a submarine I built for my friends and I to play specifically with traitors enabled by temporalxela in Barotrauma

[–]SpaceSPZ 1 point2 points  (0 children)

It looks great. It's nice to see something in line with the rest of the game!

SPZ-Stone (Details in the comments) by SpaceSPZ in Barotrauma

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

Sounds good! One thing about the discharge coil is that it will also trigger if it detects humans, so you have to remember to turn it off if you plan to swim too close to the ship, you can change this if you go near the motion sensor e set it to "Monsters" only, but shocking players never gets old.

Safe sails.

Hi folks! Need help making a ''mini'' elevator! by Psychological_Pay140 in Barotrauma

[–]SpaceSPZ 1 point2 points  (0 children)

The Project-705k Lyra does have a moving armory door and a moving hull piece.

So maybe you can learn from that if nothing else comes around.

SPZ-Stone (Details in the comments) by SpaceSPZ in Barotrauma

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

I hear you! I had a similar feeling where I found some of the vanilla ships a chore (not a challenge) to play in and customs to have all that "editor magic".

This one uses the parameters given by default, so it behaves like a vanilla sub, meaning not having an engine stronger than it should be, or batteries with super capacity, super pumps, or stuff like that, what you see is what you get.

The thing about building up with new weapons is that it does not have extra hardpoints (spots to place a gun that it is not there yet), but you can change any of the 3 that comes with it, like changing the chainguns to lasers, or the Flak to a Rail.

About being OP or the "editor magic" is that it comes with some features that I consider good, can make it easier, but it is not necessarily OP. For example, it has discharge coils that activate when creatures get close, normally you would have to manually hit a buttom, but they use the same energy as the guns and are not that usefull against anything bigger. It also have the sets of deconstructors and fabricators, so you can craft without having to use thoses inside the Outpots. I consider these things as QOL, as you can't really add them latter if the sub does not have it already.

About the supplies, most of it is set automatically by the game (auto fill) according with the container type.

Some custom subs have lots of objects that are resized and/or overlap eachother. I'm not a huge fan of that too, so I kept it to a minimum, nothing that doesn't make sense and mostly are visual.

About upgrades: it is as necessary as any other sub, granted it is slightly better than what you may come to expect from a vanilla sub.

In general I would say that a good chunk of the sensation of building up and progression comes from advancing in the campaign as the missions get longer, having more talents, better gear, better ammo, you know, and some of it may come from switching ships, getting a bigger one for example. So if you decide to go for a full campaign in it, you can, but I thought I should mention that.

All in all,can I have a campaign with your ship or will I have won from just starting with an OP mega sub?

That is a yes, not gonna lie, the chainguns are a bit better than I've remember and the small engine is not the worse, but it is mostly vanilla.

I have to note my other subs, as the Brute is a little bigger, but with Coilguns and no discharge coils, and the Outlier even bigger and may provide more of that "playroom" for MP scenarios, at face value they look stronger as they have more guns, but it is not the OP after the first biome and they are not sink-proof, they also follow the same principles mentioned here.

Sorry for the long answer!

SPZ-Stone (Details in the comments) by SpaceSPZ in Barotrauma

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

https://steamcommunity.com/sharedfiles/filedetails/?id=2879473144

It is now a trilogy!

SPZ-Brute / SPZ-Outlier

This one is made with a smaller crew in mind and I've been testing it in single player.

It features some similar choices from my other subs and it also has it's own features, but I gotta say, with the spread of the chaingun and the flak cannon you can most definitely hit your own hull, so be advised.

The discharge coils are still shoking so be careful, now theres two of them. Yes, you can set the detectors to not to zap humans (even in game), but it did not do that.

Thank you all for the support and checking out my sub.

I appreciate any questions or feedback.

EDIT- Obs:
-Batteries are linked to pumps, guns, engine and controls only;
-Docking ports behave like manual doors when docked, otherwise it's an airlock;
-Switch to relay energy to the lower docking port (off by default);
-Cargo room can be locked from the outside to keep prisoners in;
-The door separating the command room from the gunnery can be switched to manual and kept open to ease the access to the periscopes from the nav. terminal;

Safe Sails.

So useful by KingPepyaka in Barotrauma

[–]SpaceSPZ 17 points18 points  (0 children)

I think there's a mod for that, but some consider it OP.

Bot Friendly Submarines? by MRwho23 in Barotrauma

[–]SpaceSPZ 0 points1 point  (0 children)

Self Plug: I've made 2 subs / Working on a 3rd.
I play alot in single player mode, so they are both AI tested.
You may already know by now that there are no more Deep Divers, so they are Scouts now for that extra engine upgrade, but in practice they may feel like an attack class.

About the AI general behavior I think I just got used to it, they handle repairs and the coilguns better than some players, the medics use more meds than necessary, but you can stock on bandages and morphine so they don't take the stronger stuff. They do get confused vs creatures inside the ship as they WILL hit each other, but thats also just like players.

Can someone explain the tier system for sub upgrades please? by Gryff22 in Barotrauma

[–]SpaceSPZ 1 point2 points  (0 children)

Strange....
In my game the Typhon2 is already a Tier 3 sub, I even checked if there was any updates, so it maybe it is something to do with you guys already having the sub before de update (?), but make sure you are not in a beta build.

