is, navigating it combined with the auto doors is the perfect experience for me.
Stealth mode for engine is also a great addition, it did save my run several times, and it makes the sub less likely to be attacked while I am out mining.
Thy Good Boy  [author] 17 Jun @ 12:13am 
I am afraid it might be too late now. For now I suggest not enabling both at the same time.
Rylanor 16 Jun @ 2:24pm 
Hey, is it possible to make this compatible with malachite? I cannot activate both at the same time right now
Thy Good Boy  [author] 2 May @ 10:16pm 
Sure!
Mimoza 2 May @ 7:03pm 
Hi, I wanted to ask you how an assistant works on your boat, how to add your own, can you please tell me?
Shellfish 18 Apr @ 9:38am 
sucks i can't use this alongside malachite ;-;
Thy Good Boy  [author] 15 Apr @ 12:05pm 
Not entirely sure what the issue is without seeing the issue itself.
Try to:
Reinstall the submarine. There is a chance of a faulty downloading.
If there is still an error, try to disable Malachite submarine when enabling Golden Age submarine.
If an error is still here, please send it to me on Discord: thy_good_boy
The cute shark Jade✅ 15 Apr @ 11:21am 
Of be corect: Multiple errors.
The cute shark Jade✅ 15 Apr @ 11:20am 
Ugh. I have error with over 1000 symbols.
Thy Good Boy  [author] 30 Mar @ 11:00pm 
Yea, we have figured this out!
Although now I have realized I should point this out on workshop page for whoever is experiencing these issues.
Mildmay 30 Mar @ 10:37am 
This is really, really awesome. Tons of cool things here, well done :)
Mildmay 30 Mar @ 10:36am 
I don't know if you managed to resolve the errors in getting this to work but it showing up as red may have been a conflict if you had other mods installed and they had some prefab with the same identifier already loaded. so example, golden age has tagcomponent.xml, so does malchite. Because of conflict only one could be loaded. if you disable the other stuff, it may just work for you
DadWentForCigs 22 Mar @ 11:36pm 
It does show an error or few. I seriously need to hit the hay for now though, so Ill worry bout this later. Sent a friend request so I can send the errors eventually :captainclown:

I dont think the problem is on your side, more so just Baro being Baro. Had this problem before with other mods but the usual solutions didnt work so I thought to hassle here. We'll see when you get to see logs. Must bed. Talk later
Thy Good Boy  [author] 22 Mar @ 11:22pm 
Hmmm... Does it show any errors?
DadWentForCigs 22 Mar @ 6:50pm 
I think it's just a me problem, but I can't enable this sub. It shows up in red in disabled packages when I try to enable it. :^(

Can't remember how to fix this issue, if anyone knows or remembers how that would be appreciated. (tried reinstalling, clearing mods filelist hash and manual mod delete).
koishi komeiji 19 Feb @ 9:55am 
they added cortana to barotrauma holy shit
Thy Good Boy  [author] 29 Jan @ 9:55am 
Kind of. Yea.
Witch ~ 29 Jan @ 9:54am 
Im so curious how you ddi that. Did you basically add a custom image and made it connected tot he platform?
budgetcommander 15 Nov, 2024 @ 8:02am 
Thanks. I should clarify, it isn't extreme- the AI *can* move off of the stairs, but only when they seem to grow desperate and just fling themselves off of them.
Thy Good Boy  [author] 15 Nov, 2024 @ 12:27am 
Hmm. While I experienced some issues, those were rather minor ones that did not affect the gameplay too much. Perhaps things are more severe in campaign, as I and many others have noticed AI to be much more problematic outside testing. I will try to figure something out with the platform stairs and perhaps change it to normal staircase.
budgetcommander 13 Nov, 2024 @ 3:34pm 
AI crewmates get really confused by the bridge, specifically the 'stairs'. I suspect the AI may not be capable of moving down off of platforms, causing this issue.
Хляб 11 Nov, 2024 @ 3:22am 
Ну могу попробовать помочь, если вдруг захочешь. Так, на собственной инициативе
Thy Good Boy  [author] 8 Nov, 2024 @ 12:14pm 
Чтож... По факту я теперь знаю, как делать перевод модов, так что если будет мотивация, могу сделать.
Хляб 8 Nov, 2024 @ 3:40am 
Отличная подлодка из 2 тира для мид гейма. Из минусов — отсутствие русского языка для ВирА (-ы) и немного туповатый интеллект ботов. Smash.
furry 24 Oct, 2024 @ 4:52pm 
Smash
Thy Good Boy  [author] 18 Aug, 2024 @ 9:29pm 
Fixed! Thank you very much for reporting.
Firehammer 18 Aug, 2024 @ 8:14pm 
The NPCs kept bugging trying to board which makes it hard to do rescue missions
I Can Levitate And Kill People 8 Aug, 2024 @ 10:37am 
Thanks, I'll take a look at it some time soon. If I fuck up I'll DM ya.
HAL 9000, as in the creepy rogue AI from 2001: A Space Odyssey.
Thy Good Boy  [author] 8 Aug, 2024 @ 10:02am 
Cirno, it should be pretty easy! Reskin is as simple as changing the sprite and adjusting a bunch of numbers to center it. As for rewriting the dialogues, it is the same as changing the text. Unless you are planning to add or remove dialogues (or anything at all), every possible change is simple enough.

The dialogues are handled in event.xml. I remember leaving notes in the code here and there, for whoever decides to make their own assistant based off mine. However, if you need help - feel free to DM me on Discord. My tag is thy_good_boy

And the last thing - what is HAL?
I Can Levitate And Kill People 8 Aug, 2024 @ 3:06am 
Sup, was wondering how difficult it would be to basically just reskin this + rewrite dialog? I wanna try making HAL.
Thy Good Boy  [author] 14 Jul, 2024 @ 8:53am 
Ah, my deepest apologies!
thy_good_boy
The Seraph of Tomorrow 14 Jul, 2024 @ 8:37am 
If you are willing to humor my questions, where can I find your discord or link to your discord group? I do not see any links or information on either of your workshop mod pages.
Thy Good Boy  [author] 14 Jul, 2024 @ 8:26am 
The Seraph of Tomorrow, it is probably possible! Barotrauma developers recently added an option for turrets' auto-fire option to be turned on/off (people said these pins can be seen in game only if turrets can auto-fire by default. Never used them so take my words with a grain of salt). It is out of the scope of this submarine as it would be simply too overpowered, therefore there is no such function in my AI; however, it should be very easy to make.

In case your AI is based off mine, it should be as simple as copy pasting parts in the code and tag component in game, as well as changing their tags. Afterwards just wire the tag component to the set_auto_operate pin on turrets.

If you have further questions or something else entirely, feel free to ask me on Discord.
The Seraph of Tomorrow 14 Jul, 2024 @ 7:47am 
Lets say I was interested in having it so the "Virtal Assistant" could toggle on and off the auto-fire turret controls. Would such a thing be possible?

Working on finding a reason to add a A.I. to the sub as an excuse for why certain sub features are heavily automated.
CoolMax05 6 Jun, 2024 @ 9:19pm 
Someone get this goddamn thing on the Iroh.
junkbot 3 Jun, 2024 @ 3:20pm 
a man of culture
NerdEmoji 1 Jun, 2024 @ 10:31pm 
I would fuck the shit out of that robot
Salem 1 Jun, 2024 @ 10:07am 
congrats getting to the front page, loved being part of the process in #sub building :captainsmooth:
BAGIRA 1 Jun, 2024 @ 1:04am 
kingdom c u m