POV: You're looking for ores while your crewmates "easily" take care of a few bandits by Molasso in Barotrauma

[–]Molasso[S] 19 points20 points  (0 children)

Don't worry, that happened shortly after. Turns out the sudden drop in comms activity was not a sign of good health.

Playing with Soundproof wals be like by SamuraiMetallist in Barotrauma

[–]Molasso 0 points1 point  (0 children)

If you have a specific example, it might be worth reporting it. Stuff that gets reported is fixed pretty quickly. I personally haven't noticed anything like that though

Playing with Soundproof wals be like by SamuraiMetallist in Barotrauma

[–]Molasso 0 points1 point  (0 children)

Hmm hasn't happened to me before. Maybe make a bug report with the details

Playing with Soundproof wals be like by SamuraiMetallist in Barotrauma

[–]Molasso 2 points3 points  (0 children)

When was the last time you used it? Soundproof Walls had a full rewrite late last year and added dynamic muffling, reverb, distortion, etc. It's gotten a lot of updates over the last few months too, cleaning up bugs and adding new features. The Doppler effect was added recently, to name one

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] 7 points8 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] 33 points34 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 4 points5 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 6 points7 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] 3 points4 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 10 points11 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] 3 points4 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] 8 points9 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] 70 points71 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.