Barotrauma

Barotrauma

Prometheus
SeaverBeaver  [developer] 23 Aug, 2024 @ 3:03pm
Bug Reports
There shouldn't be any, but if something doesn't look right, let me know.
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Showing 1-15 of 28 comments
sage_n0tfound 23 Aug, 2024 @ 9:37pm 
Neurotrauma bed isnt hooked up text screens are showing "ERR CHECK CABLE", fire door isnt connected to smoke detector its only connected to button therefore not closing automatically when fire is in engine room. only mods are Lua for Barotrauma, Cs for Barotrauma, Neurotrauma
SeaverBeaver  [developer] 23 Aug, 2024 @ 9:57pm 
Originally posted by Semi:
Neurotrauma bed isnt hooked up text screens are showing "ERR CHECK CABLE", fire door isnt connected to smoke detector its only connected to button therefore not closing automatically when fire is in engine room. only mods are Lua for Barotrauma, Cs for Barotrauma, Neurotrauma

The NT bed data relay supports neurotrauma, it's meant to be disabled by default and wired up while in-game. The vanilla hospital beds don't have wiring pins.

The engine room fire door had a nasty habit of locking people in a burning engine room, so it's unwired by default, and can easily be wired to your specific needs in game.

The idea isn't to do everything for the engineers.
codeaj 24 Aug, 2024 @ 11:18am 
Doors during playing online feel laggy, they open wierdly like they would have packetloss. Looks like they open very slow and jangy like.

Edit: More precisely they open like if they are "low" fps.
Last edited by codeaj; 24 Aug, 2024 @ 11:20am
SeaverBeaver  [developer] 24 Aug, 2024 @ 11:28am 
Originally posted by CODE-AJ:
Doors during playing online feel laggy, they open wierdly like they would have packetloss. Looks like they open very slow and jangy like.

Edit: More precisely they open like if they are "low" fps.

Are these the blast doors or the glass doors?

In any case, all doors have motion detectors that can be easily set to automatically open the door on top of their existing auto-close functionality, if you find yourself running into them before they open.
codeaj 24 Aug, 2024 @ 12:53pm 
Blast and glass door, this isnt about the speed of how they open, more like how it looks like bugged. They do work normal but visually like if they had only 4 frames to make the animation.
codeaj 24 Aug, 2024 @ 12:56pm 
There is also a bug with blast doors. They sometimes try to open on their own while using them. This occurs most at the access to the reactor. Sometimes while pressing "cycle" you can the reactor side blast door to open. Now pressing cycle bugs the entire sprinkle room and both doors or one of the blast doors are open.
SeaverBeaver  [developer] 24 Aug, 2024 @ 1:12pm 
Originally posted by CODE-AJ:
There is also a bug with blast doors. They sometimes try to open on their own while using them. This occurs most at the access to the reactor. Sometimes while pressing "cycle" you can the reactor side blast door to open. Now pressing cycle bugs the entire sprinkle room and both doors or one of the blast doors are open.

Crowbar
SeaverBeaver  [developer] 24 Aug, 2024 @ 1:13pm 
That goes for any airlock, simply crowbar one of the sides and it will reset.
codeaj 24 Aug, 2024 @ 1:35pm 
Got it, any idea what to do for the doors looking like they got 4 frames as animation?
codeaj 24 Aug, 2024 @ 2:12pm 
NPC's can't move past ladders in ballast tanks. So they will get stuck standing still at the entrance of ballasts if they are tasked to fix leaks.
Casual 25 Aug, 2024 @ 9:46am 
AI can't seem to find their way to the reactor to fix/operate it. If you make them follow you into the room with the reactor, they will walk back out, into the airlock, and then get themselves stuck in it. If they are anywhere else, they'll simply state that they can't reach the reactor.
SeaverBeaver  [developer] 25 Aug, 2024 @ 11:25am 
I can’t seem to reproduce either of these pathfinding issues.

The AI will continually walk into one of the doors as the reactor access airlock is cycling, but that’s just a result of the time it takes to fully cycle. They still continue to the reactor room when it’s finished.

As far as the bots refusing to stay in the reactor room, that’s due to the room’s hull being marked as “avoid staying” due to the high likelihood of severe burns and radiation exposure. The reactor is designed to be controlled from the reactor control station in the control room, and doesn’t need a bot to operate it. Bots should still be able to repair the reactor.

As far as the ballast path finding issues, I can’t seem to get bots to freeze in the entrances. They’ll fully traverse the tanks and then head right out to the next leak when they’re done. Maybe the hatch is preventing them?
ShadowDB 25 Aug, 2024 @ 4:13pm 
I've got an issue with the sub, for some reason, when I'm playing with my friends, one can interact with the airlock switchboard, while the other doesn't even see the interaction to it, even while holding alt to see all interactables in a room, we tried reinstalling the mod, restarting the server, and I don't know what else to try.
Casual 29 Aug, 2024 @ 1:08pm 
Originally posted by SeaverBeaver:
I can’t seem to reproduce either of these pathfinding issues.

The AI will continually walk into one of the doors as the reactor access airlock is cycling, but that’s just a result of the time it takes to fully cycle. They still continue to the reactor room when it’s finished.

As far as the bots refusing to stay in the reactor room, that’s due to the room’s hull being marked as “avoid staying” due to the high likelihood of severe burns and radiation exposure. The reactor is designed to be controlled from the reactor control station in the control room, and doesn’t need a bot to operate it. Bots should still be able to repair the reactor.

As far as the ballast path finding issues, I can’t seem to get bots to freeze in the entrances. They’ll fully traverse the tanks and then head right out to the next leak when they’re done. Maybe the hatch is preventing them?

I don't mean operate as in standing at the reactor messing with the controls, I mean switching fuel rods, or turning it on/off. When ordered to power the reactor on/off, they'll simply state they can't reach the reactor. Even if they are currently in front of the reactor control station or the reactor itself.
Last edited by Casual; 29 Aug, 2024 @ 1:08pm
McGregor 2 Sep, 2024 @ 1:52pm 
Hello! It's not really a mistake, it just hurt my eyes a little. I fixed the picture of the charger (oxygear_batteryloader_v3). The batteries inside are more visible. Pls check ;)

Google Drive [drive.google.com]
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