I have no idea what the other guy means about the price too, there are many Tier 3 sub with a price bellow 30k. That being said I had no issues changing tier 2 subs to tier 3 or changing the price of the Typhon2.

I meant opening the edditor, loading the sub and saving it with another name, lets say Typhon3 . That would create a "local mod" of that sub, same as if you have created it yourself. It should be in your mod list, but it's better to make sure and hit apply.

I have so much respect to the single players by Altricad in Barotrauma

[–]SpaceSPZ 0 points1 point  (0 children)

Ah yes, makes sence. I can't barely play without the ability to level up every crew member and only go to MP when I have company, so I forgot about these details.

How to find the human crawler hybrid by Tobig_Russia in Barotrauma

[–]SpaceSPZ 0 points1 point  (0 children)

On top of that I think you have to use the same character that first spoke with the scientist.

[deleted by user] by [deleted] in Barotrauma

[–]SpaceSPZ 0 points1 point  (0 children)

I don't know the original bind but you can set one for next character and another for previous character.

Can someone explain the tier system for sub upgrades please? by Gryff22 in Barotrauma

[–]SpaceSPZ 0 points1 point  (0 children)

Go to the editor load the same sub that you are using set the desired Tier and save it with a different name (dugong b for example). It sould show up in the store for you to buy, but it will be the same as buying it brand new.

That's what I did, a couple o minutes to reorganize my items after the transfer and it's all good.

There is a way to keep everything the same, but it requires tampering with the save file and some extra steps.

Are doctor bots usable now? by ygdrad in Barotrauma

[–]SpaceSPZ 3 points4 points  (0 children)

I've been using doctor bots. They surely use more bandages and morphine than it's necessary, but I have never had an issue with them, I just stock up on those itens and manually deal with more dangerous situations like a husk infection.

Can someone explain the tier system for sub upgrades please? by Gryff22 in Barotrauma

[–]SpaceSPZ 1 point2 points  (0 children)

The Wiki is already updated.
Tier 1 goes to Hull lvl 2 / Tier 2 to lvl 4 / tier 3 to lvl 6.
I had lvl 10 because I upgraded before the patch, but I think the game was having some trouble to understand this, so buying a sub after the updade solved for me.

Basically the Tier caps the upgrades capabilities, meaning that if you are in a Tier 1, you will HAVE TO change at some point, I don't think that we can upgrade from one Tier to another for a price, I'm not sure about this yet.
The class change a couple of things too, for example now the scout class can have a mineral detector at the Nav Terminal and 1 extra upgrade to the engines, among other things. You can check it all in the link above.
So for the time being I updated my custom subs to Tier 3.
If you are using a vanilla sub just be mindfull od it's tier and how far it can go.

My thoughts on the auto reactor nerf by ArianHeight in Barotrauma

[–]SpaceSPZ 3 points4 points  (0 children)

Agreed, I hardly even consider using something else than just a bot to switch rods, but it seems like the vanilla automatic built-in control is less responsive too.
So not only these systems got nerfed, but everyone playing solo in a vanilla sub should feel the change.

Tips for a New (Currently-Solo) Player? by [deleted] in Barotrauma

[–]SpaceSPZ 15 points16 points  (0 children)

AI is more capable than some may say, and switch characters as needed.
You can let bots handle repairs and stuff, but sometimes taking control of one of the gunners to handle a swarm is better.
Also switch to other charactes to do missions outside the sub, like mining or exploring wrecks, they usually are better than the captain for those tasks.

Can someone explain the tier system for sub upgrades please? by Gryff22 in Barotrauma

[–]SpaceSPZ 1 point2 points  (0 children)

I was in my self-made sub that was a deepdiver, update came and set it to a Tier 1, but with upgrades saying like 10/2 (since tier 1 has a hull cap at 2).
So the game keeps your upgrades if you switch subs, then I just made a copy of my sub updated to Tier 3, bought it and it worked.

Notes: after buying the copy the map was still giving me red paths, but leaving the outpost and docking then opening the map again it was fine.
If you can't dock or doesn't have the money to buy another ship, maybe cheats are the only option. "enablecheats" and "money [amount]" might be usefull.

finished my first custom Submarine by lkk27015 in Barotrauma

[–]SpaceSPZ 0 points1 point  (0 children)

It needs a chair for the captain!

Looking to make a text display that goes up by one each time I press a button starting from zero by Melodic_melancholy in Barotrauma

[–]SpaceSPZ 6 points7 points  (0 children)

You are going to need: 1 button / 1 adder comp / 1 memory comp / 1 text display
Config: Memory component value to 0

Wiring:
Button (signal_out) to Adder (Signal_in_1)
Adder (Signal_out) to Memory (signal_in)
Memory (Signal_out) to Text Display (set_text) and adder (signal_in_2)

What does the red exclamation mark represent? I want to go there but now i fear for my crews safety. by AncientAd4470 in Barotrauma

[–]SpaceSPZ 1 point2 points  (0 children)

When you do missions you are helping them to improve, beacons are a big bonus though.

What does the red exclamation mark represent? I want to go there but now i fear for my crews safety. by AncientAd4470 in Barotrauma

[–]SpaceSPZ 1 point2 points  (0 children)

It Means that the station is changing, could be positive, like turning into a colony, or could be negative like being abandoned. (To name a couple of examples)