Barotrauma

Barotrauma

Cyclops Mk-III
40 Comments
Rëime 12 Jan, 2024 @ 12:32pm 
man i dont give a fuck if its broken or not or unbalanced, just let a guy dream
Big pile of flesh 12 Jan, 2024 @ 12:22pm 
Good for those runs where You hate yourself so you put on barotraumatic Nightmare mode Dynamic europe with no weapon mods and
juicerrrr 25 Jul, 2023 @ 12:21pm 
great idea, but horrific implementation, absolute disaster of a submarine in my opinion.
clipping shuttle, poorly calibrated detection system with constant spam stream in chat, too op movement parameters and, what amazed me the most, unbelievable amount of ready-to-use loot that comes with it.
was impressed at first, fully dissappointed now.:steamthumbsdown:
Rëime 19 Jul, 2023 @ 12:34pm 
i just thought of something what if someone made the subnautica map in barotrauma
Andyyy 10 Jun, 2023 @ 2:47pm 
But its still a good ship
Andyyy 10 Jun, 2023 @ 2:47pm 
Fun fact, you can just edit it in submarine editor and make it a T3 and boom
Setso1 14 Oct, 2022 @ 6:42am 
Agreed this ship should be tier III I would love to continue using it in my campaign
horse 5 Oct, 2022 @ 12:14pm 
The sub should be a tier III. Just a suggestion.
TrenchFoot_Tony 20 Aug, 2021 @ 2:50pm 
@NeoArmstrong The False_Output of the detectors in the sub are set that way for a reason.

They allow drainage from a Room into a Ballast_Tank via Duct-Blocks, but only if the Ballast_Tank isn't full/flooding. If you change it so False_Output==0 then you'll likely run into the situation where IF the Room has water in it AND the Ballast_Tank is breached THEN the Duct_Block will open and flood the Room faster.

Also, those Flood_Sensors connected to the Duct_Blocks do not appear to be wired to any Flood_Alarms, nor do they have any wireless connections.



