Barotrauma

Barotrauma

New Wrecks For Barotrauma (With sellable wrecks)
heheboi  [developer] 22 May, 2021 @ 8:56am
Feedback
give your feedback on mod:
- report bugs
- suggest ideas and wrecks
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Showing 1-15 of 55 comments
Raptor [IM] 14 Jun, 2021 @ 8:46am 
Hello :-) Great work with the mod, adds a lot of variety to the game, thank you!

A couple of things I ran into:

In the Carrack 1.02_Wrecked I was unable to open secure locker in captain's quarters and one in front of the stowage room in the rear part of the ship. I am fairly confident I combed the wreck for all IDs, none of them worked on the two lockers and the latter contained mission log.

In the [EMS] The Whale Shark_Wrecked4, I had two medic corpses spawn twice, but neither of their IDs unlocked secured lockers in the freezer.
heheboi  [developer] 14 Jun, 2021 @ 10:08am 
@Raptor, carrack gonna get fixed but on whale shark you gotta find a secret idcard (none of corpses idcards will give you access to freezer), so try lookin' around)))
DadWentForCigs 30 Jun, 2021 @ 8:43am 
Unnamed item (railgunwrecked) in Mods/New Wrecks For Barotrauma/wreckeditems.xml!

Just saw this in console on load up.

Pretty sure I wasn't seeing this before it update recently. Am using Shipwrecks extended and seemed to be running mostly fine but yeah just thought I'd point it out if its useful.
heheboi  [developer] 30 Jun, 2021 @ 8:53am 
thx for feedback, working on it
lolmanor 30 Jun, 2021 @ 8:19pm 
I had an issue where one of the wrecks from this mod spawned the datapad (necessary for campaign wreck salvage mission) on the corner of the map. For reference, it was 1200m away from the destination area.

I found a wreck during that mission, which I believe was the wreck I was supposed to find, but I'm not sure. The wreck was a small 2-room shuttle with glass on top. Other than that, it was impossible for me to check the datapad itself, as it was outside the map and the streams on the right side kept pushing me back.

In hindsight, I could've used console to go freecam but I didn't know about this at the time and just left the mission.
If it happens again I'll try to use freecam and post a video of the bug.
lolmanor 2 Jul, 2021 @ 3:38am 
Having another issue with this mod. May be mod incompatibility, I'm playing singleplayer campaign with multiple other mods. After trying to load the level a few times and crashing, I tried removing this mod (the error I was getting was related to wreckAI errors or something), and it loaded just fine. Here's the crashlog if you're interested.

