Barotrauma

Barotrauma

Prometheus
188 Comments
INSOMNIA 20 Oct @ 11:38am 
Upd: Okay, it actually works! But seriously, only if I disable all the other mods. That's rough, ugh.:steamsad:
INSOMNIA 20 Oct @ 11:29am 
Hey, I could use some help! I'm trying to enable this submarine, but it is giving me an error and won't load in the game.:captainclown:
SeaverBeaver  [author] 19 Oct @ 2:38pm 
- ID locking only serves to make playing with friends incredibly annoying, if you feel you need that for multiplayer, it’s a 5 minute process to make an edit of the sub where everything is ID-locked.

- I’m not aware of any incompatibilities, but every mod is different and the only way to test whether two mods work together is to test them.

- I don’t know why your reactor randomly goes on fire. There’s a half dozen things that could cause a reactor fire and you’ve specified none of them. Pay your engineer more, that might fix it.
SeaverBeaver  [author] 19 Oct @ 2:38pm 
- This sub was designed to work with the vanilla bot ai to the extent that bots are basically functional and can traverse and perform simple repairs. I can’t speak to how mods that change bot ai affect how they perform, as the sub was not made with mods like that in mind. However, upon testing with the Smarter Bot AI mod, bots can still open the DSRV docking hatch, traverse the DSRV, and fix its hatches. If you find they need a little help, like opening a hatch for them, open it.

- The Auxiliary Power Bus exists for a reason, hit that and get down to engineering to refuel.

- The reactor is interactable from the control room because the reactor control terminal is in the control room. When you link UI’s you link the machines themselves, and I wasn’t able to find a way around that. I’ll take another look at it.
ai also struggles with any damage between the ventral hatch and the sub top hatch, possibly including the hatches themselves
\/i think there's also a possiblity this is an issue with the other hatches on the DSRV
might've just found out the culprit for the bots in DSRV:
while watching an assistant and mechanic get stuck on the ladder, going up and down and opening the adjaicent doors, opening the dorsal hatch allowed them to climb upward and fix the top most hatch, which they then went about normally
any fixes planned?
Dricus Du Plessis 17 Oct @ 12:46pm 
why does my reactor randomly go on fire
Yog-Sothoth21 17 Oct @ 6:35am 
Amazing sub! Is it compatible with enhanced reactors, immersive repairs and mods like that?
Target Practice 15 Oct @ 1:15pm 
You can interact with the reactor itself (not just the terminal) from the control room. Also, shouldn't certain doors and cabinets have ID locks? The sub isn't really safe for public use without them.
i only really ever use bots for reactors so i don't have to remember to refuel, but an annunicator for FUEL LO in the flight deck would be really nice
should be most up to date, but they still get stuck on the ladder and in the DSRV airlock; maybe it has something to do with multiple bots trying to use the same hatch? if this effects anything, i'm also using the Smarter Bot AI mod.
SeaverBeaver  [author] 12 Oct @ 6:02pm 
Are you using the up-to-date version of the sub? I pushed an update on September 25th that fixed bot waypoints throughout the sub and DSRV, and I just watched a mechanic sucessfully run across the sub to the shuttle to effect repairs.

As for the reactor, you don't need a bot to manage it- ever, really. They're not smart enough to run more than one fuel rod, so power output is very limited, and you're better off just using automatic control for pretty much any sub.
Are bots compatable with the DSRV? They always seem to get stuck climbign the ladder up or getting stuck in the airlock trying to repair the pumps or something, and I find it better to jettison it and not have a drone altogether. Also, is there any fix to make the reactor compatable with bots? Mine are never able to find it. Great sub by the way, incredible work
SeaverBeaver  [author] 30 Sep @ 10:48am 
(tbh I liked the idea of the mechanic banging on the fire door shouting for help while trapped in a burning compartment...)
SeaverBeaver  [author] 30 Sep @ 10:48am 
Yeah, that's correct- the fire door in the engine compartment used to work the way it outlines in the manual, (which I forgor to update...). The problem was that if the sub was flooded, and the engines damaged, crewmembers repairing the breaches would find themselves standing in a drained compartment, in the middle of an engine fire, with the only way out sealed via a fire door.

