Barotrauma

Barotrauma

IMC AEGIS
61 kommentarer
Blacklight  [ophavsmand] 24. dec. 2024 kl. 11:44 
Xytal: I always appreciate the feedback! I will add a suit locker in the command room on the next update. Really glad you are liking the designs!
[2nd-AD] Xytal Riz 24. dec. 2024 kl. 7:37 
@blacklight okay that makes sense about enforcer we had bots for our gunners besides the railgun, and we were taking on endworms back to back quite well. Aegis we have all the guns manned and it felt like the fish were getting in and or damaging it quite easily, we did swap out some of the guns, and it feels like its doing better, had to use barocraftables to add a diving suit locker to command deck so i quickly put on a suit when the glass was breached, its survivable after using some mods, either way we love your ship designs, specially since they bot friendly~ sorry if it seems like im complaining in previous comments, it was not my intention, im just bad at articulating words correctly.
Blacklight  [ophavsmand] 21. dec. 2024 kl. 20:04 
Xytal: The Aegis requires a fairly large crew + bots to really man it effectively. Drain ducts can be closed by floor and it has internal guns, so it is intended to be a breach challenge at vanilla difficulty. The Enforcer is good for a medium sized crew and was designed to survive modded or more difficult gameplay.
[2nd-AD] Xytal Riz 21. dec. 2024 kl. 18:45 
Did notice this thing is very squishy compared to the Enforcer mark2, guessing the enforcer had extra hull on it? The aegis even with max hull upgrades breaks open super easily and the command deck is a death trap. we might sadly have to go back to the tier 2 to safely navigate the end game.
[2nd-AD] Xytal Riz 20. dec. 2024 kl. 17:11 
You don't have to work on it if you think we could set one up like the tier 2 sub has (aegis has the buzzer alarm system, but i haven't found a switch for captain to have the sub wide alarm system, maybe overlooked it in mission mode, but chances are we will buy the version without shuttle in campaign tonight as we reached the great sea. i do thank you for responding and being friendly about the questions though ^.^ me and my friends really love your subs, specially since they tend to have bot support.
Blacklight  [ophavsmand] 19. dec. 2024 kl. 16:40 
Xytal: It should have an emergency alert mode that activates the sirens. Activated from security or command. Its not a hassle to add really. Mainly depends on if the bots cooperate or get stuck. I work on that for you some time soon.
[2nd-AD] Xytal Riz 18. dec. 2024 kl. 10:33 
Curious how hard it would for me or my electrician friend to setup during the campaign an emergency siren like the enforcer mk2 has, up in the aegis by the time we get to tier 3 land? And if your willing to make the alternate version that would be neat, but if it would be a hassle for it to fit then it makes sense why you went with the smaller shuttle~
Blacklight  [ophavsmand] 17. dec. 2024 kl. 16:18 
Xytal: The lower ports are off of the ballast or bilges. Due to the water gathering there, it is not the best location for a shuttle. One can be added via the editor however. This weekend I can post a version with the shuttle for you if you like.
[2nd-AD] Xytal Riz 16. dec. 2024 kl. 19:51 
Curious why the combat shuttle from havana/enforcer mk2 are not available on the aegis? or if i buy the version without the shuttle, and subscribe to the combat shuttle mod, is there a way to buy it during campaign, or do i have to use sub editor for that?
Blacklight  [ophavsmand] 19. sep. 2024 kl. 4:49 
Traxex: You bet! glad it helped!
Traxex 18. sep. 2024 kl. 20:39 
The Waypoint Adjustment worked perfectly. Thank You for the Quick Fix Mate! :3
Blacklight  [ophavsmand] 16. sep. 2024 kl. 14:43 
Traxex: I have updated the rear ballast ladder waypoints by removing the extra "grab" points on the ladder. This will hopefully cause the AI to to finish using the ladder.

Unfortunately I can not remove the navigation. The navigation terminals are the only ones with "buttons" .. I have non-clickable sonar or monitors placed over the top of the nav consoles for appearance purposes but that annoying non-functioning navigation part I have no way to remove without using additional mods.
Traxex 15. sep. 2024 kl. 21:02 
Also, if it's possible, could you pls remove the navigation function from the terminal (displays mineral scanner) and status monitor (displays turbo, stealth, alarm) since they can not be used to steer the sub, that way it matches the other "Not for steering terminals" and removes the confusion when the sub doesn't respond.

