Barotrauma 潜渊症

Barotrauma 潜渊症

Prometheus
174 条留言
SeaverBeaver  [作者] 9 月 30 日 上午 10:48 
(tbh I liked the idea of the mechanic banging on the fire door shouting for help while trapped in a burning compartment...)
SeaverBeaver  [作者] 9 月 30 日 上午 10:48 
Yeah, that's correct- the fire door in the engine compartment used to work the way it outlines in the manual, (which I forgor to update...). The problem was that if the sub was flooded, and the engines damaged, crewmembers repairing the breaches would find themselves standing in a drained compartment, in the middle of an engine fire, with the only way out sealed via a fire door.

Obviously you could prevent this by turning off the engines before entering the compartment, but engine fires aren't vanilla, and telegraphing the danger of a broken engine is difficult when it's normally harmless.

I tried a few solutions, adding a second override switch on the other side, motion detectors, etc, but I couldn't find a solution I was happy with, and I figured I'd let the player have agency over the door, and add extra wiring it as they see fit, according to the situation.
Jack Kellar 9 月 30 日 上午 8:09 
Seaver! First of all, I love the submarine. This is golden.

I was reading through the manual and using it in a campaign with my mates. I have *one* observation so far.

The fire door does not close automatically once a fire is detected. The wiring to the door points only to the override button, and the button points only to the door.

I believe this may be the Relay component under the OR component. OR sends signals to two alarms, the Relay and another OR.

The Relay receives this signal but does nothing with it.

I wired the relay to the door, and it keeps the door closed with no fire, and opens it when there is a fire. So this relay *is* the one responsible for the door control :) I was just debugging. Hope that helps!
Alex 30mm Sniper 9 月 25 日 上午 10:59 
Thank you! Great sub btw used it for a long time.
SeaverBeaver  [作者] 9 月 25 日 上午 12:15 
Okay, just updated with waypoint fixes and a new docking arrangement- bots should be able to fully traverse the DSRV, though keep in mind they are bots, and therefore very stupid. The fixes should also make bots (and husks) more adept at running down the hallways.

Let me know what you think of the beefier docking hatch.
SeaverBeaver  [作者] 9 月 24 日 下午 3:15 
Yeah go for it
Alex 30mm Sniper 9 月 24 日 下午 12:59 
Would it be okay if I uploaded a sub using parts from this sub? Like the alarms that you brought up to date and such?
Thunder 8 月 9 日 下午 11:47 
hey bro, congratulations on your friend request, I'd like to discuss Prometheus
General195281 7 月 31 日 下午 10:13 
Thanks Seaver, much appreciated.
More on the DSRV, is there any way for you to implement a homing feature that allows the mothership to recall and dock it in the event that some of artie's cousins decide to die in the ocean?
CHALLENGER 7 月 31 日 下午 2:16 
Thank you! I'll invite you to the gamemode when it's ready if you're interested. Gonna be a while
SeaverBeaver  [作者] 7 月 31 日 上午 11:53 
Moonpools? In this economy? Under thousands of meters of water with standard atmospheric pressure inside the sub?

In all seriousness, the DSRV is a docking-oriented rescue sub, you can absolutely use the airlock in open ocean, but you may want to find an outcropping to set down on, or just wait for the autopilot to raise the sub back up.

I'll take a look at the waypoints and have a frank conversation with Artie about why he's told the other bots to avoid the DSRV.
General195281 7 月 31 日 上午 1:52 
Another bug I've noticed in various instances is bots failing to climb the ladder into the DSRV to repair whilst docked
General195281 7 月 31 日 上午 1:46 
Hey Seaver, disregard my previous comment regarding reactor pathfinding, found that it was intended based on room tagging (that's actually pretty neat)

Husk Chimera navigation issues are still present, i'm unsure if it's the same with other hostile creatures

Additionally, is it intended that the DSRV sinks like a rock as soon as you open the airlock?
It looks like it's intended to use some form of moonpool system, but it simply does a suicide dive whenever you try to use either airlock for more than a microsecond
SeaverBeaver  [作者] 7 月 30 日 下午 10:10 
Go nuts, take and modify anything and everything you need to, all I ask is that you give credit somewhere.
CHALLENGER 7 月 30 日 下午 4:29 
Would you mind if I borrowed the reactor design for a gamemode I'm working on? I love it.
SeaverBeaver  [作者] 7 月 6 日 下午 4:00 
Right, that's got it. There's apparently a whole hierarchy of the ways in which Baro will spawn shuttles, and the DSRV was on the bottom. It was being spawned inside the sub because the level wall was "too close," the docking hatches didn't have a direction lock set, and I had decorative docking hatches that were considered valid. All of that has been fixed, and when the sub is bought from the merchant, everything should work properly.
Zulu Three Zero 7 月 6 日 下午 3:21 
Ta, much appreciated
SeaverBeaver  [作者] 7 月 6 日 下午 2:33 
I just leapfrogged my way through a second test campaign and encountered what you were talking about- it seems the DSRV docks correctly in the editor, and in missions, but when bought during campaigns, (sometimes), it will link the dorsal docking port of the shuttle to the bottom of the dorsal docking port of the sub. This is very strange, and I'm looking into a solution.
SeaverBeaver  [作者] 7 月 6 日 下午 1:59 
Please do, that's very strange.
Zulu Three Zero 7 月 6 日 下午 1:57 
Hi SB, we just bought the Prometheus in the late game, and for some reason the shuttle is docked inside the Prometheus in some sort of nightmarish overlap. We'll try again at a different base but it's kind of a problem at present! Can provide screenshots if needed.
Archemyre 7 月 1 日 上午 5:49 
Thanks for all your work on this!
SeaverBeaver  [作者] 6 月 29 日 下午 11:20 
Alright sailors, you wanted a shuttle, you've got one. I've polished this update to a high sheen, but let me know if any bugs pop up.
Oz Bloke 5 月 4 日 下午 11:49 
I believe it may be incompatible with EK dockyards as I keep getting errors trying to load the two and the debug is listing an error with one overriding the other.
icekdh1230 4 月 25 日 上午 9:22 
doors have bug when i only have peformance fixes
SeaverBeaver  [作者] 4 月 24 日 下午 8:34 
Hi. I would like to nominate you for the User Comment of the Year Award.
PHOENIX 4 月 24 日 上午 5:18 
Hi. I suggest making a legacy version of this sub with a separate page, and in this one, fix all the issues and remove the useless stuff. It would also be cool if a respawn shuttle in the same style would come with the sub.
SeaverBeaver  [作者] 4 月 21 日 上午 10:11 
\/ \/ \/
Draconis🐊 4 月 21 日 上午 3:43 
Go over to Barotraumatic Discord and drop your modlist (in Steam collection mode Please!) and I will postmortem the issue.
SeaverBeaver  [作者] 4 月 20 日 下午 2:51 
Calm Before the Storm hasn't had any effects on the Prometheus, the only appreciable difference the update made to the sub was in how certain types of locational audio sources are handled, and the transparency of certain types of glass.

