Barotrauma

Barotrauma

Prometheus
159 Comments
SeaverBeaver  [author] 6 Jul @ 4:00pm 
Right, that's got it. There's apparently a whole hierarchy of the ways in which Baro will spawn shuttles, and the DSRV was on the bottom. It was being spawned inside the sub because the level wall was "too close," the docking hatches didn't have a direction lock set, and I had decorative docking hatches that were considered valid. All of that has been fixed, and when the sub is bought from the merchant, everything should work properly.
Zulu Three Zero 6 Jul @ 3:21pm 
Ta, much appreciated
SeaverBeaver  [author] 6 Jul @ 2:33pm 
I just leapfrogged my way through a second test campaign and encountered what you were talking about- it seems the DSRV docks correctly in the editor, and in missions, but when bought during campaigns, (sometimes), it will link the dorsal docking port of the shuttle to the bottom of the dorsal docking port of the sub. This is very strange, and I'm looking into a solution.
SeaverBeaver  [author] 6 Jul @ 1:59pm 
Please do, that's very strange.
Zulu Three Zero 6 Jul @ 1:57pm 
Hi SB, we just bought the Prometheus in the late game, and for some reason the shuttle is docked inside the Prometheus in some sort of nightmarish overlap. We'll try again at a different base but it's kind of a problem at present! Can provide screenshots if needed.
Archemyre 1 Jul @ 5:49am 
Thanks for all your work on this!
SeaverBeaver  [author] 29 Jun @ 11:20pm 
Alright sailors, you wanted a shuttle, you've got one. I've polished this update to a high sheen, but let me know if any bugs pop up.
Oz Bloke 4 May @ 11:49pm 
I believe it may be incompatible with EK dockyards as I keep getting errors trying to load the two and the debug is listing an error with one overriding the other.
icekdh1230 25 Apr @ 9:22am 
doors have bug when i only have peformance fixes
SeaverBeaver  [author] 24 Apr @ 8:34pm 
Hi. I would like to nominate you for the User Comment of the Year Award.
PHOENIX 24 Apr @ 5:18am 
Hi. I suggest making a legacy version of this sub with a separate page, and in this one, fix all the issues and remove the useless stuff. It would also be cool if a respawn shuttle in the same style would come with the sub.
SeaverBeaver  [author] 21 Apr @ 10:11am 
\/ \/ \/
Draconis🐊 21 Apr @ 3:43am 
Go over to Barotraumatic Discord and drop your modlist (in Steam collection mode Please!) and I will postmortem the issue.
SeaverBeaver  [author] 20 Apr @ 2:51pm 
Calm Before the Storm hasn't had any effects on the Prometheus, the only appreciable difference the update made to the sub was in how certain types of locational audio sources are handled, and the transparency of certain types of glass.

Performance remains unchanged before and after the update. I would take a look at the rest of your modlist to determine the cause.
Lucehh 20 Apr @ 1:53am 
Is there a current issue with performance since the recent official update? Significant drop in performance for my entire campaign group to almost unplayable on pretty good specs.
Draconis🐊 13 Mar @ 1:31am 
EK hasn't been updated since November 2022, every EK fork since then has been just cutting away the parts that are broken and prevent the mod from loading, no fixes or optimizations. The latest Chinese version is busted with what looks like it was fed into some sort of AI program which is why the tools and stuff are all weirdly large due to incorrect scale.

They are not up-to-date, they are riddled with tons of issues and unintentional exploits due to being entirely pre-release version code vs 3 years post release and about to get a DLC.
SeaverBeaver  [author] 12 Mar @ 8:47pm 
1) Switch sub to Barsuk.
2) Disable Dockyard, enable Prometheus.
3) Continue on your merry way onboard the Prometheus.

