r/Barotrauma

genuinely does nothing?????

what’s the point of this if it has no effects, is it planned to have an effect eventually?

u/tawfe-bean — 12 days ago

T2 Transport Custom Submarine I Made call "Lil Heavy"

T2 Transport Sub i made for my friends to be play in our next game session of Barotrauma, design to function closer to default subs in the game.

Made the overall shape to be carrying "Cargo Container " at the front top of the sub, which each top shape of the cargo rooms to mimic if it can open and takes out or puts in the "Cargo Container", and yes those cargo containers are usable Unit Load Device.

While the rest of the shape i simply follow forms from the Cargo areas until my liking.

Having one of the bigger gun turret to be position in such a way, that it acts like it guarding the cargo containers, while other gun turrets are position to cover some blind spots.

At the center of the sub, will be the main ladder to access the whole levels of the sub, while also contains the main 2 Airlocks on top and bottom, which the bottom one has 4-Way-Door airlock, the diving equipment are locate at the center / middle level, while the Armory Room is just below the top airlock (just in case we need to raid the Outpost of course) and the same top and bottom hatches has Docking if needs to docks to Outposts or other subs and such.

It also has mini Drone Sub that has Crate Holder that can holds 2 crates, with "nerfed" gun turret on (very low rate of fire), such small size is design to at least fit in caves area, to accompany other players, as it set it up to play like other default Drones in the game (the gameplay wise at least).

I made the Systems (i.e. Fire Alarm, Floor Alarm, Oxygen Low Alarm, Low Fuel Warning, Discharge Ready Indicator, Battery % Display, Auto Door Closing Delay Timing, Wifi Channels of the Drone, and more) in such way that you can change the numbers (on Memory Components inside those Circuit Boxes) to your liking based on those systems (i.e. change timing, flood % / Oxygen % / Fuel % / Battery % numbers), when it reach to the numbers u set, it will activate the Alarms / Light Signals.

Oh and in the Light settings, the exterior red lights are always blinking.

u/Aware_Car9815 — 13 days ago

Ship without navigation?

I had the idea to build a ship without a navigation terminal, instead just a sonar monitor, a terminal to input desired speed, a terminal to input desired balast level and a single button for docking. I know how to make this happen, i can build it, im tempted to curse this community with it. But before i attempt such a feat i must know has this been done before? would i be treading a worn path? And most importantly would ANYONE play this lol

Edit:im going to sleep dont expect a speedy reply

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u/Demoneye84 — 11 days ago

Art of JOVE

I absolutely love the design of this demigod creature in the game. I'm a huge fan of the Lovecraftian universe and art style, so I decided to create some art of Jove. What do you think?

u/Apart-Web9230 — 13 days ago

Barotrauma Android

Just ported barotrauma to android

Idk if the flair is right lol

u/vocies61 — 12 days ago

Clown cargo scaveng

So I been searching the ship (Barsuk) and there’s just no cargo to grab so far I see it’s not on the floors or in any of the rooms I found, there is a cave next to it but I’m not sure if that’s related and a secure steel cabinet that I don’t know how to get authorisation

Edit: Fuzlet is a life saver on this, it’s in the floor of suit room and roof of command room

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u/Killzone-shot16 — 11 days ago

Mods to make the game less repetitive

Hi ya’ll, I’m captain to a bunch of ADHD goblins who start shooting eachother, stealing shit, or throwing stuff around the second they get bored, and a common complaint I hear is that the day by day missions are too boring for my sub crew (medics, EE, ME), what mods can I use to spice it up?

And no neurotrauma, shit scares me

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u/Narthesia — 13 days ago

Should you use the Wiki?

I know it is linked In-Game, so I guess it is kinda intended to be used? But I'd like to be suprised on what kind of horrors await me and not read all about them beforehand.

On the other hand, I jost got my first mission to take out a Moloch and didn't figure out I need to use Armor Piercing Ammo, until I read the wiki on Molochs.

How do you approach this? Is there some kind of In-Game way to find out the weaknes of enemy types?

Just trial and error?

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u/Cardi_Jey — 11 days ago

is there any way to make it so multiplayer rounds don't automatically end when nobody's conscious?

when my life flashes before my eyes a terrifying message enters my mind:

No living players on the server and respawning is not enabled during this round. If no characters revive or rejoin, the server will end round in 120 seconds.

i've just never been a fan of how the game forces me out of a round just cuz i'm dead. to me, it's a weird thing to not be an option TMK when there's a ton of hyper specific campaign options (i.e. fuel rod and oxygen tank multipliers?).

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u/kalibuttcheeks — 11 days ago

Sub advice for a small, beginning crew

Recently me and 2 friends of mine started a blind campaign, it's the 1st time playing for all of us and so far we've clocked in ~8 hours. We started off with the Barsuk as our starting sub since it seemed like the smallest, easiest to manage one, but even it we struggle to repair and keep afloat.

We are now preparing to buy a new sub, personally I want to invest into the Orca 2 since it seems like the one easiest to manage and it has a fabricator, deconstructor and a medicinal fabricator, but since even the tiny Barsuk is so hard to manage for us I'm worried we just won't be able to keep up with the repairs.

How to go about using the larger subs as a small crew of 3? Should we just get a ton of bots? And how do you manage the dive suits for the bots? They are rather expensive to hire and previously they ended up just blowing up from the pressure when we got wrecked.

We'd also prefer to keep to the vanilla subs, at least for our 1st campaign, to avoid accidentally getting something overpowered that could ruin the expedience for us.

Any answers would be greatly appreciated.

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u/gyngerbread — 13 days ago

Shuttle refuses to float

https://preview.redd.it/iys6jus9mdth1.png?width=1430&format=png&auto=webp&s=c52037c914dc12a908b4b21b798a1fa10fbc1016

So yeah, I made a shuttle with ballast at its bottom, and it works correctly if I test it directly. Judging by the background it goes up with empty tank and down when it's full.

But once I try to test it from my main sub and I undock it, thing just starts to sink right away unapologetic. And I know that it works just how it supposed to since I can see how it's empty through the camera and how it starts to go down quicker when I command it to fill up from the remote nav terminal.

I'm actually out of thoughts on this one. Also I'm pretty sure it worked earlier, but I don't really remember when it was and what could cause this issue now?

Down we go whilst completely empty

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u/JokaJobrano — 11 days ago

Wiring Help

Looking for help with the wiring logic for an airlock/docking port.

The goal is to have the doors and bottom hatch open by default, and automatically close when the outside hatch opens. Then when the outside hatch closes, I want the Bottom hatch to open first, draining the water into a central access hatch, and then ~5 seconds later the two side doors open once the water has drained down.

So: All close at the same time, but open at different times. Currently the doors are always delayed, Opening and closing. I cannot figure out how to have the timing different depending on what the state of the top hatch is.

Current attempt is: State_out (top Hatch) -> (Not Comp) -> (Delay 5s) -> Set_State (Doors)

or State_out (top Hatch) -> (Not Comp) -> SignalCheck -> (Delay 0.1s) -> Set_State (Doors)

u/The_Xasleyter — 12 days ago