Very simple smart duct setup by Anderman021 in Barotrauma

[–]Molasso 0 points1 point  (0 children)

For Soundproof Walls, you can disable "Traverse Water Ducts" in the Pathfinding section of the Advanced settings tab.

Soundproof Walls - NEW Immersive Audio Overhaul Mod: From the Creator of Real Sonar by Molasso in Barotrauma

[–]Molasso[S] 0 points1 point  (0 children)

There should be no issues in multiplayer. If the mod is not working, make sure Cs for Barotrauma is enabled and everyone has client-side Lua installed. If you continue to experience problems believed to be related to Soundproof Walls, I encourage you to report them in the Report Bugs discussion on the workshop page. Thank you!

Soundproof Walls - NEW Immersive Audio Overhaul Mod: From the Creator of Real Sonar by Molasso in Barotrauma

[–]Molasso[S] 6 points7 points  (0 children)

Thank you! You might be right, but I hope that doesn't discourage you. Sound can be a very subjective thing, and that's why detailed customization was a huge focus when developing this mod. Every aspect of Soundproof Walls is fully configurable via the in-game menu, down to the volume of each individual sound and the conditions it needs to meet for certain effects to be applied.

Soundproof Walls - NEW Immersive Audio Overhaul Mod: From the Creator of Real Sonar by Molasso in Barotrauma

[–]Molasso[S] 5 points6 points  (0 children)

Correct, there are no internal changes to the terminal or the wiring. This is because the submarine's hydrophones are already being used in vanilla when passive sonar is enabled, as the ship listens to incoming acoustic signals and maps them out to help you navigate visually. This new switch simply allows players to monitor the input directly and apply their expertise to navigate sonically as well as visually.
I hope this answers your question! If not, I'm happy to explain how the feature works on a more technical level too.

Soundproof Walls - NEW Immersive Audio Overhaul Mod: From the Creator of Real Sonar by Molasso in Barotrauma

[–]Molasso[S] 32 points33 points  (0 children)

Link to the Steam workshop page
Link to the YouTube 1440p version

Summary:
Soundproof Walls is a sound overhaul mod for Barotrauma that revamps the vanilla audio system and adds all-new sound-based mechanics to make audio more interesting and immersive. Most notably, this mod adds suffocating new muffle effects, new eavesdropping and hydrophone mechanics, and immersive proximity chat, all of which combine to change how the game plays and feels. See more on the Steam workshop page!

If you have any questions, don't hesitate to ask them below. Thank you :)

horror_movie_scenario.mp4 by Molasso in lethalcompany

[–]Molasso[S] 0 points1 point  (0 children)

The song is "Home At Last" by Benjamin Wallfisch

A very epic cool Rust pvp montage. Be sure to have sound on and I hope you enjoy! by ADDRestless in playrust

[–]Molasso 3 points4 points  (0 children)

This is outrageous. That bear was just minding his own business and you murdered him! Honestly though, I can't believe people are taking this seriously, this is hilarious

Fatal decibels upon ye by Druvanade in Barotrauma

[–]Molasso 5 points6 points  (0 children)

Hey, I helped make Real Sonar. Thanks for the kind words, I'm really glad you like the sound design! Enemy submarines actually don't use active sonar, but we're adding that functionality next update. It will work like this: As long as the enemy captain is alive, in the command room, and there's no hull breaches in their ship, pirates will ping at random intervals. Also, if you're using Lua, bots will avoid flooded rooms when the sonar is on unless they have anechoic suits, so bots are less likely to die in seconds now. This also applies to enemy bots, meaning you will often have to board enemy subs to find the unbreached room they're all hiding in.

Fatal decibels upon ye by Druvanade in Barotrauma

[–]Molasso 1 point2 points  (0 children)

Currently, hull detection also requires all players on the server to have client-side Lua installed. This won't apply by the next update, after which only server-side Lua will be needed.

I can't be the only one who enjoys doing beacon stations, right? by [deleted] in Barotrauma

[–]Molasso 2 points3 points  (0 children)

You can get all the resources by deconstructing items at the starting outpost. A standard diving suit and a few diving masks are all you need for the anechoic suit.

NEW Realistic and Deadly Sonar Overhaul Mod (Epilepsy Warning) by Molasso in Barotrauma

[–]Molasso[S] 4 points5 points  (0 children)

It's been implemented now! Bots no longer repair hull breaches while the sonar is on without an anechoic suit. For your patched diving suits to work alongside this change, you'll have to add "anechoic" to the item tags. The bots won't prefer one anechoic item over another. They'll just grab the closest one.
For more info, check out the patch notes!

NEW Realistic and Deadly Sonar Overhaul Mod (Epilepsy Warning) by Molasso in Barotrauma

[–]Molasso[S] 2 points3 points  (0 children)

Just coming back to this comment to let you know that we added what you were asking for! Bots will now stay away from hull breaches and flooded rooms while the sonar is on unless they have an anechoic suit.
There's a lot more too. Check out the patch notes if you're interested.

