Barotrauma

Barotrauma

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Prometheus
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53.768 MB
23 Aug, 2024 @ 10:32am
25 Sep @ 12:10am
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Prometheus

Description
2 Years. 2000 Hours. One Submarine.

I hope it was worth the wait.



Prometheus

Tier - III
Class - Attack
Dimensions - 73x15 m

Prometheus-Class Quick Reference Handbook [docs.google.com]



Two years ago, to the day, I started designing a submarine. My goal was to create something unlike anything else Barotrauma's workshop had ever seen- to design a sub that was unique, both visually and mechanically, included systems and features never before seen in Barotrauma, and a submarine that was, above all else, fun to play on.

It wasn't easy. Nearly every part of this submarine was reworked at one point or another, either because of updates breaking functionality, discoveries of new tech, or because it simply didn't feel right.

The result, I hope, is something new. The Prometheus is a bespoke submarine, nearly every part is custom made or edited for use on board this sub. New machines interact with each other in unique ways, existing machines have new mechanics, and every upside has an equally hazardous downside, should things go wrong.



Unique Mechanics
  • Reactor Coolant System
  • Pressure Release Valves
  • Speed Brakes
  • Engine Fires
  • External SCRAM System
  • Reactor Event Log
  • And Much, Much More...



FAQ

Q: That sub doesn't look Vanilla. Are mods required?

A: No. The Prometheus is a completely self-contained content package, simply plug-and-play as you would with any other custom submarine.

Q: Will the sub cause performance issues?

A: It shouldn't. The Prometheus stays within the soft limits set by the submarine editor. If you are experiencing performance issues, try using Performance Fix

Q: Can I swap the submarine weapons out using the hardpoint system?

A: Yes, though I wouldn't recommend it. Everything will function just fine, but the loaders in the gunnery bay will be swapped out for vanilla ones, and it'll look pretty hideous. The horror...

Q: Is the sub bot friendly?

A: Yes, bots can fully traverse the sub, including internal airlocks. (This means husks too...)

Q: Did you really spend 2000 hours building a single submarine?

A: Yeah...



Incompatibilities

The Prometheus uses heavily edited and integrated content from the following mods.

Visual Variety Pack
Oxygear Content Pack
EK Dockyard
Alarms Extended
Alarms, TCAS & GPWS

On their own, these mods are deprecated, and required significant modernization to be used in the Prometheus. As such, they cannot be used together.

There are no other known incompatibilities.



Warning - This submarine may require you to use your brain.
Popular Discussions View All (2)
28
17 Nov, 2024 @ 12:56pm
Bug Reports
SeaverBeaver
3
2 Sep, 2024 @ 2:42pm
A bunch of suggestions (and bugs)
PHOENIX
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.