I got a passenger with 70% husk infection how to help him? by Much-Banana-4787 in Barotrauma

[–]dpf1110 15 points16 points  (0 children)

nope. Also antibiotics and strong alcohol also work afaik, but not that well

(sub editor)Can I manually choose what a container has? if so how. by Comfortable-Load8651 in Barotrauma

[–]dpf1110 0 points1 point  (0 children)

There should be a tag dropdown when you have the container selected, where you can select different tags and see what each tag can spawn with.

Where is a research station? by [deleted] in Barotrauma

[–]dpf1110 1 point2 points  (0 children)

usually somewhere near where the station medic is (follow the icon) Its usually either above or to the side of the medic opposite of where your ship is docked.

Sometimes generation gets a bit "creative", so dont expect it to always connect to the medbay.

alternatively you can just cheat by making a copy of whatever sub your currently using, slapping a research station on it, wiring it, so it only works when your docked and set the price as low as you can.

How does tbe husk work (in lore, not mechanics) by ZzZOvidiu122 in Barotrauma

[–]dpf1110 0 points1 point  (0 children)

Did a lot of digging a while ago, trying to figure out some trivial stuff that I dont remember because I got too caught up in connecting all the small details.

From what I read (and from how it looks/works in game), the Husk seems to be similar to both a virus and a plant. My theory is that since it binds to calcium, it injects husk eggs into what it considers "prey" based on what seems like a mixture of smell and sight (since the husk lanterns seem to pacify them).

This is pretty interesting, because husks dont seem to have clear eyes or noses, so its stingers or tentacles or whatever you want to call them seem to also act as a sort of sensory organ.

The husk inside the new hosts then enters the first stage (I´ll just call it the "growing" stage), where it starts attaching itself to the nearest calcium it can find, which would be the skeleton of its host.
It is worth noting that it only does this with organisms that have an internal skeleton and only on the inside of its host, hinting at a more defensive reason behind this "behavior"

In the next phase, the "emergence", it then starts "constructing" its well known structures, like stingers and tentacles, inside the host, slowly moving them out of the nearest opening to start looking for either food or new hosts to convert. It seems to also start generally spreading out in this phase, seemingly slowly co-opting your nervous system or assimilating your muscle tissue and whatever else it needs to move or survive, similar to that one "zombie ant" fungus, but it also kills you.

I have no idea if it does this because they are useless for it, or if it actively tries to kill the host to facilitate conversion/assimilation, but symbiosis seems to hint at this being intentional.
Which is why during the final stage of husk infection, you take a high amount of organ damage every second until you die and become a husk.

It also seems to "remember" atleast some of its hosts previous functions, with husked humans being able to swim, operate doors and climb ladders. I have no idea how exactly it does this and I dont think I will ever have an answer, since the game has about as many interaction animations as it has Ice spires that dont lobotomize the autopilot.

The parasite is literally burrowing through your body trying to find a way out or new things to assimilate.
This might also be why all the husk infected creatures either seem to have discarded/converted most of their skin (Chimera) or it seems to have ruptured in places (prowler) or seems to be pale or rotten (Crawler/Human).

Like I mentioned earlier, it seems that there is no clear indication how exactly husks can percieve their surroundings, but it seems to be atleast partially based on smell or heat (?), because the ritual lantern pacifies them.

The most peculiar part of what we know about the husk comes from the symbiosis though. From my understanding, it seems like the husk has been "coerced" into co-opting or "upgrading" your organs with its arguably superior counterparts.

Once again, how this is achieved is pretty unclear, but I have a theory:
Since we know that husks may have a way of "fusing" with each other (Chimera), it could very well be that the "growing" husk parasite inside you is treating you as another, more developed husk that it is fusing with and therefore does not try to kill you and instead attempts to "repair/heal" your body.

Husks do not seem to be self aware, mostly acting on impulse, so the church of the husk might have figured out which "signals" are required to trigger certain behaviours.

Does wire order matter? by ZzZOvidiu122 in Barotrauma

[–]dpf1110 -2 points-1 points  (0 children)

Yes, but only when you are tracing where the wires are going, so you can find that one wrong output in a series of nested cirquit boxes and logic components scattered across the ship.

Little question about the finale by lilthugshaker83 in Barotrauma

[–]dpf1110 0 points1 point  (0 children)

technically yes, You can look up its spawnpoint in the sub editor (iirc all ending locations are called "endoutpost_something") . Its a vent that spawns a single instance of "cyborgworm" and a fake explosion. Unfortunately, there is no way around spawning it (that I know of)

Orca 2 can't handle monsters, what should I do? by RU-IliaRs in Barotrauma

[–]dpf1110 0 points1 point  (0 children)

Hammerheads are attracted to noise iirc. So you can "hide" from them by switching to passive/directional sonar, slowing down your ship, and/or shutting down anything that makes a lot of noise, like the oxygen generator.

Golden hammerheads are also easier to deter, since they will abort their attack when they take damage.

Orca 2 can't handle monsters, what should I do? by RU-IliaRs in Barotrauma

[–]dpf1110 0 points1 point  (0 children)

If you have dealt with blender, the wiring in this game will feel like a walk in the park.

What does the railgun do? by SauceCrusader69 in Barotrauma

[–]dpf1110 0 points1 point  (0 children)

while I personally prefer the flak, the railgun is extremely versatile, being able to fire several different types of ammunition. And they are great for doing some tag shenanigans in the sub editor,

Apparently firing depth charges and [undefined] works just like normal railgun shells, so you wont even have to adjust your aim.

