Barotrauma

Barotrauma

Prometheus
PHOENIX 29 Aug, 2024 @ 2:50am
A bunch of suggestions (and bugs)
Hello! Your sub is amazing, but I have a few suggestions as well as a few bugs.
1 - Make a normal access system. For example, to make blast doors accessible only to relevant and higher rank professions (Why the hell are the safes in the arsenal and medical storage accessible to everyone?).
2 - Clear the content from mods that you do not use so that they also do not appear on sale.
3 - Make more vanilla names of items (remove the Oxygear prefixes, etc.) and it would also be nice to make a translation into Russian and Chinese - make 3 different versions for voice acting, compartment names and everything that cannot be simply translated.
4 - I understand that this was not originally included in the project, but it would still be nice to add a full-fledged living compartment with bunks, kitchen, toilet, etc. for example, in the rear of the submarine may even have a brig.
5 - I suggest adding other interesting stuff from EK and perhaps a few advanced systems that the submarine lacks so much. Some surveillance systems or ballast flora removal systems like on Polemos would greatly improve the immersion and RP part. It would also be nice to see advanced system control terminals or even on-board AI (I know I want a lot.).
Bugs
6 - There are no large slots in the containers (for backpacks and other stuff).
7 - The reactor is not compatible with rods from hazardous reactors and maybe other mods.
8 - Also sub isn't compabile with immersive repairs and enhanced reactors.
I may have missed something else, but in any case, I have described everything that I personally think needs to be improved.
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SeaverBeaver  [developer] 29 Aug, 2024 @ 12:25pm 
1. Why not? The vanilla access control system causes more problems than it solves, especially when playing with friends. If you need a certain security arrangement, it's trivial to simply make an edit of the sub with your custom access control tags on buttons and lockers.

2. Working on that as we speak, the alarms for example simply give too many cheap materials. They will still be craftable, however.

3. I am considering it, though I don't want to remove all traces of Oxygear's contributions to the sub. As far as translations go, I doubt it's going to happen. The text that's on the ship that can be localized already is, automatically.

4. No major structural modifications are planned for the Prometheus.

5. If you want more EK items, feel free to add them via the existing EK mods. Ballast flora mitigation systems can be wired up in-game by a savvy engineer, if need be. The idea of the Prometheus isn't to mitigate hazards.

6. A byproduct of depreciated lockers, that should be fixed soon.

7. How do you mean? I'm an author of Hazardous Reactors, and as such I tested the Prometheus thoroughly with the mod. The only compatibility issue that exists is the inability to put Incendium rods in the reactor, a byproduct of tag issues. Everything else seems to work fine.

8. Immersive Repairs overrides vanilla items only, meaning that some of the machinery on board the Prometheus is unaffected, not incompatible. I'd have to make the machinery a "variantof " in order to allow the mod to override things, but that would introduce problems. Enhanced Reactors, on the other hand, only has one visual issue, the sprite of the reactor is exchanged for ER's overridden EK sprite when the mod is enabled. I'd love to fix this by fixing the tags, but that would brick any existing saves. There is a feature called "oldidentifier=" that _]|M|[_ and I are looking at, but we haven't been able to make that work.
PHOENIX 30 Aug, 2024 @ 2:30am 
Thanks for the answer! In any case, it will be interesting to know what should be added/changed in future versions.
McGregor 2 Sep, 2024 @ 2:42pm 
4. Hey PHOENIX. I just added 3 bunks in the "Aft Access Passage", it is above the "Reactor Control room". And I also want to create a garden with automatic sprinklers.
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