Barotrauma

Barotrauma

Schneekätzchen - Vanilla
13 Comments
Igiwar 29 Dec, 2023 @ 3:16pm 
Thanks for the response
Violet 🐕  [author] 29 Dec, 2023 @ 9:15am 
I very much appreciate your early feedback though and helping me make the ship better. I had been going back and forth on these things for a while. I think I might have focused too much on making it "balanced" at the expensive of quality-of-life. :GardenLove:
-I can and will fix the battery chargers, I think I used wrecked ones for decoration and forgot wrecked ones can't charge.
-The ammo elevators are basically platforms covered by a non-solid floor to block light bleeding between floors. For the loaders to work they can't be obstructed. They don't work through solid floors/walls, however I just found a solution in my testing. Now you can stand on them, they won't get in the way or prevent the ammo elevator from working, however the water will still flow through the floor to the flow below like before. The one downside of the ammo-elevators is there's no way to keep the room watertight. The ship should have good drainage though anyway.
Violet 🐕  [author] 29 Dec, 2023 @ 9:15am 
-I didn't link fabricators because I heard somewhere it had some problems and didn't work properly. I was hesitant, but I think I'll bite the bullet and add the linked fabricators because I do think it would be a lot more convenient.
-The airlock pumps used to be twice as strong but I thought they might be OP. I was worried people would dismiss the ship as being overpowered and not want to use it so I made it a tad underpowered in some areas instead, hoping it would give people something to work towards and purchase the shipyard upgrades. I do think, with how big my airlocks are relative to most vanilla ships, it wouldn't be too overpowered to increase the drain rate so I'll probably do that again.

I will have an updated version of the sub with these changes out in a few minutes. Unfortunately with how Barotrauma is I don't believe your sub will automatically update if your campaign is in progress. You have to do some save editing wizardy I think to swap it.
Igiwar 29 Dec, 2023 @ 7:22am 
Hello, after few hours of using this sub I came across some more issues:
-The airlocks battery chargers dont charge which is wierd couse the wiring is good (may be the problem with components)
-For some reason the ammo elevators sometimes make me and my other crewmates fall from gunnery to the engineering (which is really annoying when for example fighting hammerheads)
Other than that the sub is very nicely done.
But I think there is some room for improvment:
-It would be more convenient for medical and normal fabricator to be connected to the material cabinets by them so its not nessasary to pull out the material everytime someone needs to craft something
-In opinion of my few crewmates the area thats gets floded in the airlock is just too big and its annoying when you want to quickly go outside and back, and than wait for water to be pumped out
And thats all for now, I will say it again, this sub has been really nice to use ethier way and I hope it will get better.
Violet 🐕  [author] 28 Dec, 2023 @ 12:12pm 
No problem. Happy to help, and appreciate any feedback. Since the sub just released, I did my best to rigorously test everything but I still always need feedback to let me know if I missed anything.
Igiwar 28 Dec, 2023 @ 12:04pm 
Thank you for such quick replies. Thankfully I dont need that mod, and people in my crew who do wont use the cams anyway.
Violet 🐕  [author] 28 Dec, 2023 @ 11:56am 
I'm not sure there's much I can do. It seems like that mod messes with circuits and component priority. I don't *think* my sub has too many performance issues so I don't know if the mod is necessary. I tried my best to keep the sub optimized while not sacrificing too much quality or detail. I did my best to minimize and reduce lights and decorations for performance's sake. If there is anything on the sub causing glaring performance issues I can try to fix it but that's about all I can do to help with this specific issue.
Igiwar 28 Dec, 2023 @ 11:46am 
Violet 🐕  [author] 28 Dec, 2023 @ 11:32am 
Alright. Only thing I can think of that may cause problems with my circuitry is like I said maybe lag or too many inputs too fast causing problems. I can take another look at the circuit if any more problems arise. I can probably optimize it somehow. I made it a while ago and haven't revisited it too much since it seemed to be working.
Igiwar 28 Dec, 2023 @ 11:30am 
As I thought its a mod fault, I will write again when I find the mod causing the issue
Violet 🐕  [author] 28 Dec, 2023 @ 11:18am 
Only problem I encountered is switching too quickly may glitch it out, but just waiting a second should work as normal. I don't know if there's any way for me to fix that. Limitation of the circuitry and components. Takes a tiny bit of time for the circuit to say which camera to use.
Violet 🐕  [author] 28 Dec, 2023 @ 11:16am 
In my testing, both in sub editor and in mission, both on my local version of the mod and on the workshop version, I haven't encountered any problems with the cameras. What exactly is the problem you encountered?
The switch alternates between interior and exterior cameras. When you're using the cams, you can left click to swap between whatever set you're using, so clicking with interior active will swap between interior cameras, clicking with exterior active swaps between the two exterior. Everything seems to be working fine for me.
Igiwar 28 Dec, 2023 @ 11:05am 
Hello, I found your submarine while looking for a new tier 3 for my crew of friends that functional and just fun to use and I found this beauty. I checked out everything and it works execpt the camers and switch to change them. Its prabobly me having something wrong, but do you have any suggestions what may be cousing this?