Performance remains unchanged before and after the update. I would take a look at the rest of your modlist to determine the cause.
Lucehh 4 月 20 日 上午 1:53 
Is there a current issue with performance since the recent official update? Significant drop in performance for my entire campaign group to almost unplayable on pretty good specs.
Draconis🐊 3 月 13 日 上午 1:31 
EK hasn't been updated since November 2022, every EK fork since then has been just cutting away the parts that are broken and prevent the mod from loading, no fixes or optimizations. The latest Chinese version is busted with what looks like it was fed into some sort of AI program which is why the tools and stuff are all weirdly large due to incorrect scale.

They are not up-to-date, they are riddled with tons of issues and unintentional exploits due to being entirely pre-release version code vs 3 years post release and about to get a DLC.
SeaverBeaver  [作者] 3 月 12 日 下午 8:47 
1) Switch sub to Barsuk.
2) Disable Dockyard, enable Prometheus.
3) Continue on your merry way onboard the Prometheus.

The above workaround takes far less time and effort then going back through and editing every EK identifier to be unique, and then dealing with the possible fallout of that change causing problems with existing campaigns.
Pear 3 月 12 日 上午 7:29 
Alt versions of EK mods are being kept up-to-date. Regardless, why use the same identifier as EK's walls when you could've renamed them to something unique and not had an incompatibility?? We can't use this sub in our campaign because our current sub relies on EK.
bestbest45123456 2 月 18 日 下午 10:20 
the reactor room doors appear to have bugged, how do i fix them?
vibechecker628 2 月 7 日 下午 7:53 
Is this sub compatible with EK mods for 1.x? It says it isnt for EK Dockyard, what about the EK mods for 1.x?
MrMirdon 2 月 2 日 上午 7:03 
Would it be possible to make a graphics mod to replace the guns and loaders sprites with the dark one or does barotrauma not have that functionality?
loriANS 2 月 1 日 上午 9:31 
Any idea if this is compatible with Enhaced Reactors?
Yog-Sothoth21 1 月 28 日 下午 4:09 
Is it campaign compatible or too OP for it?
SeaverBeaver  [作者] 1 月 19 日 下午 1:54 
Yes, all doors/hatches come with a motion detector. Setting the output of a door's motion detector to 1 will give the door auto open functionality.
MJ 1 月 19 日 上午 8:23 
Is there an option to turn on automatic doors
Sheldonquack 2024 年 11 月 23 日 下午 6:25 
Security officer best class
SeaverBeaver  [作者] 2024 年 11 月 23 日 下午 6:25 
Conn, Sonar, kick this guy's ass
Sheldonquack 2024 年 11 月 23 日 下午 6:21 
I don't like the sub, big stinky
McGregor 2024 年 11 月 21 日 上午 7:14 
Im uploaded "Prometheus+HR fix" mod, can somebody confirm it fixing Prometheus mod+Hazardous reactor works together?
McGregor 2024 年 11 月 20 日 下午 3:29 
Hi!
I checked the Hazardous Reactor mod. You using "Override" options in the reactor.xml. So i think, you need have to add another item, like "identifier="ekdockyard_reactor_small" whitch will override the Prometheus mod reactor, and maybe the HR mod will be work.
McGregor 2024 年 11 月 19 日 下午 1:06 
Dear SeaverBeaver. Im modding your mod, can i contact with you?
McGregor 2024 年 11 月 19 日 下午 1:02 
@comandate striker, its compatible ;) but needed some work
comandate striker 2024 年 11 月 18 日 下午 2:14 
so sad, is incompatible with EK dockyard.
but gonna give it a chance
Sauer 2024 年 11 月 17 日 上午 6:42 
hi, how do bots get to reactor room ?
Duke 2024 年 11 月 15 日 上午 5:13 
How much it cost in game credits? I wanna add couple of OP subs to my campaign as some very expensive endgame content.