Barotrauma

Barotrauma

[Sielle] The Iroh - MP Campaign
48 Comments
BlazingImp77151 6 Mar, 2023 @ 10:22pm 
idk if its a recent change, but the ship seems to not have enough ballast when the shield room is open. I have not tested, but i think this may be an issue from the Iroh itself (and as such since i only took part of your build, probably wouldn't be on you?)
Insaniac99 23 Jan, 2023 @ 9:39pm 
I made a version of this with a different reactor controller that works in Hoist the Sails
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2922776854
HappyCherry 10 Aug, 2022 @ 11:20pm 
Really like this edit of the Iroh! Thanks :praisesun:
Sielle  [author] 23 Jun, 2022 @ 1:45am 
As long as you're happy with it. This is all just a game, we should each do what we want and gets us the most enjoyment. :)
Hijack Hornet 23 Jun, 2022 @ 12:46am 
Well i'm going to stay on my edited version tbh
Sielle  [author] 23 Jun, 2022 @ 12:43am 
No worries, let's see if the new reactor works for you or not, then we'll worry about it. :)
Hijack Hornet 23 Jun, 2022 @ 12:20am 
No, really just starting a new campaign with the sub would result in a non working reactor.
If you want to have a look at my edit, i'll share my sub version in unlisted
Sielle  [author] 23 Jun, 2022 @ 12:12am 
@Hijack Hornet, I'm concerned that even with the changes that it won't work for you. One of the things I'm working on is replacing the whole reactor with the Alien Reactor from my Stingray sub. But I did test this Iroh's reactor control and it was working fine. Is it possible that someone pressed the "Reactor Control" button below the reactor and turned it off? (I really should have added a light to indicate it was off, my bad on overlooking that)

Do you have any mods loaded that could change the function of the components?

On a side note, I am adding more storage space to the Engineering Room (10 large steel cabinets tied to the fabricators) and Medical (6 more medical cabinets, including one linked to the med fabbers).
Sielle  [author] 22 Jun, 2022 @ 3:45pm 
I plan on changing up the Fab and med rooms to add more storage. But I'm glad you like it so far.
Hijack Hornet 22 Jun, 2022 @ 1:24pm 
Yeah, i ended up doing that for my server campaign. I changed a few room as well, and switched the controller to a simple "toggle auto, toggle undervoltage" version
Our main concern was the fab room that doesnt have a large cabinet. But thanks for your version of this sub, it was a great start for us
Sielle  [author] 22 Jun, 2022 @ 12:42pm 
There've been a lot of changes to the game, I'll be going through and redoing a number of systems in this sub over the next few days to get it working properly again, and also removing most of the items due to the new sub transfer mechanics in the game.
Hijack Hornet 19 Jun, 2022 @ 3:04am 
The reactor controller doesnt work anymore
EndlessSauron 1 Mar, 2022 @ 8:55pm 
Are there any updates needed for this sub to be fully operational with the most recent patch? Thank you.
Sielle  [author] 6 Dec, 2021 @ 2:47pm 
@EvilSmoo, I thought I fixed that. Just uploaded a version that should look right now.
EvilSmoo 5 Dec, 2021 @ 10:35pm 
Rollup door frame on the reactor should be at 0.860 or so, the blue thing looks off otherwise.
Sielle  [author] 5 Dec, 2021 @ 1:06am 
Junction boxes are way too large for customization, I just use relays (sometimes needing to increase the power level of the relay). Might make it easier to add more items in.
EvilSmoo 4 Dec, 2021 @ 11:25pm 
Ever notice that nobody ever leaves junction boxes with empty wire slots available for adding things?
EvilSmoo 4 Dec, 2021 @ 11:16pm 
Trouble is, I like to wire in a couple extra scaled down EK items and such, so every time I switch, I have to re-edit. XD

And then dock and redock to put in lasers for bots.

Ahh well.
LTVince 3 Dec, 2021 @ 6:14am 
@Sielle Damn, you got some dedication there, i love that ^^
Sielle  [author] 3 Dec, 2021 @ 3:22am 
Redesigned the Magnetic Shield Room in order to fix the issue with Bots throwing themselves into the ocean, or players being thrown in when the sub accelerates.
Sielle  [author] 3 Dec, 2021 @ 12:05am 
The Anubis... while it's not 100% done, it should be feature complete and functional (I just need to clean up all the wiring that's hidden in-game currently and finish decorating).

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2671570063
EvilSmoo 1 Dec, 2021 @ 10:24pm 
Oh! I noticed the top left captain searchlight was flickering, it got set to not draw behind sub like the rest.

