Barotrauma

Barotrauma

Into The Abyss: Campaign Overhaul for Seaworthy Men
Udrakan  [developer] 31 Dec, 2020 @ 10:18pm
SUGGESTIONS
title
< >
Showing 1-15 of 133 comments
Frisia Viking 2 Jan, 2021 @ 4:18pm 
Is it possible to add a re-upload without the fuel rod features for solo play? And possibly an addition of a specialized (spent) fuel rod storage crate?
Udrakan  [developer] 2 Jan, 2021 @ 9:59pm 
Im not leaving singleplayer people behind. Im working on improving the fuel rods and making a hazmat suit that will make bots handling the rods almost completely safe, saving you headaches.
Cpt. James 2 Jan, 2021 @ 10:49pm 
But what about the rods being unsafe to store in anywhere but the reactor? the stock AI really hates having more then one rod in the reactor
Udrakan  [developer] 3 Jan, 2021 @ 2:39am 
For now, its best to use Shift+MMB while amining at the reactor and do "Ignore this!" order
You gotta do it at start of everyround, but should only take about half a second.
Earth Rider 5 Jan, 2021 @ 8:57pm 
Speaking of fuel rods, is it possible to have them irradiate everyone nearby, not just the character holding the rod? Love the mod!
Last edited by Earth Rider; 5 Jan, 2021 @ 8:58pm
Udrakan  [developer] 5 Jan, 2021 @ 10:12pm 
The hot rod gives "Exposure" affliction to everybody nearby if you hold it in tongs (including you). Exposure affliction gives burns and goes away quickly, BUT if you get exposed with 50 points of exposure, it gives you Radiation Poisoning, which is more dangerous and harder to get rid of.
Udrakan  [developer] 5 Jan, 2021 @ 10:13pm 
Hold tongs above head when walking past ppl so you dont give them exposure.
Count D'Cinamon 6 Jan, 2021 @ 6:29pm 
hey, do you think its possible to make a standalone mission expansion only? i love the idea of playing more of a transport scenario in singleplayer, but i dont think i can keep up with the difficulty and complexity this mod add other than that.
Udrakan  [developer] 6 Jan, 2021 @ 6:42pm 
Yea, the first levels might be too eventful for the cargo playthrough that I made. Im gonna be making some changes to cold caverns so you can play as trader in them. Do you transport the "Seal supply crates" that you buy at the shop btw? I think those are very nice for trading.
Count D'Cinamon 6 Jan, 2021 @ 6:53pm 
Originally posted by Udrakan:
Yea, the first levels might be too eventful for the cargo playthrough that I made. Im gonna be making some changes to cold caverns so you can play as trader in them. Do you transport the "Seal supply crates" that you buy at the shop btw? I think those are very nice for trading.
i have not yet. so can you just buy a bunch of them and sell them at the next outpost you visit? or are there any criteria that can ensure most profit?
Udrakan  [developer] 6 Jan, 2021 @ 7:03pm 
You can buy "Sealed supply crates" at one type of location and sell them at the type of location that their pircutre and name is for profit. They require being in crate shelves or they will deteriorate, so cargo subs can really help here. With good reputation and trading, R-29 pays for it self in like 3 trips. Some crates require not being submerged in water, which is marked with a label on their sprite. You should give it a try! If you buy enough bots, you can carry crates to the trader much seasier (using X key to cycle them and have them carry crate and follow you).
Runolv  [developer] 7 Jan, 2021 @ 8:32pm 
Have you thought about the balance of diving equipment? I really don't like when my friends run to the diving gear shelves even in tiny presence of danger.
Cause it gives you so much without almost nothing taking back. May be slightly less movement speed without water than now and something like possibilite put the gear on\off only from shelves (not sure if this possible due to crafting option) and this will also require some time (5-10 sec).
Last edited by Runolv; 7 Jan, 2021 @ 8:35pm
RocketLobster 8 Jan, 2021 @ 3:55pm 
Suggestion for creatures to potentially secrete/sting/bite their victims with natural cyanide/morbusine/sufforin. Said creatures could also be a source of said poisons (that might need to be deconstructed?).

While I find some very niche uses for cyanide in applying an eventual permastun, I feel that poisons as a whole aren't particularly useful unless you're looking at griefing/PvP (both of which don't occur in my games since we're playing entirely cooperatively). All of the poisons take roughly the same amount of time to kill, and cyanide is the only particularly useful one since it applies a permastun effect at 70% severity.

The lack of poisons being useful or even just uncommon also makes the antidotes relatively unnecessary.

I think it'd be neat for ITA to expand on this part from Vanilla that seems a little neglected but maybe it's a rather niche design thing to focus on in the grand scheme of things
Udrakan  [developer] 8 Jan, 2021 @ 6:41pm 
You are right that poisons and antidotes dont get enough use and more ppl suggested it. I've some neat plans for them. Research outposts will have bio guards who shoot different poisons and theres gonna be a special mission where you really gotta reach some people to give them antidote before they die to poison.
S.S.Mogeko 10 Jan, 2021 @ 3:15am 
Err... I don't know much, but...
An idea is to add a new fabricator for stations, a "Station Fabricator", that allows you to do a simplified sub editor with limited non sub modifying items, like adding more Suit lockers or some of the modded work stations, while in a save...
It would work by saving the current sub, copying it into the "editor", then after it's done, re-add it back just like custom subs are added to the station sub selector or what not... just without the cost.. and since it saved your items before the edit you won't lose what you've earned during your save....
< >
Showing 1-15 of 133 comments
Per page: 1530 50