Barotrauma

Barotrauma

[VH] The Iroh
 This topic has been pinned, so it's probably important
Quint  [developer] 10 Oct, 2021 @ 11:56am
Bug reporting thread
Please use this discussion to report any bug regarding The Iroh.
I think it's better to have all the bugs separated from the other comments, it makes it easier to keep track of what has to be fixed, what has been fixed, and whatnot.

If you're using mods, or if you have made any changing to the wiring of the ship, please specify. It makes debugging easier.

Thank you all for reporting all these bugs, it's really difficult to test every aspect of a ship alone, you're doing be a huge favor!
Last edited by Quint; 5 Mar, 2023 @ 3:01am
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Showing 1-15 of 175 comments
pyr0kid 11 Oct, 2021 @ 6:22pm 
hey, is it intended that doors render over characters?
DrPlantboss 11 Oct, 2021 @ 8:50pm 
I've noticed that bots have difficulty navigating the ship, specifically engineers. If I have a bot set to start the reactor, they go to the safe room. I think this is probably due to the safe room pathing, but even if I assign myself to start the reactor, the icon appears at that location instead of the reactor.
Quint  [developer] 12 Oct, 2021 @ 10:07am 
Originally posted by Dr. Plantboss:
I've noticed that bots have difficulty navigating the ship, specifically engineers. If I have a bot set to start the reactor, they go to the safe room. I think this is probably due to the safe room pathing, but even if I assign myself to start the reactor, the icon appears at that location instead of the reactor.
I can't seem to replicate this bug. Are you by any chance using any mods, or did you edit the ship in any way?

Originally posted by pyr0kid:
hey, is it intended that doors render over characters?
Yeah, because I had to work a lot with the background walls and bring them closer, meaning that the doors had to go at sprite 0.500 to avoid nasty visual bugs.
DrPlantboss 12 Oct, 2021 @ 10:46am 
@Quint

The bug I mentioned seems to have been fixed since I last played, as I hopped on and the bots had no difficulty with the reactor. Not sure what could have fixed that, but thanks for checking up on it anyway.
DrPlantboss 15 Oct, 2021 @ 11:51am 
The junction boxes seem to on rare occasions spontaneously catch fire when I dock, maybe 1/15 of the time. Not a hug issue since it suffocates itself, but then I do have to fix the boxes. I think this must be related to the docking hatch power switch? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2628721409
pyr0kid 15 Oct, 2021 @ 12:05pm 
Originally posted by Dr. Plantboss:
The junction boxes seem to on rare occasions spontaneously catch fire when I dock, maybe 1/15 of the time. Not a hug issue since it suffocates itself, but then I do have to fix the boxes. I think this must be related to the docking hatch power switch? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2628721409
iirc this happens because when you dock to the station you have two active reactors on the grid outputting at full for a few seconds, some fancy logic for shutting down the reactor and delaying the docking power turning on for a few seconds would likely fix it.
Quint  [developer] 16 Oct, 2021 @ 2:08am 
Lmao "the huge fire is not a problem, since it's so big that there is not enough air to sustain it" is quite a positive take.

For the auto-shutdown on dock, I had that a few updates back, but people made me notice that it's a bad idea - it shuts down the reactor when you dock to abandoned outposts and shuttles too.
Now, there are probably cool circuits that can measure whether power is passing or not, but I'd rather keep it simple. Simple circuits are more difficult to break and easier to fix.

The first fix will likely be to reduce the amount of power that the docking hatch can transfer. Right now the relay allows for more than what is needed, and that probably causes an overvolt. But considering that it only has to power an idle ship, I can see if I can lower that. Otherwise I can try out something else
pyr0kid 16 Oct, 2021 @ 2:17am 
just remember to account for the fabricator, people often want to craft things while waiting for the cap to buy stuff seeing as they have free power and time while docked.
Quint  [developer] 16 Oct, 2021 @ 4:10am 
Right now I'm trying a system that gives a small amount of power for the first few seconds of a match, and more after that, to allow the reactor to shutdown at least partially before allowing more power in. It's a bit gimmicky though, and it might bug in unexpected circumstances.
Another option could be to give about the same power it takes to power the ship when idle, and have any extra power be handled by the reactor - it would mean that you can stay idle for pretty much all the time you want, and anything more than that would be taken from your fuel (really a small amount).
I hate this docking thing so much.
Quint  [developer] 16 Oct, 2021 @ 5:58am 
Welp, I ended up trying a bunch of various methods to have the full load of the ship handled by the outpost, but none actually worked. It has something to do with the way the load is handled by the game, so I can't really do much about this.

So I've compromised a bit, and now being connected to an outpost will give the ship 2500 power.
By default, the idle ship has a power request of 2690, meaning that a small amount of fuel will usually be used when at an outpost.
It's a really small amount, and unless you spend hours at an outpost, it shouldn't be noticeable. Right now it's the best compromise I could find, hopefully I'll find something better somewhere in the future.

Fires shouldn't be a problem anymore. Again, I can't state enough how much I hate this docking thing.
Last edited by Quint; 16 Oct, 2021 @ 5:59am
your safe room has a hidden battery in the status monitor, and some logic connected to it, however, the logic leads nowhere, did you forget to hook it up to the battery charge rate hook?
Quint  [developer] 26 Oct, 2021 @ 12:35pm 
Yeah, I did. And for the looks of things, I kinda forgot to wire decently the whole room, which caused it to deplete the battery even if there was power on board.
Now that battery is used only if the room is ON and the reactor isn't outputting power.
Technically this means that if you're docked to an outpost and you have the doors closed you deplete the battery, but to be honest it's such a small problem that I don't care.
DragonsArchiver 27 Oct, 2021 @ 11:32am 
Well, I was testing the submarine in the editor, mainly the new safe-room mechanics, and... I noticed that despite what you say about it turning the battery on if the lockdown is active and there's no power, it doesn't do that.

I did take a look at the wiring though, and after a bit of fiddling, it seems that the two inputs for the Greater-Than component were in the wrong positions. Namely, Signal_In_1 should have been the Reactor input, while the Signal_In_2 should have been the memory component. In the Iroh right now it's the other way around, which causes an error in the wiring and the power doesn't turn on.
Last edited by DragonsArchiver; 27 Oct, 2021 @ 11:33am
Quint  [developer] 27 Oct, 2021 @ 1:36pm 
Pretty sure it's how it's supposed to be - signal_1 == mem, signal_2 == reactor, so if the reactor gets below the mem, it can activate.
But I have to check it out, you might be right, I haven't tested it thoroughly to be honest.

Anyway, if you find errors regarding the new update that are not on the list in the top comment, please tell!
pyr0kid 27 Oct, 2021 @ 6:30pm 
got another bug for ya, one of the gaps in the shield room is big enough that it gets flagged as hull damage for some weird reason. if you shrink it down to about the size of the other gaps it stops being flagged as hull damage and flashing.
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