Barotrauma 潜渊症

Barotrauma 潜渊症

Barotrauma Workshop
You can build your own submarines and monsters with in-game editors and share your creations with other players. Imagine and experiment.
Power distributor with automatic power supply slider adjusting !
Hello !

I would like to share my item assembly, first of the kind, that uses the possibilities of the 2025 introduced " Power Distributor " item which is designed to regulate power sent to up to 8 junction boxes !

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3561052619

Basically Power distributors have sliders to increase or decrease power supplied out of a pin. It also have pins to send what's the actual position of the sliders and a pin to set the slider at a desired value without manually touching it.

My component assembly does set the slider automatically, by using the outputs out of junction boxes that tells how much power is suplied and how is the actual load.

This setup is preventing power surge when the output is greater than the load on a junction box.

I have designed this regulation system with that elementary math formula :

((( Load - Power ) / Power )*100 ) + 100 = Decreased percentage to set the power slider to the best setting

With power distributors, you can now design your power grid in a way that makes each junction boxes independent, and label each one to a very specific group.
Thanks to relays, you can power large subs with not more than 8 junction boxes and regroup them in one same room. Then, the max efficiency could be reached with my regulated assembly, making the powergrid bulletproof !

Of course, reactor power output and battery output have to be connected together at the " Power_IN " of the power distributor ! So your powergrid is well feeded with energy from both reactor & batteries. Also, batteries needs to have a dedicated junction box just like capacitors who are feeding power to the weapons.
IMPORTANT : Connect the docking port junction box power back to the power distributor " Power_in " alongside reactor and batteries wires to get juice through the powergrid when docked on an outpost !!!

So far, I have witnessed that it might not work very well concerning a junction box supplying the batteries, it likely set the slider to 0% at some point and would never go up again unless reset manually at the distributor. So I instead set up my batteries with this :

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2873949790

This will ensure a smooth battery charge management that do not create overloads !

Feel free to use my design on your sub and share your feedback.
I might put some delay component for sliders adjusting as it might be not ideal to have an immediate effect as it is right now. And given the batteries management fluke it has, I might also need to come up with a failsafe that lets having at least 10% of power minimum.
最后由 Johnny Bifoutre 编辑于; 9 月 15 日 上午 11:28
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正在显示第 1 - 11 条,共 11 条留言
Buggy Boy 10 9 月 15 日 下午 1:17 
Nice, and at first glance seems to follow a similar method as the common 5-component reactor controller circuit.

Downsides... It might remove some of the challenge and fun, character, and essence of the game by removing the quirks of some of the submarine's electrical grid setups. It might also run into difficulties when pitted against things like ballast flora or piezo electrical crystal discharges, black molochs or other EMP emitters, this could either cause the system to just fail, the junction box might overload and burn out, or it could bring the reactor into an overload / overheating state! I've seen this happen with reactor controllers. I've also seen so-called 'miracle' or 'perfect' reactor controllers fail to start the reactor from cold, probably less likely to be a problem when it's just junction boxes but strange things can happen when you start altering the way things work with the electrical system. You may also encounter bugs and inconsistencies with the electrical simulation in the game which can be difficult to account for and work around (e.g. your observations with battery charging).

When it comes to battery charging I much prefer to leave them at a known charge rate, then I know the reactor will be able to supply that demand and also run the sub's systems; if battery charging is suddenly at 100% then there could be brownouts across the sub, which you really don't want if your supercapacitors are working overtime as your gunners try to shoot down several golden hammerheads! Honestly, I never actually need to use my sub's batteries anyway, perhaps I need to design a sub that can't fully function properly without the battery, hehe! *evil plotting fingers* (I know the Humpback is supposed to be like this, but it isn't really... with careful power management it's easy to get by without the batteries, and once a few upgrades are added it's irrelevant).
最后由 Buggy Boy 编辑于; 9 月 15 日 下午 1:26
引用自 Buggy Boy
Nice, and at first glance seems to follow a similar method as the common 5-component reactor controller circuit.