NorthernVikingr 16 Jul, 2021 @ 9:49am 
is there a way turn off the "and component" that keep saying enemies near the lower aft even when we are docked
Hyjko123 10 Jul, 2021 @ 12:09pm 
Honestly a few things in accurate with the original but they're small and understandeble so it's a great sub
Daniel101 2 May, 2021 @ 9:50pm 
Am i the only one having problems whit the mini sub? i tried to use it but i wouldnt let me go up, only down and down, it worked left and right but i keep falling into the abbys
NeoArmstrong 2 May, 2021 @ 8:02am 
for fixing the flood alarm problem you need to edit false output in water detector to 0 to fix that.
I don't know how many detector that have that problem but I mostly found them in lower part of the sub.
Arby the Seadragon 12 Apr, 2021 @ 6:12pm 
Either I'm stupid or you neglected to put tools in it.
Delren 23 Mar, 2021 @ 11:53am 
coilgun, railgun switch dont work
The Wind of God 14 Mar, 2021 @ 9:02pm 
Great ship, A.I. seems to like it, I'm having the same problem as dark where the flood alarm never stops.
Soggerston 13 Mar, 2021 @ 4:26am 
good job but it has cons but everything has cons tho
great work keep it up
GraveLord 26 Feb, 2021 @ 4:54am 
Omg seriously? That's so simple and so cool, thanks a lot :happypug:
ignis  [author] 26 Feb, 2021 @ 4:35am 
add "extinguisher" tag to the item and shift drag it onto the bracket
GraveLord 26 Feb, 2021 @ 4:19am 
How did you get the other items into the fire extinguisher bracket?
DarkChaserBR 14 Feb, 2021 @ 7:15am 
I have a bug where the flood alarm continues to activate on its own even with the submarine not suffering any kind of damage, also when I accelerate the whole crew and the camera are thrown back and some suffer random contusions
ignis  [author] 24 Jan, 2021 @ 12:06pm 
Its a bug in current version of the game. Opening wiring menu on anything sometimes fixes it.
Daddy Waroth 24 Jan, 2021 @ 11:23am 
When you access the Fabricator/Deconstructor the connected cabinet UI will bug out and cover over the Fabricator/Deconstructor UI so you cant access it. help?
ignis  [author] 9 Oct, 2020 @ 4:09pm 
Ignore my previous answer, i forgot that i changed that completely a while ago. Medial fabricator is linked to the 4 small cabinets right below it, there should be no problem accessing any of them.
Mr. Waffles 9 Oct, 2020 @ 3:42pm 
The reason we want to access it is the fact that there are raw materials in there that we can't get to. ie poppies to deconstruct to opium. I'll try hovering over the floor next time though
ignis  [author] 9 Oct, 2020 @ 1:22am 
Its not really meant to be accessible directly since it can be accessed through its link to the medical fabricator, but if you need it for some reason, then its invisible, scaled down and partially in the floor under the medical fabricator itself.
DrDoak 8 Oct, 2020 @ 6:14pm 
Where is the cabinet the Medical Fabricator connects to? Haven't been able to find it
Baron OhShi 8 Oct, 2020 @ 8:02am 
Having some trouble with NPCs, repairmen tend to get stuck in the bottom left by storage, engineers wont refuel reactors, bit of a pain to try SP in, a realm shame since its a nice ship.
ignis  [author] 4 Sep, 2020 @ 10:54am 
I heard that motion detectors have a significant impact on performance and this sub has a ton of them, so if you want to make a version with better performance try removing some of those.
Leonidas 4 Sep, 2020 @ 10:47am 
Great modification on the cyclops but would you be able to say what causes the most lag on this sub? I know its small so it needs to be pretty dense but I get a descent amount of lag with all the motion sensors and other computationally expensive systems so I was wondering if there was something nonessential that might reduce the impact a lot that I could remove.
Kurumi 3 Sep, 2020 @ 12:33am 
Railguns bot used don't work, don't fire, don't work.
ignis  [author] 4 Aug, 2020 @ 12:44pm 
@ehfdl it's on autofill, its empty in editor but should be full in game.
ehfdl 4 Aug, 2020 @ 9:27am 
Fire Extinguisher Holder is empty
Leonidas 3 Aug, 2020 @ 2:18pm 
Absolute bomb sub. Fun for everything.
Snoot 5 Jul, 2020 @ 6:35am 
it looks like the cyclops sub from subnautica
MisterSmores 1 Jul, 2020 @ 4:40pm 
This sub seems to have a bug with a weird invisible wall on the top left airlock, dunno if anyone else has had this issue but me and my crew have been using this for the past few days and we can get outside through the airlock, but struggle to enter it again.
Vorpal Fluuf 30 Jun, 2020 @ 8:54pm 
It should be "galaxy's". Otherwise, this seems rather cool. :D
Max_Tax_Smacks 30 Jun, 2020 @ 2:34pm 
But the pod ship has no gun on it.

Only that part so far I feel is the opposite of an improvement. (if nothing more)
Gwynth When Lobster 30 Jun, 2020 @ 8:42am 
are there any depth charges
War Daddy 23 Jun, 2020 @ 10:56pm 
This is a fantastic Submarine!!! If I could make some suggestions!?! There is currently no door between the Eyeball and the rest of the command room so flooding is an issue if the glass takes damage. The engine room is rather large and prone to flooding because there are no dividers making it a very large room. The pumps beneath it in the ballast tank stairwell and fabrication area are enough to counter even a significant hull breech but there is a bottleneck with the ducts. the pumps are faster than a single duct can allow water through. If you doubled up on the ducts it would allow the pumps to counter the flooding in the engine/reactor room. propping the doors open works as well but sometimes having the doors open isnt the best idea such as when being boarded lol