PS: We Love Your Sub (me and the crew)
Traxex 15. sep. 2024 kl. 20:43 
Far left bilge when climbing up the ladder to the rest of the sub but not leaving the sub, so main ladder (I think) (words are not my friend today _._)
Blacklight  [ophavsmand] 15. sep. 2024 kl. 20:32 
Traxex: Any specific ladders? Ill look into it. Getting stuck on ladders leading to shuttles or other exterior ports is pretty common. If its any of the other ladders then something is wrong.
Traxex 15. sep. 2024 kl. 20:03 
This may need an update since bots get stuck on ladder. idk if any recent barotrauma updates may of broken anything.
Blacklight  [ophavsmand] 11. feb. 2024 kl. 19:27 
Antinomy: This subs waypoints have been updated for the bots.
Blacklight  [ophavsmand] 5. dec. 2023 kl. 0:03 
Antinomy: They changed waypoints so now a ladder waypoint automatically spawns and attaches to hatch waypoints. This caused my ladder waypoints to double up which can cause some pathing issues for bots I am not going to update all my subs yet as some patches are coming. Will fix all the subs after the next update.
Blacklight  [ophavsmand] 24. nov. 2023 kl. 17:23 
Perlu: I am sorry you had this issue. You can technically exit the sub and EVA through the eye to finish the game if needed.
Blacklight  [ophavsmand] 24. nov. 2023 kl. 17:22 
Antinomy: Thank you for letting me know. I will go through and update subs again. There is a broken hatch issue several of us on discord verified with lower hatches with bot pathing so if it is specifically the lower hatch pathing I may not be able to fix it.

I don't plan on reworking the size of the sub. However the community is welcome to modify my builds to suit their needs and repost with credits. I enjoy seeing people modify and turn into legitimate builders from working to customize my subs.
Antinomy 23. nov. 2023 kl. 21:26 
Unfortunately, it seems like recent game update broke waypoints for many subs, and bots are stuck on hatches. Update would be nice.
Antinomy 23. nov. 2023 kl. 21:15 
Yeah, unfortunately maximum length to finish campaign right now is 80m, and it doesn't look like devs are gonna address that. There was a mod fixing that, but some update broke it.
Currently this sub is 88m, so if @Blacklight will cut the command room and move navigation to control room, it will fit. :)
Still an awesome sub, but you need to switch to a smaller one for the ending.
RiEs06 1. okt. 2023 kl. 8:39 
i reach the eye but the ship cant move in between the walls
RiEs06 1. okt. 2023 kl. 8:39 
Bad News cant be use for the eye of Europa
Blacklight  [ophavsmand] 9. sep. 2023 kl. 5:33 
IceRaven: Yes it is available public for editing. I would like a link back to the original if a modified version is posted.
Blacklight  [ophavsmand] 9. sep. 2023 kl. 5:32 
Tincan: Thank you!
IceRaven06 30. apr. 2023 kl. 20:04 
Is this still public?
Tincan7895 7. apr. 2023 kl. 19:49 
I love this sub a whole lot!
Only thing that I would change/add would be adding a six heavy hardpoint (Likely Railgun) Underneath the sub (Likely move the existing mid coilgun near the rear and add it there) Just like having one smack underneath for big targets.
Otherwise, the coilguns shred everything with the right ammo.

Very awesome sub.
Blacklight  [ophavsmand] 25. mar. 2023 kl. 0:08 
Mr.AM: Thank you! I am glad to see it used!
Mr.AM(AverageEstonian) 24. mar. 2023 kl. 23:45 
Dreadnought i have been looking for thank you mod author making it, still bitty i cant slap lasers on it tho.
Blacklight  [ophavsmand] 20. feb. 2023 kl. 13:30 
Catburger: There is the Reactor Control Circuit on the sign next to the reactor. It is not required though. Other than that its just the text displays.
Dr. Bashir 20. feb. 2023 kl. 5:49 
Worked, thanks! ;3
Is there any other connections of reactor i should know about? Or it's all quality of life stuff like screen showing fuel left?
Blacklight  [ophavsmand] 19. feb. 2023 kl. 21:43 
Catburger: Glad you like the sub! There is a junction box to the right of the reactor, It has a couple screens on it. That is where reactor power connects to.
Dr. Bashir 19. feb. 2023 kl. 21:34 
Hey, great sub! ;3
But can you, please, explain, where is should connect reactor to to make it power the sub? I try to install fusion reacor from EK mod pack, but can't find where to send power
Blacklight  [ophavsmand] 16. feb. 2023 kl. 10:41 
toastergaming: That is a secondary battery power toggle lever. When battery power is on you will see the light next to it slowly pulse yellow. That allows the engineer to enable/disable the battery when needed. Thank you for asking!
TfTrigger 16. feb. 2023 kl. 6:51 
Sup, I had a question. What does the lever up by the reactor do? It seems to spike reactor temp and nothing else really? Is it a power overdrive thing?
Antinomy 11. feb. 2023 kl. 14:26 
I am not familiar with editor, so I don't know what you mean by "no room for more scopes", but fair enough. :)
Blacklight  [ophavsmand] 11. feb. 2023 kl. 7:15 
Explosions & Other Rad Shit: Thank you! Appreciate coming back to comment!
RustedRegime 11. feb. 2023 kl. 7:07 
IMC BERILLIA
IMC BERILLIA IS REAL :captainclown:
Jokes aside, best sub you've made yet.
Blacklight  [ophavsmand] 10. feb. 2023 kl. 16:50 
Antinomy: Glad you approve of the updates! The interior turrets are mainly intended for non-human intruders and guard the longest intrusion areas. I dont really have room to add more turret scopes or loaders unfortunately but I might figure something out in the future.