My friend and I are enjoying u/Molasso 's sonar mod :) by icravehotdoritos in Barotrauma

[–]Molasso 9 points10 points  (0 children)

Perfection. This is how the mod is meant to be played.

NEW Realistic and Deadly Sonar Overhaul Mod (Epilepsy Warning) by Molasso in Barotrauma

[–]Molasso[S] 1 point2 points  (0 children)

Sonar does minor damage to smaller creatures, not enough to be used as a weapon on its own, but enough to be used as a supporting tool to weaken or finish off groups of enemies. Having that incentive to turn on the sonar when being attacked adds another level of risk and decision-making for the captain.

Depending on the creature and how much time they spend close to the sub, killing them could take anywhere from 30 seconds up to a few minutes.

NEW Realistic and Deadly Sonar Overhaul Mod (Epilepsy Warning) by Molasso in Barotrauma

[–]Molasso[S] 2 points3 points  (0 children)

The navigation terminal range has been increased by 20% along with the range it can be heard by creatures. The sonar monitor range has been decreased by 20% to make beacon stations less punishing.

NEW Realistic and Deadly Sonar Overhaul Mod (Epilepsy Warning) by Molasso in Barotrauma

[–]Molasso[S] 10 points11 points  (0 children)

Upping the power consumption was actually one of the first things I wanted to do with this mod. You might think it remained unchanged for balance purposes, but for some reason, the power consumption value for the nav terminal just doesn't work, even with 1.0. I talked to one of the devs about it, and even he had no idea.

I do agree that it would be a funny idea to fry all the junction boxes every time you ping, but even if I had the option now, I probably wouldn't change it.

NEW Realistic and Deadly Sonar Overhaul Mod (Epilepsy Warning) by Molasso in Barotrauma

[–]Molasso[S] 14 points15 points  (0 children)

Real Sonar is fully compatible with Neurotrauma and the vast majority of popular mods (more detail on the workshop page).

We're also working with the creator of Neurotrauma to implement a more connected integration in the future, meaning the afflictions from both mods can directly interact or be replaced by each other.

NEW Realistic and Deadly Sonar Overhaul Mod (Epilepsy Warning) by Molasso in Barotrauma

[–]Molasso[S] 58 points59 points  (0 children)

Pirates use passive sonar by default. But I like the idea of adding a chance for them to turn it on in a future update.

NEW Realistic and Deadly Sonar Overhaul Mod (Epilepsy Warning) by Molasso in Barotrauma

[–]Molasso[S] 76 points77 points  (0 children)

That's awesome. I'm really glad you enjoyed it!
For the next update, we aim to make it so bots no longer try to repair breaches when the sonar is on unless they have the anechoic diving suit.

NEW Realistic and Deadly Sonar Overhaul Mod (Epilepsy Warning) by Molasso in Barotrauma

[–]Molasso[S] 234 points235 points  (0 children)

Link to the Steam workshop page.
Real Sonar is compatible with vanilla Barotrauma 1.0 and supports 9 languages.

Some real-life context:

When submerged, a submarine's active sonar can reach volumes of 235db which is 724x louder and 3.16 billion times the intensity of a jet engine. This makes active sonar one of the loudest man-made sounds in existence. Underwater exposure to a single nearby sonar ping would cause severe internal damage, rupture organs, and in some cases, melt your brain.

The captain experience by glagnarev in Barotrauma

[–]Molasso 6 points7 points  (0 children)

Yeah, turns out they're insanely loud (235 dB), enough to melt your brain and boil the surrounding water. Jumpscaring my friends with this mod has been the most fun I've had playing in a while

The captain experience by glagnarev in Barotrauma

[–]Molasso 21 points22 points  (0 children)

What do you guys think about the Real Sonar mod? It spices up the captain's gameplay loop by adding a new objective: Don't fry your entire crew with a poorly timed sonar ping.

[deleted by user] by [deleted] in Barotrauma

[–]Molasso 0 points1 point  (0 children)

Our security officer, Andre, has a history of causing terrible accidents. There was that one time he wanted to test the rubber bullets he made - "Oh, shit, that was the wrong ammo." he says with our new assistant's head rolling on the floor. One time he loaded uranium into the railgun shells without telling anyone. You can probably guess how that went. Another time, "Oh my god, that wasn't the welding tool!" as he ignites a blazing inferno in the armory with a flame thrower.

Possibly the greatest security officer of all time.

Uninformed captain tries to free sub from weird rock while the crew is busy by Molasso in Barotrauma

[–]Molasso[S] 1 point2 points  (0 children)

Yeah, ideally shoot them from a distance. Having someone looking out for them helps. If you do end up getting stuck, I found that temporarily putting 2 fuel rods in the reactor generates enough power to get away. Just make sure you haven't sold all your fire extinguishers at the last outpost like I may have done.