Obviously you could prevent this by turning off the engines before entering the compartment, but engine fires aren't vanilla, and telegraphing the danger of a broken engine is difficult when it's normally harmless.

I tried a few solutions, adding a second override switch on the other side, motion detectors, etc, but I couldn't find a solution I was happy with, and I figured I'd let the player have agency over the door, and add extra wiring it as they see fit, according to the situation.
Jack Kellar 30 Sep @ 8:09am 
Seaver! First of all, I love the submarine. This is golden.

I was reading through the manual and using it in a campaign with my mates. I have *one* observation so far.

The fire door does not close automatically once a fire is detected. The wiring to the door points only to the override button, and the button points only to the door.

I believe this may be the Relay component under the OR component. OR sends signals to two alarms, the Relay and another OR.

The Relay receives this signal but does nothing with it.

I wired the relay to the door, and it keeps the door closed with no fire, and opens it when there is a fire. So this relay *is* the one responsible for the door control :) I was just debugging. Hope that helps!
Alex 30mm Sniper 25 Sep @ 10:59am 
Thank you! Great sub btw used it for a long time.
SeaverBeaver  [author] 25 Sep @ 12:15am 
Okay, just updated with waypoint fixes and a new docking arrangement- bots should be able to fully traverse the DSRV, though keep in mind they are bots, and therefore very stupid. The fixes should also make bots (and husks) more adept at running down the hallways.

Let me know what you think of the beefier docking hatch.
SeaverBeaver  [author] 24 Sep @ 3:15pm 
Yeah go for it
Alex 30mm Sniper 24 Sep @ 12:59pm 
Would it be okay if I uploaded a sub using parts from this sub? Like the alarms that you brought up to date and such?
NH3 80H7F2H3J 9 Aug @ 11:47pm 
hey bro, congratulations on your friend request, I'd like to discuss Prometheus
General195281 31 Jul @ 10:13pm 
Thanks Seaver, much appreciated.
More on the DSRV, is there any way for you to implement a homing feature that allows the mothership to recall and dock it in the event that some of artie's cousins decide to die in the ocean?
CHALLENGER 31 Jul @ 2:16pm 
Thank you! I'll invite you to the gamemode when it's ready if you're interested. Gonna be a while
SeaverBeaver  [author] 31 Jul @ 11:53am 
Moonpools? In this economy? Under thousands of meters of water with standard atmospheric pressure inside the sub?

In all seriousness, the DSRV is a docking-oriented rescue sub, you can absolutely use the airlock in open ocean, but you may want to find an outcropping to set down on, or just wait for the autopilot to raise the sub back up.

I'll take a look at the waypoints and have a frank conversation with Artie about why he's told the other bots to avoid the DSRV.
General195281 31 Jul @ 1:52am 
Another bug I've noticed in various instances is bots failing to climb the ladder into the DSRV to repair whilst docked
General195281 31 Jul @ 1:46am 
Hey Seaver, disregard my previous comment regarding reactor pathfinding, found that it was intended based on room tagging (that's actually pretty neat)

Husk Chimera navigation issues are still present, i'm unsure if it's the same with other hostile creatures