Barotrauma Client crash report (generated on 7/2/2021 4:24:25 AM) Barotrauma seems to have crashed. Sorry for the inconvenience! EECA616DF2BA4F9511EEC52AB1F63877 Game version 0.14.6.0 (ReleaseWindows, branch release, revision 12d7084c07) Graphics mode: 2560x1440 (BorderlessWindowed) VSync ON Language: English Selected content packages: Vanilla 0.9, Betterdivesuits, EK Utilities, New Wrecks For Barotrauma, Saber Armaments, Saber Personal Protection, MMDTDACharacters, Explorer, REALLYBIGMAP, Baleen Class, Brighter Lights, Reconquista, Meaningful Upgrades, Cat, Nova VX, RIBA Portable Items, Apo-4A Saber ENGLISH, GunLights Remade, EK_Kira_Mk-II, Sirenia, Dug, Valencia, Chong-al, Inglia, USS X-1, USSF Holland (SS-1), Piranha, The Narwhal, Apo-3A Dagger, Sweet Pea Level seed: UndermoistKennet Linea Loaded submarine: Baleen Class MKI (FC6FA15BB564A24978A604D3980BCDDD) Selected screen: Barotrauma.RoundSummaryScreen SteamManager initialized System info: Operating system: Microsoft Windows NT 10.0.19041.0 64 bit GPU name: NVIDIA GeForce GTX 980 Ti Display mode: {Width:2560 Height:1440 Format:Color AspectRatio:1.7777778} GPU status: Normal Exception: Object reference not set to an instance of an object. (System.NullReferenceException) Target site: Void .ctor(Barotrauma.Submarine) Stack trace: at Barotrauma.WreckAI..ctor(Submarine wreck) in <DEV>\Barotrauma\BarotraumaShared\SharedSource\Characters\AI\Wreck\WreckAI.cs:line 20 at Barotrauma.WreckAI.Create(Submarine wreck) in <DEV>\Barotrauma\BarotraumaShared\SharedSource\Characters\AI\Wreck\WreckAI.cs:line 42 at Barotrauma.Submarine.CreateWreckAI() in <DEV>\Barotrauma\BarotraumaShared\SharedSource\Map\Submarine.cs:line 377 at Barotrauma.Level.SpawnSubOnPath(String subName, ContentFile contentFile, SubmarineType type) in <DEV>\Barotrauma\BarotraumaShared\SharedSource\Map\Levels\Level.cs:line 3115 at Barotrauma.Level.CreateWrecks() in <DEV>\Barotrauma\BarotraumaShared\SharedSource\Map\Levels\Level.cs:line 3366 at Barotrauma.Level.Generate(Boolean mirror) in <DEV>\Barotrauma\BarotraumaShared\SharedSource\Map\Levels\Level.cs:line 1156 at Barotrauma.Level.Generate(LevelData levelData, Boolean mirror, SubmarineInfo startOutpost, SubmarineInfo endOutpost) in <DEV>\Barotrauma\BarotraumaShared\SharedSource\Map\Levels\Level.cs:line 386 at Barotrauma.GameSession.StartRound(LevelData levelData, Boolean mirrorLevel, SubmarineInfo startOutpost, SubmarineInfo endOutpost) in <DEV>\Barotrauma\BarotraumaShared\SharedSource\GameSession\GameSession.cs:line 398 at Barotrauma.CampaignMode.<>c__DisplayClass26_0.<<SelectSummaryScreen>b__0>d.MoveNext() in <DEV>\Barotrauma\BarotraumaClient\ClientSource\GameSession\GameModes\CampaignMode.cs:line 265 --- End of stack trace from previous location where exception was thrown --- at Barotrauma.GameMain.Update(GameTime gameTime) in <DEV>\Barotrauma\BarotraumaClient\ClientSource\GameMain.cs:line 962 at Microsoft.Xna.Framework.Game.DoUpdate(GameTime gameTime) in <DEV>\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 656 at Microsoft.Xna.Framework.Game.Tick() in <DEV>\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 504 at Microsoft.Xna.Framework.SdlGamePlatform.RunLoop() in <DEV>\Libraries\MonoGame.Framework\Src\MonoGame.Framework\SDL\SDLGamePlatform.cs:line 94 at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior) in <DEV>\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 398 at Microsoft.Xna.Framework.Game.Run() in <DEV>\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 368 at Barotrauma.Program.Main(String[] args) in <DEV>\Barotrauma\BarotraumaClient\ClientSource\Program.cs:line 59 Last debug messages: [7/2/2021 4:24:21 AM] Generating an outpost for the end of the level... (Location: Kennet Linea Habitation Outpost, level type: LocationConnection)

Edit: Had to trim some of the crashlog cause it wouldn't fit. The majority of the info was map-gen stuff, so I don't think it was related.
heheboi  [developer] 2 Jul, 2021 @ 8:48pm 
crashlog is not related to mod

about wrecks on corner of map - they sometimes just fall in abyss and being pushed away, there is no way to fix it other than playing on vanilla dll (without movable wrecks feature)
heheboi  [developer] 2 Jul, 2021 @ 9:05pm 
also i'd recommend to update custom dll for movable wrecks, since it got a lot of updates since release of thunder under ice
BloodyBane 19 Jul, 2021 @ 4:25pm 
Getting the exact same crash as lolmanor, didn't try removing the mod. Reported it to ITA, since they similarly add more wrecks to the game. But seeing as how lolmanor has the same bug without ITA, it couldn't be them.
Don't know how this stuff usually works, so I couldn't begin to estimate why this would be solved just by removing NWFB if the mod isn't the cause.