The above workaround takes far less time and effort then going back through and editing every EK identifier to be unique, and then dealing with the possible fallout of that change causing problems with existing campaigns.
Pear 12 Mar @ 7:29am 
Alt versions of EK mods are being kept up-to-date. Regardless, why use the same identifier as EK's walls when you could've renamed them to something unique and not had an incompatibility?? We can't use this sub in our campaign because our current sub relies on EK.
bestbest45123456 18 Feb @ 10:20pm 
the reactor room doors appear to have bugged, how do i fix them?
vibechecker628 7 Feb @ 7:53pm 
Is this sub compatible with EK mods for 1.x? It says it isnt for EK Dockyard, what about the EK mods for 1.x?
MrMirdon 2 Feb @ 7:03am 
Would it be possible to make a graphics mod to replace the guns and loaders sprites with the dark one or does barotrauma not have that functionality?
loriANS 1 Feb @ 9:31am 
Any idea if this is compatible with Enhaced Reactors?
Yog-Sothoth21 28 Jan @ 4:09pm 
Is it campaign compatible or too OP for it?
SeaverBeaver  [author] 19 Jan @ 1:54pm 
Yes, all doors/hatches come with a motion detector. Setting the output of a door's motion detector to 1 will give the door auto open functionality.
MJ 19 Jan @ 8:23am 
Is there an option to turn on automatic doors
Sheldonquack 23 Nov, 2024 @ 6:25pm 
Security officer best class
SeaverBeaver  [author] 23 Nov, 2024 @ 6:25pm 
Conn, Sonar, kick this guy's ass
Sheldonquack 23 Nov, 2024 @ 6:21pm 
I don't like the sub, big stinky
McGregor 21 Nov, 2024 @ 7:14am 
Im uploaded "Prometheus+HR fix" mod, can somebody confirm it fixing Prometheus mod+Hazardous reactor works together?
McGregor 20 Nov, 2024 @ 3:29pm 
Hi!
I checked the Hazardous Reactor mod. You using "Override" options in the reactor.xml. So i think, you need have to add another item, like "identifier="ekdockyard_reactor_small" whitch will override the Prometheus mod reactor, and maybe the HR mod will be work.
McGregor 19 Nov, 2024 @ 1:06pm 
Dear SeaverBeaver. Im modding your mod, can i contact with you?
McGregor 19 Nov, 2024 @ 1:02pm 
@comandate striker, its compatible ;) but needed some work
comandate striker 18 Nov, 2024 @ 2:14pm 
so sad, is incompatible with EK dockyard.
but gonna give it a chance
Sauer 17 Nov, 2024 @ 6:42am 
hi, how do bots get to reactor room ?
Duke 15 Nov, 2024 @ 5:13am 
How much it cost in game credits? I wanna add couple of OP subs to my campaign as some very expensive endgame content.
Jazuke Taizago 15 Nov, 2024 @ 3:17am 
Only annoying thing, is that it lists the Weapons in the Upgrade List, of the Sub Upgrade NPC. The Custom Weapons for this Sub Mod. Was confusing at first why i got them, until i disabled individual Mods that was the new ones, as i never saw this before now, till i found this Mod was the cause.

So you know. Thanks for the Sub Mod, though!
Alfred ⁧⁧Glitchcock 13 Nov, 2024 @ 12:23pm 
OK, this works! XD I had a great time enjoying the sauna. But since it's a custom reactor and doesn’t work with HR, there won’t be any radiation when it explodes, and you won’t get blown up while repairing it.
SeaverBeaver  [author] 13 Nov, 2024 @ 12:05pm 
When the radiation hazard lights are on, the reactor is emitting radiation.

Open the release valves, grab a health scanner HUD, a towel, some branches, and a bucket to throw löyly. Make sure the airlock door stays closed so you don't let the hot steam out, and take regular dips outside the sub to cool down.
Alfred ⁧⁧Glitchcock 13 Nov, 2024 @ 11:50am 
The annunciator lights turn on for me, but I don’t seem to experience any radiation sickness or other effects when I’m near the reactor. I tested with HR and without any mods
SeaverBeaver  [author] 13 Nov, 2024 @ 11:43am 
The Geiger Counter won't trigger unfortunately, a byproduct of the custom reactor used on the sub. There was an attempt to add innate compatibility with HR during the build phase, but if you used the sub without the mod the console would show errors with the missing geigeremitter affliction. In short, there is radiation, but since the Prometheus' reactor isn't strictly a HR reactor, you wont always detect when you're being irradiated. That's where the ennunciator lights in the control room come in to play.
Alfred ⁧⁧Glitchcock 13 Nov, 2024 @ 10:53am 
Just tested this by damaging and destroying the reactor with the explosion command, but it didn’t emit any radiation. Then I destroyed the coolant pump, which caused the reactor to explode, but unfortunately, I still couldn’t detect any radiation.
Alfred ⁧⁧Glitchcock 13 Nov, 2024 @ 10:36am 
It doesn’t work for me, which seems strange. I’ll test it again—do I need to change the load order or anything? As I mentioned, I’m using the Hazardous Reactor mod.
SeaverBeaver  [author] 13 Nov, 2024 @ 9:25am 
The reactor emits radiation when heavily damaged or destroyed, as you would expect, and opening the pressure relief valves vents large amounts of radiation into the reactor room.
Alfred ⁧⁧Glitchcock 13 Nov, 2024 @ 3:55am 
Quick question: how does radiation work on this sub with the Hazardous Reactor mod?
SeaverBeaver  [author] 9 Nov, 2024 @ 1:23pm 
Go nuts with alarms, they’re great. Gives the engineers and mechanics something to do. I might take them out of vendor circulation and wreck spawns though…
Leenday 9 Nov, 2024 @ 1:05pm 
This mod adds 40 alarms to fabricate (and vendors are flooded with them too)
Watch out for this bloating
Bulka 4 Nov, 2024 @ 3:44pm 
Question to the genius behind the work: What is your occupation irl? To make such a sophisticated piece of a submarine requires immense patience and skill! Deserves a lot more attention from the community, imo.
Leviathan 3 Nov, 2024 @ 8:41am 
Thanks for the update. I'm wondering, are you still considering/working on adding a shuttle? I'm not demanding one or anything, just wanted to know if it's on the works.
SeaverBeaver  [author] 3 Nov, 2024 @ 12:22am 
Hotfix is out with a bunch of changes and a few new additions. Code changes should take effect immediately, and structural and wiring changes will take effect when the sub is newly loaded.
SeaverBeaver  [author] 1 Nov, 2024 @ 5:27pm 
Resetting the relay components to prefab seems to have fixed the issue, I'll get that out in a hotfix this weekend.