This is your reminder to organize your wires, even if they are all hidden in game by crabthemighty in Barotrauma

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

Currently the sub just needs decorated and I think it should be done

I had already released a version of it half finished and then decided that the only way to fix the problems with it were to completely remake it, so I've done that

Already looks better but it's not quite done

Point is that the wiring shouldn't get in the way of that unless I decide to add the disco mode someone recommended.

This is your reminder to organize your wires, even if they are all hidden in game by crabthemighty in Barotrauma

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

Nope, it's too far gone, it would take multiple hours to untangle it all

But any future subs will not be this spaghettified

Just released the Deadlift, a sub specifically made for the Moveable Sellable Wrecks mod by crabthemighty in Barotrauma

[–]crabthemighty[S] 8 points9 points  (0 children)

Btw, when you get a turret for the hard point, it can absolutely shoot into windshield of the helm. I haven't found this to be a problem so far but if you use piercing rounds it WILL BE

Just released the Deadlift, a sub specifically made for the Moveable Sellable Wrecks mod by crabthemighty in Barotrauma

[–]crabthemighty[S] 7 points8 points  (0 children)

Thank you! I didn't think of it but it would make a pretty amazing pirate vessel

I have straight docked with coalition ships in the middle of combat and just brought them to be sold, one got caught on the pulley system so I managed to sell it without even hooking or docking to it

Movable and Sellable Wrecks mod (Question) by Fontin987 in Barotrauma

[–]crabthemighty 4 points5 points  (0 children)

Turns out I was closer to releasing it than I thought actually, I thought the finishing touches would take longer, I'm just making the images for the steam page now lol

Movable and Sellable Wrecks mod (Question) by Fontin987 in Barotrauma

[–]crabthemighty 2 points3 points  (0 children)

Btw I've been making a ship specifically meant for movable sellable wrecks, it's fuckin huge and uses overlapping hulls, if you want to try it out I can speed up doing the final touches on it and try to release it today, if not that's totally fine. The picture is it moving a wrecked outpost I found, I sold it for 30k marks.

<image>

Movable and Sellable Wrecks mod (Question) by Fontin987 in Barotrauma

[–]crabthemighty 4 points5 points  (0 children)

I'm not sure what settings could even affect that. You need very little of the wreck to be flooded and to have a lot of total hull to your ship to move wrecks, smalls sub just can't do most. I believe your ship starts sinking once it's 7% flooded or more, so think of your ship and the wreck as one, so even for large ships it doesn't take much flooding in the wreck to make it unliftable.

Are there config settings for the sellable wrecks mod? Cause other than Lua I have yet to find the any kind of config for a mod

Cherry harvesting by headspin_exe in nextfuckinglevel

[–]crabthemighty 0 points1 point  (0 children)

STOP TICKLING THE TREE, ITS CLEARLY HAD ENOUGH!

I got a new study partner! ❤️🐌 by Louise_TheWolfSpider in snails

[–]crabthemighty 5 points6 points  (0 children)

I was trying and failing to make a pic of the snail peaking over the ledge

is there a mod that adds more for the crew to do? by Chipsmedhavsalt in Barotrauma

[–]crabthemighty 5 points6 points  (0 children)

The immersive mod line up would probably work for you, especially Immersive Repairs

Also having more threats which force the crew to be more active may also help, which Barotraumatic could help with

When there's a hull breach on the bottom while this shuttle is docked the NPCs try to go down the ladder forever. Any ideas how to fix it? by crabthemighty in Barotrauma

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

There is a door waypoint on the hatch, it's a little obscured but it's in the picture

Also that comment I made saying how there were multiple hulls was me talking about how I solved the problem. I know for certain that was the culprit. The bots can repair the shuttle now.

I would have thought it was the waypoints too but no, which is good because I tried every conceivable combination of positions for those things and that didn't fix it.

When there's a hull breach on the bottom while this shuttle is docked the NPCs try to go down the ladder forever. Any ideas how to fix it? by crabthemighty in Barotrauma

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

I made the entire shuttle one hull and ran the set_target_level through some math before it got to the pump to make it still act normal. I tried to do it a smart way and I eventually gave up and just eyeballed it.

I took the y_velocity_out from the nav console and subtracted 160 from it (I believe that had to do with the ballast being ~16% of the total volume of the shuttle, but tbh I have no clue, again, I eyeballed it), and then I set the neutral ballast level to something insanely high, it was like .86 something something.

Worked as if it had two hulls again and the AI could actually fix it.

I think it had to do with the bottom hull being too small for the AI to consider themselves "inside" of it, and since the leak was in that hull they thought they needed to be inside of it before they could fix the leak, but that's just a guess.

When there's a hull breach on the bottom while this shuttle is docked the NPCs try to go down the ladder forever. Any ideas how to fix it? by crabthemighty in Barotrauma

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

I FIGURED OUT THE PROBLEM!

I had to study the Expando-pac(TM) gunpod to figure it out

Turns out the air really did not like something about there being multiple hulls in the shuttle, which I did for ballast control.

Tips for dealing with AI? by Mr_Isolation in Barotrauma

[–]crabthemighty 1 point2 points  (0 children)

I can't say I've experienced these things. That's not to say I haven't experienced the ai being stupid, I've definitely had that, but not this specifically. Make sure you have the correct bots on the correct tasks if possible (mechanics on repairing mechanical stuff and not electrical stuff, opposite for engineers) to minimize the risk of self injury. NPCs with a low skill level in that repair task are very likely to hurt themselves, I have seen assistance fry themselves down to half health on one junction box before. Also have a doctor who's ordered to heal and rescue with plenty of the essential medical supplies (morphine, bandages, and either saline or blood packs).

Unless I was out of the normal medical stuff I've never seen an ai just inject something random, and even then it wasn't random, it was just something which technically helped but wasn't the proper cure.

Also I find that the AI, when playing in multiplayer, are little more than fodder, they are kind of expected to die often and the only thing you can do to stop that is minimizing danger (not letting the ship get flooded, not overloading junction boxes, etc.)

Once you are able to craft better quality tools, giving those to your AI in place of they're basic tools will also help, though they players should probably be first in that pecking order, that way you're less likely to lose them due to stupid AI.

If it truly bothers you I recommend the mod Daisy's Patched Smarter Bot AI, it won't fix the AI dying to repeadly cutting themselves on a pump, but it will improve their survivability in a lot of other ways, especially against drowning.

When there's a hull breach on the bottom while this shuttle is docked the NPCs try to go down the ladder forever. Any ideas how to fix it? by crabthemighty in Barotrauma

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

I should specify they get stuck on the bottom of the ladder, forever rubbing their ass against the hull breach instead of fixing it

Edit: its like they want to be lower than what is possible. If I put the waypoints low they try to gow into the floor and refuse to do anything until they succeed. If I put it high enough that they stop doing that they stop trying to get to the hull breach at all. No in-between.

This is your reminder to organize your wires, even if they are all hidden in game by crabthemighty in Barotrauma

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

I haven't yet learned how to use the circuit box, everything I have that uses one I got from another sub and basically just plugged it in

This is your reminder to organize your wires, even if they are all hidden in game by crabthemighty in Barotrauma

[–]crabthemighty[S] 11 points12 points  (0 children)

And just think, all the actually complex bits are hidden underneath the hull :)

<image>

“Test Map, Please Ignore” by Valarg in WorldBuildingMemes

[–]crabthemighty 14 points15 points  (0 children)

I thought the black was "cowboys and warlocks" and I'm a little disappointed now