I love that multi-searchlight system, I just wish it was easier to see what does what when the wiring is buried like it is in a lot of subs.

Amusing myself by putting in an EK mining laser. XD
EvilSmoo 1 Dec, 2021 @ 8:29pm 
Ohhhh, so THATS why my engineer decided to go play in front of a firing laser.
LTVince 1 Dec, 2021 @ 6:27pm 
This is great! Thanks for the fast Update :)
The Solution looks good and i really can live with this small workarround its bether then having my Bots kill them self every round.

I really hope to test Anubis soon! I cant wait to see it :)
Sielle  [author] 1 Dec, 2021 @ 6:24pm 
@LTVance - That's odd, the O2 is also linked to the primary generator, and should only be needed if the primary O2 generator is off-line. But it's a good point about the O2 gen in the safe room, it only serves that room (you can check the links in the sub editor) so it isn't an issue to increase it's production. Also I've done a bunch of prisoner and VIP transports with the safe room locked down (even stopped to clear out alien ruins or wrecks) and they always made it alive. But I did increase the O2 generation of that generator anyways.
Sielle  [author] 1 Dec, 2021 @ 6:19pm 
Now after all that testing I did find a solution, but it isn't elegant. By expanding the Wet Storage room into the Magnetic Shield room and moving the door to the edge of the platform, it stops the AI from running into the ocean because they have to stop and open the door then the AI realizes it doesn't need to move further forward to repair (they can still open the door and move through if they actually need to though, I did test that). So it's not super pretty at the moment, but it does work. And with the Anubis design, I don't think it'll be a problem on the new sub. Thank you for pointing out this issue to me though. 4/4
Sielle  [author] 1 Dec, 2021 @ 6:19pm 
I also cleaned up the waypoints manually, and made the outside waypoints further from the hull (so they can move around the outside of the hull, but in the shield room, and dive prep room the waypoints are too far from the hull to repair from the outside. Next, I took the shield room and from a hull perspective cut it in half and made a shield control room before the shield room itself. This seemed to lessen the number of times they would jump but it didn't remove it completely. Until the AI is fixed so it doesn't ignore wet rooms or commit suicide. 3/4
Sielle  [author] 1 Dec, 2021 @ 6:19pm 
I did a couple of other tests. I started damaging the floor in the Storage/Dive prep room (The room before the shield room) and the bots would regularly ignore the "wet room" setting unless I waited until the water was filling the room before setting them to repair, and then they would put on diving suits before coming down. So it would seem that there's a bug with the AI ignoring wet room requirements unless there's actually water in them. 2/4
Sielle  [author] 1 Dec, 2021 @ 6:18pm 
@LTVince - Ok this is funny, I set the bots to all repair leaks, made sure every hull and water transition hull was set as a wet room, and even made the room before it (the one with the dive suits and overflow storage) a wet room. Then I went down into the magnetic shield room and damaged the hull near the locker labeled "Diving". One bot said they needed to find a diving suit (so that was correct), but the other bot ran down there without a suit ignoring both wet rooms, didn't stop at the damaged hull part, welded it as he ran by then yeeted himself off of the platform (didn't drop, just kept running and jumped off the end of the platform). 1/4
LTVince 1 Dec, 2021 @ 4:18pm 
@Sielle - Also idk if im right hre but i tested a Prisoner Transport Mission. I locked the Room and they were trapped inside it. So far so good but then after some MInutes they all died because of low Oxygen ^^
I checked the Oxygen Generator wich poduces only 20 Oxygen per Second but each lifeform uses 700 Oxygen per Second wich is the reason i guess?
LTVince 1 Dec, 2021 @ 4:06pm 
@Sielle - They just try to fix the Ship Hull and then end up getting instantly killed by the Pressure.
They dont wear any Suit sadly no, the Room is not marked for them as Wet Room i guess.
It allways happens when i get hull damage at the end of the Shield Zone.
Sielle  [author] 1 Dec, 2021 @ 3:27pm 
@Jenilya - Glad to hear you got it working. If you like the Iroh mod, wait until you see the new sub I'm working on (it's almost finished, just need to clean up the wiring). I took what I learned from working on the Iroh and made the "Anubis" a smaller but very capable sub designed for the campaign.

@LTVince - Let me see what I can do with the AI bots. Are they at least wearing diving suits, or are they just jumping in the water?
LTVince 1 Dec, 2021 @ 1:49pm 
I really enjoy this Modification to the Iroh!