Additionally, is it intended that the DSRV sinks like a rock as soon as you open the airlock?
It looks like it's intended to use some form of moonpool system, but it simply does a suicide dive whenever you try to use either airlock for more than a microsecond
SeaverBeaver  [author] 30 Jul @ 10:10pm 
Go nuts, take and modify anything and everything you need to, all I ask is that you give credit somewhere.
CHALLENGER 30 Jul @ 4:29pm 
Would you mind if I borrowed the reactor design for a gamemode I'm working on? I love it.
SeaverBeaver  [author] 6 Jul @ 4:00pm 
Right, that's got it. There's apparently a whole hierarchy of the ways in which Baro will spawn shuttles, and the DSRV was on the bottom. It was being spawned inside the sub because the level wall was "too close," the docking hatches didn't have a direction lock set, and I had decorative docking hatches that were considered valid. All of that has been fixed, and when the sub is bought from the merchant, everything should work properly.
Zulu Three Zero 6 Jul @ 3:21pm 
Ta, much appreciated
SeaverBeaver  [author] 6 Jul @ 2:33pm 
I just leapfrogged my way through a second test campaign and encountered what you were talking about- it seems the DSRV docks correctly in the editor, and in missions, but when bought during campaigns, (sometimes), it will link the dorsal docking port of the shuttle to the bottom of the dorsal docking port of the sub. This is very strange, and I'm looking into a solution.
SeaverBeaver  [author] 6 Jul @ 1:59pm 
Please do, that's very strange.
Zulu Three Zero 6 Jul @ 1:57pm 
Hi SB, we just bought the Prometheus in the late game, and for some reason the shuttle is docked inside the Prometheus in some sort of nightmarish overlap. We'll try again at a different base but it's kind of a problem at present! Can provide screenshots if needed.
Archemyre 1 Jul @ 5:49am 
Thanks for all your work on this!
SeaverBeaver  [author] 29 Jun @ 11:20pm 
Alright sailors, you wanted a shuttle, you've got one. I've polished this update to a high sheen, but let me know if any bugs pop up.
76561198083291755 4 May @ 11:49pm 
I believe it may be incompatible with EK dockyards as I keep getting errors trying to load the two and the debug is listing an error with one overriding the other.
icekdh1230 25 Apr @ 9:22am 
doors have bug when i only have peformance fixes
SeaverBeaver  [author] 24 Apr @ 8:34pm 
Hi. I would like to nominate you for the User Comment of the Year Award.
PHOENIX 24 Apr @ 5:18am 
Hi. I suggest making a legacy version of this sub with a separate page, and in this one, fix all the issues and remove the useless stuff. It would also be cool if a respawn shuttle in the same style would come with the sub.
SeaverBeaver  [author] 21 Apr @ 10:11am 
\/ \/ \/
Draconis🐊 21 Apr @ 3:43am 
Go over to Barotraumatic Discord and drop your modlist (in Steam collection mode Please!) and I will postmortem the issue.
SeaverBeaver  [author] 20 Apr @ 2:51pm 
Calm Before the Storm hasn't had any effects on the Prometheus, the only appreciable difference the update made to the sub was in how certain types of locational audio sources are handled, and the transparency of certain types of glass.

Performance remains unchanged before and after the update. I would take a look at the rest of your modlist to determine the cause.
Lucehh 20 Apr @ 1:53am 
Is there a current issue with performance since the recent official update? Significant drop in performance for my entire campaign group to almost unplayable on pretty good specs.
Draconis🐊 13 Mar @ 1:31am 
EK hasn't been updated since November 2022, every EK fork since then has been just cutting away the parts that are broken and prevent the mod from loading, no fixes or optimizations. The latest Chinese version is busted with what looks like it was fed into some sort of AI program which is why the tools and stuff are all weirdly large due to incorrect scale.

They are not up-to-date, they are riddled with tons of issues and unintentional exploits due to being entirely pre-release version code vs 3 years post release and about to get a DLC.
SeaverBeaver  [author] 12 Mar @ 8:47pm 
1) Switch sub to Barsuk.
2) Disable Dockyard, enable Prometheus.
3) Continue on your merry way onboard the Prometheus.

The above workaround takes far less time and effort then going back through and editing every EK identifier to be unique, and then dealing with the possible fallout of that change causing problems with existing campaigns.
Pear 12 Mar @ 7:29am 
Alt versions of EK mods are being kept up-to-date. Regardless, why use the same identifier as EK's walls when you could've renamed them to something unique and not had an incompatibility?? We can't use this sub in our campaign because our current sub relies on EK.
bestbest45123456 18 Feb @ 10:20pm 
the reactor room doors appear to have bugged, how do i fix them?
vibechecker628 7 Feb @ 7:53pm 
Is this sub compatible with EK mods for 1.x? It says it isnt for EK Dockyard, what about the EK mods for 1.x?
MrMirdon 2 Feb @ 7:03am 
Would it be possible to make a graphics mod to replace the guns and loaders sprites with the dark one or does barotrauma not have that functionality?