Barotrauma

Barotrauma

M.M Nightshade C.L.F
Digital mako  [developer] 16 Oct, 2023 @ 8:45am
Known issues
current bugs

  • ai voice looping
  • currently the ai voice will read the silent running mode disengage, i tried to fix this in several ways but it ended up breaking other parts of the voice system afterwards, currently im unsure of how to fix it but if anyone can come up with a solution let me know
  • nightshade labeled as beta version
  • for some reason the nightshades name appears as the beta version in the modlist, i have attempted to remove the beta version part of the name but so far ive only managed to make the ingame name not have it, if you have a suggestion as to how to fix it let me know
Last edited by Digital mako; 20 Oct, 2023 @ 5:30am
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Showing 1-8 of 8 comments
Issues I've seen/had so far:

1. Front ballast, only one of the small pumps are accessible to be able to be repaired. The left-most small pump is inaccessible.

2. The brig might be too small. I tried placing 3 prisoners there and they died of suffocation. Unsure if the limit is max 2 or 1, I have not tested.

3. The elevators will deal fall damage if you drop all the way down by holding S, regularly causing blunt force trauma.

4. Electrical compartment causes pathing issues for AI - they get stuck in the elevator when they are trying to go from crew quarters to electrical, regularly causing AI to bunch up there when they try to path thru that area.

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Not an issue, but questions:

1. What is the auto fission rate control for? So that the reactor doesn't overheat should the engineer leave the area for a small while?

Would it be better to make it fully automatic instead?

2. Crew quarters air supply. I see it dip alot, does it miss ventilation?
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With that said, I love the mod!
Digital mako  [developer] 25 Oct, 2023 @ 2:19pm 
hihi sorry about the bugs but thank you for reporting them!!! i will try working on the pump and brig issues but for the pathing issues ive tried to fix it and idk how to make the ai pathfinding better since theres a lack of advanced info on how to set up waypoints online, unless i did a complete rework of the tube which at that point would be a lot of redesigning of the sub. as for the fall damage issue thats also kinda just a thing that happens with that type of elevator , i can try to fix it but i kept it in since during playtesting a friend pointed out the damage helps medics level there skills faster

for the fision rate control that is to prevent overheat but isnt really something that needs to be on constantly, more just a saftey feature if someone isnt gonna be there and you wana make sure the reactor dosent start overheating for whatever reason. finally for the crew quarters i need to take a look at that. thank you sm for the feedback!!!!

UPDATE: somehow i forgot to put a vent in the crew quarters area LMAO, im so sorry about that
Last edited by Digital mako; 25 Oct, 2023 @ 3:10pm
I have another question / possible issue.

I have a playthrough with this mod currently, and I've played for maybe 15-20hours, and I've noticed my helm skill has not increased, despite me 90% of the time using manual steering.

I tried with another sub(Dugong Mk2) for a small while, and my helm skill increased quite easily by steering the sub.

Is this in relation to the mod, possibly? Is there some parameter, value or doodoad that affects this with the submarine?
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As for your recent update:

It fixed the AI getting stuck, and I also see that you moved the ballast pumps around making them accessible. Good job, and great work! I appreciate it alot.
Digital mako  [developer] 27 Oct, 2023 @ 8:20pm 
idk why thats happening , i took at look at the navterminal in the editor just now and didnt see anything that would corelate to helm skill, ill take a more thorough look at it tommorow and see if i can do something tho. but also thank you! the feedback helps me a ton!
Bleat 30 Oct, 2023 @ 7:01pm 
I noticed that the electric discharge coils don't seem to activate.
Digital mako  [developer] 30 Oct, 2023 @ 10:21pm 
Originally posted by Bleat:
I noticed that the electric discharge coils don't seem to activate.
the systems for the coils should be working fine? its one of the ones ive tested the most. have you checked if you had accidently turned the coil charging to off? if its off then the coil charge meter would say 0 and the button below it will be illuminated red, albiet it might be a faint light. the panel is directly above the discharge coil terminal , above the depth meter.
hopefully this helps, if not then ill take a look at it next update
Digital mako  [developer] 30 Oct, 2023 @ 10:21pm 
also sorry i have been distracted with irl stuff so i havent been that focused on the nightshade as of late, ill try looking at the nightshade soon to see if i can fix the helm skill issue if thats still happening
Last edited by Digital mako; 30 Oct, 2023 @ 10:23pm
Bleat 31 Oct, 2023 @ 7:25am 
It's green and 100%. I press the activate button by the chair and no luck. I do use lua for barotrauma, but I don't think that would mess with it?
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