Downsides... It might remove some of the challenge and fun, character, and essence of the game by removing the quirks of some of the submarine's electrical grid setups. It might also run into difficulties when pitted against things like ballast flora or piezo electrical crystal discharges, black molochs or other EMP emitters, this could either cause the system to just fail, the junction box might overload and burn out, or it could bring the reactor into an overload / overheating state! I've seen this happen with reactor controllers. I've also seen so-called 'miracle' or 'perfect' reactor controllers fail to start the reactor from cold, probably less likely to be a problem when it's just junction boxes but strange things can happen when you start altering the way things work with the electrical system. You may also encounter bugs and inconsistencies with the electrical simulation in the game which can be difficult to account for and work around (e.g. your observations with battery charging).

When it comes to battery charging I much prefer to leave them at a known charge rate, then I know the reactor will be able to supply that demand and also run the sub's systems; if battery charging is suddenly at 100% then there could be brownouts across the sub, which you really don't want if your supercapacitors are working overtime as your gunners try to shoot down several golden hammerheads! Honestly, I never actually need to use my sub's batteries anyway, perhaps I need to design a sub that can't fully function properly without the battery, hehe! *evil plotting fingers* (I know the Humpback is supposed to be like this, but it isn't really... with careful power management it's easy to get by without the batteries, and once a few upgrades are added it's irrelevant).


I use a different reactor controller system, basicaly it was the famous " 2 component REGEX " that I updated to work again : It kicks in at a certain temperature and what I like about it is that it keeps reactor running at optimal around 5000°c ( fuel savy ) and it keeps that way foreveer... It would have not worked if it was kicking in at cold temp without warming by puting some stress ( since an update that changed the way reactor worked ).

Well I was looking to remove " challenges ", as the game made problems I was interested to solve them by engineering my sub accordingly just to prove to myself I was a top notch builder.
No issues with ballast floras, I even put a lever to drain my ballast/cut the power/ keep the hatch open to deal with the floras with no trouble.
I have not encountered piezo crystals yet but so far my sub performed very well with no trouble.
Thing is with a power distributor setup, if I didn't installed my regulators, I witnessed that power differences occured often and the junction boxes turned orange for several seconds. My system fixed it, and Power distributor allowed me to tidy up the power grid in a very organized way ! Which is nice for sub nerds.
The battery occurance is the only flaw I had so far but I tested it with the other elements and I must say it worked as intended and witnessed in real time the sliders adjustment.

Actually having a 100% charge rate all time isn't necessary. Basically I run my sub always with toped off batteries and they are activated to provide power consistency. If I forgot to activate them when my reactor runs out of fuel it activates automatically to prevent the whole sub to stall. Toped off batteries with a minimal recharge rate do not decrease in capacity as far as reactor is on.
Fact is a 100% recharge rate at all time creates a big power/load difference when it tops off, this way with controlled recharge then the more it's empty the more it recharges and it decreases the more the battery gets recharged so this smoothly does transitioning in power needs so no surge in the end.

My sub is a revamped Dugong that looks very slick with tons of features mostly designed by myself : I did not uploaded it yet, but maybe soon as I feel that I finally made it perfect.
最后由 Johnny Bifoutre 编辑于; 9 月 15 日 下午 3:04
Buggy Boy 10 9 月 16 日 下午 12:28 
引用自 Johnny Bifoutre
Let me share you a picture of my sub :

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3568936833

Steam doesn't want to show me that full size image for whatever reason, is it a private image?

Kudos to you for making cool stuff that does a job, no complaints there and I'm sure it fits your play style and will be a desirable piece of tech for similarly minded players. I just have tended to swing in the opposite direction and prefer to start from bare bones, solve problems on the fly and enjoy the quirks of the rather imperfect Frankenstein sub that I cobbled together!