But i really wish you could do something so Bots stop jumping of the Cargo Load Bay :(
They try to repair stuff down there but dont seem to get that there is no Floor/Dry Room.
Ilya 1 Dec, 2021 @ 11:22am 
Had to be something on my end. Still wasn't showing up. I reinstalled the game again after the mod updated (the mod still wasn't showing) and it worked. Thanks for your help. :steamthumbsup:
Sielle  [author] 1 Dec, 2021 @ 10:34am 
@Chompy Nibblers - The junction boxes will always break down just from being in use, if you watch the power output you'll see that it always stays right in line with the load (no under/over voltage). This of course assumes you didn't hit the button to turn off the auto-control (it's labeled right below the reactor). You can slow down the speed at which they break down with upgrades purchased at the outposts (I also recommend the "Meaningful Upgrades" mod for campaign play.

As for the two med fabs, that was intentional. I usually play a medic in multiplayer and found that having two was useful for keeping up the needed morphine production (my teammates are not always careful when they leave the sub).
Chompy Nibblers 1 Dec, 2021 @ 5:21am 
Your auto-reactor seems messed up. After ~5 min all the junction boxes break.

Also you have 2 medical fabs, not sure if this was intentional.
Sielle  [author] 1 Dec, 2021 @ 2:03am 
@Jenilya, I went through the whole sub to double-check and didn't find anything from any mods. But I uploaded a new version anyways, let me know if it works for you now.
Sielle  [author] 30 Nov, 2021 @ 8:45pm 
@Jenilya, it shouldn't require any other mods, but let me go through it with a fine-tooth comb and double-check. I've made some minor changes so I'll be uploading an update either late tonight or tomorrow anyway, but I'll also test loading it without any mods enabled.
Ilya 30 Nov, 2021 @ 2:10pm 
Hi, Sielle
I downloaded this mod, it shows it subscribed, and when I start the game it says it is installed. However, when I look in the game workshop list it doesn't show it installed, and the submarine isn't available to choose in-game. My friend tried to subscribe and install, but he is getting the same issue. Is the mod working, or are we doing something wrong? Is there any dependent mods?
Thanks. :D
Sielle  [author] 23 Nov, 2021 @ 10:42am 
@EvilSmoo, Funny you mention that, I actually have a Single Player version that I did the same thing with (along with removing all of the ID security so everyone is just 'crewmember')
EvilSmoo 23 Nov, 2021 @ 9:22am 
Oh, and just to note, I wound up wiring the armory door to motion sensors, because I'm not worried about bot traitors. Bot idiots, yes, but at least they leave weapons alone. XD
Sielle  [author] 22 Nov, 2021 @ 2:40am 
@EvilSmoo, one other note, docking ports technically don't need power. The Power hookup in the wiring is for the transfer of power between the station and the sub while docked. So the lower docking port is specifically not wired with power so you don't end up with a draw from your reactor to the wreck you're docked to.
Sielle  [author] 22 Nov, 2021 @ 2:32am 
@EvilSmoo, I just loaded the sub up in a salvage mission and I was able to dock with the wreck. I'm guessing that the docking port on the pirate sub was 100% destroyed by the nuke shells. Also keep in mind that due to the size of the sub, and placement of the docking port it's not going to be able to dock with everything. But it's a nice addition when you can.

@Sorrowsnow, Nope, the command is still up at the top, with a glass window as well. Can't make it too safe! There needs to be some drawbacks to the sub, as opposed to being a 100% super sub. I was considering having secured doors for command but figured the secured locker was enough (all the buttons and switches are also keyed to crewmembers only, and VIP/Prisoners should never be outside of the saferoom. Always lock down the saferoom before you load up the escort missions.
Sorrowsnow 22 Nov, 2021 @ 12:25am 
The changes is very good to me , I only hope the command room is in the middle where the Safe house's at ,because the command room seems easy to breach on the top , and I think having double door for commander is nice .
EvilSmoo 21 Nov, 2021 @ 9:27pm 
Hm, I tried the lower docking port on a wreck. Either the wreck was WAY too wrecked (possible, was throwing around nuke shells) or just not powered?
Sielle  [author] 21 Nov, 2021 @ 4:02pm 
Also if anyone has any suggestions, I'm open to considering almost anything.
Sielle  [author] 21 Nov, 2021 @ 4:01pm 
Added a docking port to the artifact storage room. Discharge Coil added to the top Airlock, and both discharge coils can now be activated from the command Nav Terminal (careful as both are hooked up to a single capacitor). Additional decoration was added to the Crew Quarters.