Just removed the mod, and it also solved my crash. If you say it's not NWFB, then I still have no idea what the real problem is.
Last edited by BloodyBane; 19 Jul, 2021 @ 4:38pm
lolmanor 20 Jul, 2021 @ 8:24pm 
I think the issue isn't strictly related to this mod. It's probably related to world-gen and map-gen. I've had issues with public modded servers where going to an outpost causes repeated crashes for players, booting everyone back to the main menu. While the error codes aren't exactly the same as mine, they are always about map gen.
So maybe this mod just removes things that cause issues with map gen, but it's not strictly related to this mod? Other similar mods have the same problems at times?

Honestly, I'm fine with chalking it up to an issue on Barotrauma's end. I think removing this mod simply causes the game not to crash cause it doesn't try (and fail) to generate a faulty world. It generates a new one instead, I guess.
Shame this mod causes crashes though, I really liked it (more than the other wreck mod for barotrauma anyways <.<)
heheboi  [developer] 22 Jul, 2021 @ 8:06am 
Originally posted by lolmanor:
I think the issue isn't strictly related to this mod. It's probably related to world-gen and map-gen. I've had issues with public modded servers where going to an outpost causes repeated crashes for players, booting everyone back to the main menu. While the error codes aren't exactly the same as mine, they are always about map gen.
So maybe this mod just removes things that cause issues with map gen, but it's not strictly related to this mod? Other similar mods have the same problems at times?

Honestly, I'm fine with chalking it up to an issue on Barotrauma's end. I think removing this mod simply causes the game not to crash cause it doesn't try (and fail) to generate a faulty world. It generates a new one instead, I guess.
Shame this mod causes crashes though, I really liked it (more than the other wreck mod for barotrauma anyways <.<)


Originally posted by BloodyBane:
Getting the exact same crash as lolmanor, didn't try removing the mod. Reported it to ITA, since they similarly add more wrecks to the game. But seeing as how lolmanor has the same bug without ITA, it couldn't be them.
Don't know how this stuff usually works, so I couldn't begin to estimate why this would be solved just by removing NWFB if the mod isn't the cause.

Just removed the mod, and it also solved my crash. If you say it's not NWFB, then I still have no idea what the real problem is.


read description and comments:

problem was already fix by devs but fix itself is not released, we just gotta wait for unstable release

`07e5682fc2: Fixed crashing during wreck generation if there's any thalamus organs outside hulls (Regalis11/Barotrauma#6187)`
heheboi  [developer] 22 Jul, 2021 @ 8:08am 
Maybe im gonna temporarily remove organs from outside of hulls till new unstable
heheboi  [developer] 22 Jul, 2021 @ 8:35am 
Update: i did thing above and now temp.update live, enjoy game without crashing!
strateg 21 Nov, 2021 @ 3:31am 
For some reason this mod added a "rusty" railgun in the upgrade shop. Is that intentional?
https://i.gyazo.com/81ee15855260ebedbfa01e11a3b6b570.jpg
Last edited by strateg; 21 Nov, 2021 @ 3:32am
heheboi  [developer] 21 Nov, 2021 @ 4:08am 
Originally posted by strateg:
For some reason this mod added a "rusty" railgun in the upgrade shop. Is that intentional?
https://i.gyazo.com/81ee15855260ebedbfa01e11a3b6b570.jpg
Yes, this is intentional and made just for ability to change rusty guns to normal ones when you using wrecks as main submarine

unfortunately, it requires rust weapons to be on shopping list(
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