See my current play thing: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3489267616

I've added circuits and wiring so it's quite a bit different in terms of operation now in my campaign compared to how the sub comes from the Workshop, that's the whole point of it really - when you get the sub it's broken and needs fixing, although it will float and move after the initial repairs are done. I suppose if someone were to add in your balancing circuits it could help in the early part of a campaign, but now that I'm about 2/3 of the way through and have fully upgraded the sub, it's probably about as smooth as it's ever going to be.
最后由 Buggy Boy 编辑于; 9 月 16 日 下午 12:36
No it's not, I don't understand why you can't view it.

Fact is I have not the free time to do what I do with my sub INGAME as building materials and equipment + ressuply + take new missions is already a long process and when you go out on a 3 missions sortie then rewiring the sub and maybe loose afterwards as you can't save mid run, it is not my thing ! I just wished editor was available ingame and materials had a cost.

This sub looks very cool ! The wrecked style is very sassy.
I don't know how to do buckled wiring though, when I do it it's always straigtned.
Buggy Boy 10 9 月 17 日 上午 1:59 
No problem, I was the same way when I first started using the sub editor - I figured I would be doing these upgrades anyway so might as well stick them in from the start. It saved time but also was a bit of a cheat because I didn't then have any use for things like components, wires, or any of the materials required to make them, and that can be a tough challenge in the early campaign.

I always wait until I'm docked to do wiring and circuits, talent point spending (unless it's something I know I will use in this round), and other things like that, then I am safe and using power from the station. If there are no stations, then I sit at the end of the round and do stuff then just before starting the next round.

Wiring - you just add as many points as you need, it just takes longer than doing long straight lengths. You can also set the rotation on equipment, e.g. junction boxes, and set their starting endurance (damage), resize and apply decals to give a distressed look (adjusting the transparency also helps with dirt marks). Doesn't have to be just for damage / dirt, this can also be done with arrows and other decals to give a 'spray painted' look over background textures and items.
Buggy Boy 10 9 月 17 日 上午 2:05 
Aha, I can see your screenshot now. Looks pretty cool, very well kitted out and organised. I like the downward hatch at the front (docking hatch, too?), that's something I miss in my Rusty Sow (but I wanted it to look like a patched up standard Dugong, not a complete refit).
Yes you can always hang around when docked at an outpost and save from time to time but as it is very limited to interact with the sub to tidy the things you build on it I felt like it was not a such good time to spend but rather more use my fabricators and carry my goods to store them and looks for buy goods and take new missions. So I jump faster between missions also !

Thank you, yes I put a lower hatch to dock on wrecked subs or any building that are below with a docking port. You can also do sorties if it's faster to go out this way. Fact is water do not come in when it's open so you do not even need to build an airlock you just jump in the hole !

Also, I have put watertight cargo space in my ballasts to save tons of space for other stuff in the regular rooms. I think that not much people came up with that idea !
Great news ! In fact, I already went to Piezo Crystals yet but I though it was my discharge coils working since now. And as I monitored they don't have any effect on my sub, no surges at all !!!

By the way my discharge coils are triggered only when detecting monster, and it has a timed discharge so it does not work constantly until monster is dead. It does only 0.5 second shock then cooldown about 2-3 seconds until newt shock. Very effective and prevent most of monster break-ins !
Buggy Boy 10 9 月 17 日 下午 1:21 
Very nice. One word of caution though - watertight storage is all well and good (I use chemical crates for this), but if you ever take something that reacts with water from a watertight container while in water yourself, it will blow up in your hands! This will include items that are in a non-watertight metal crate that might be stored in a watertight unit loader.
引用自 Buggy Boy
Very nice. One word of caution though - watertight storage is all well and good (I use chemical crates for this), but if you ever take something that reacts with water from a watertight container while in water yourself, it will blow up in your hands! This will include items that are in a non-watertight metal crate that might be stored in a watertight unit loader.

Mission including this type of cargo are very rare and do not need to manipulate it by hand. But in case of anything I can drain my ballast anyway ( part of the anti-ballast flora system I installed ) and safely access my cargo !
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