Usually it is a long way to an armory but with a fairly centrally located one it is easy to get to in emergency and all the containers and turret features are locked to security or captain IDs. As it would take a significant remodel it would be unlikely it would be moved in the near future.
Antinomy 10. feb. 2023 kl. 14:14 
The sub is getting better and better :D Although I would prefer 2 more turrets, one near the brig for more roleplay reasons - after all, you need to keep an eye on the clown, what if he is planning escape? And another one in medbay, so if that damn Adrtie Dolittle would like to steal your morphine again you could execute him on the spot :) But some turrets are better than none, so big thank you from me! It surely became even more cosy for me.
There is only one nitpick left from me - design wise, it would be more logical to switch places for armoury and research lab. Currently, you need to walk pass it to get to medbay or gunnery, but access to armoury is usually restricted, since there are guns, and now turrets control. Putting it in corner above control room, and make access only through ladder in control room should fix that.
But that's probably a lot of tedious work, and you already did much for us, so I will not expect it :)
Blacklight  [ophavsmand] 10. feb. 2023 kl. 10:09 
The sub has been updated with internal turrets and the click to cycle camera feature has been removed from the interactive map camera periscope. There are also now 2 additional versions. Second version comes with a shuttle for 2000 more marks. Third version is a very cheap demo to try that has weapons disabled.
Blacklight  [ophavsmand] 10. feb. 2023 kl. 5:27 
jblockman_59: Thanks for asking and reading the description! That is correct. You can add any shuttle using the editor. I will be updating the package soon and will probably add a version with a shuttle attached due to requests.
Hitman 1 "Monarch" 9. feb. 2023 kl. 23:28 
question: the description mentions space for a shuttle, but doesn't come with one. Do I have to add one in the editor or is there an in-game feature to select one?

I've never lost a shuttle so I don't know how the "resupply shuttle" function works.
Blacklight  [ophavsmand] 9. feb. 2023 kl. 20:05 
Archon: Due to its size it is hard to completely test but I havent had any issues with the AI in testing so far. There are container tags on most of the containers that will help the AI sort/place things in appropriate locations.

If you would like to test it first you can open it in the editor, press F3 and type debugai, press F3 again to close the window and click the save button. This will allow you to manually set a price low enough to start with in campaign. Make sure to save under different name. I have debated including a "cheap" version in package for people to "try before they buy".
Archon 9. feb. 2023 kl. 19:55 
I'm still a bit away from getting this in my campaign. How bot-friendly is it? Especially for sorting lol.
Blacklight  [ophavsmand] 9. feb. 2023 kl. 7:17 
Archon: Thank you! I have an update for it coming with a couple of internal turrets.
Archon 8. feb. 2023 kl. 20:10 
This is so damn cool.

I was hoping you'd release something like this!
Antinomy 6. feb. 2023 kl. 12:53 
Since there are 2 periscopes, I think it just better to remove it. Much easier anyway to use control panel, looks better too. But leave a second one for those who want to do it the old way/manually :)
No, thank you, for awesome content!
Blacklight  [ophavsmand] 6. feb. 2023 kl. 11:56 
Antinomy: Ahh good to know. The editor warns about too many objects. Yes I can definitely lock the periscope to those cameras. In fact I had to add extra circuitry to make it cycle. My thinking was there are so many cameras to cycle through that it would be useful to cycle from a selected starting point instead of running through them all. However I can easily remove the cycle function from that periscope/camera. I value the input so please keep looking for things and informing me if you can! Thank you!