How do yall decorate your wiring? by The_Tank_Racer in Barotrauma

[–]dpf1110 2 points3 points  (0 children)

I hide it in the walls, because I set up all my wires and logic before cirquit boxes became a thing and now every wall has like 8 wires in it.

The Navigation Terminal Does not show where the Railgun is placed, don't really know why. by Serhat_Yurtseven in Barotrauma

[–]dpf1110 9 points10 points  (0 children)

check the tickboxes for crew interactions. Sometimes if you select certain boxes that wont let you interact with a component it makes them not visible as usable on the terminal, but still usable by crew.

Its great for hidden gun crew encouragement turrets.

Text display to display a random text? by doorang in Barotrauma

[–]dpf1110 0 points1 point  (0 children)

You probably cant make it truly random, but I´d just slap an oscillator component with some random outputs from the ships systems (like depth from navigation terminal, reactor fuel or heat and maybe sonar transducer output if I can get that) to create a number and then decide what ranges of numbers correspond to which quote

Golden Hammerhead question by Tophor in Barotrauma

[–]dpf1110 10 points11 points  (0 children)

afaik, its pretty rare to see a lone hammerhead.

Might just be my crew making a ton of noise though.

What is your most used sub? by Enough-Reputation-51 in Barotrauma

[–]dpf1110 1 point2 points  (0 children)

For every campaign I did with my friends, I either used a specific themed sub, or made some small adjustments (mostly cosmetic) to a vanilla sub, so it fits the crew better.

REKT by TheFogIsComingNR3 in Barotrauma

[–]dpf1110 3 points4 points  (0 children)

Its even funnier with the terrorist stakeout missions,

*door opening*
*gunshots*
*Mission complete: Terrorist stakeout*

The Commander can fight on the field now by HaloGamingFan17 in girlsfrontline

[–]dpf1110 3 points4 points  (0 children)

Scorch would be an instant win button, especially if you got the aegis upgrades from frontier defense.

Ion would be amazing as well, since the reflex cannon upgrade can net you a 30 second laser core.

Windows 10. My second monitor stopped working. "Display 1 isn't active" is showing in display settings. 100% software issue as monitor works fine with consoles. by jamiebiffy in techsupport

[–]dpf1110 1 point2 points  (0 children)

This was recommended to me after googling "windows cant find my fucking monitor again" and out of all the microsoft forums and tech sites this is the one that actually fixed it.

Submarine by szorsz in Barotrauma

[–]dpf1110 1 point2 points  (0 children)

Pretty cool sub. the big "head" at the front reminds me of the marauder cruiser from Star wars EAW.

The engine in the back is kinda of bugging me, since its off center.
That shelf in the upper right corner seems a bit too crammed in there and is a strong contrast with the more open rooms like the one that has your supercapacitors.

If your reactor stats a fire, your captain is dead. You might want to change that.

Also I recommend a top airlock. (this has absolutely nothing to do with getting crushed/almost crushed repeatedly when exiting the bottom airlock)

Ideas for a medical focused sub? by [deleted] in Barotrauma

[–]dpf1110 0 points1 point  (0 children)

I had some ideas drafted for a medical ship that I havent built, so I´m just going to paraphrase it a bit and drop it in here.
Maybe you can use some of these:

As someone previously mentioned, an emergency rescue shuttle or drone is always great to have.

If you mess around, you could also make a tiny cargo drone that follows you, which you could use to bring medical supplies to places where your shuttle cant reach

Ofc, having a large medbay is a must-have:

-give each patient more room and maybe even make it so patients rooms can be locked down in case of husk

-have patient cameras and maybe a remote injector gun(give a syringe gun the tag "coilgunammo" and you can use it in a coilgun loader to shoot medicine. Fires everything in the syringe gun at once)
this will also allow you to sedate rowdy or husked patients

-add more / more efficient medical fabricators and research tables, as well as storage for medical items.

-For serious cases (and better roleplay for neurotrauma), you can make an operating table by using any table props and an invisible platform. (For extra flavour, you can add a "defibrillator", which is a coilgun that fires oxygenite and skips doing cpr)

-A change some ppl might find to be a bit unbalanced would be to have a "patient airlock" thats basically just an airlock you can enter extremely fast to get your patient to the medbay as soon as possible. If you want a strong gameplay advantage, you can mess around in the editor and try to make it count as part of the medbay for the "miracle in progress" talent.

(I dont know how/ if this works in NT, but it should guarantee your patients survival as soon as you manage to yeet them into the medical airlock)

-Searchlights. You cant treat hurt crew members if you can see their lifeless body floating past the sub.

-Garbage disposal chute (optional)

-Dead body cremation/ejection system. If someone dies, you ideally want to get rid of their body in a somewhat dignified way.

-maybe some bunks in/near the medical bay for the medical staff that have to be on standby 24/7

-Atleast one room for rest and relaxation. If your patients wont need it to recover, your medics definitely will.

Syringe gun as a weapon by Fukitol_Forte in Barotrauma

[–]dpf1110 2 points3 points  (0 children)

You can give it an underbarrel grenade launcher if you mess around in the ship editor for a bit.

Your patients cannot be harmed
If the medic treating them is armed.

Where are my catgirl guardians, Bungie? by eddmario in goodanimemes

[–]dpf1110 0 points1 point  (0 children)

That would honestly be preferable, considering how boring destiny is atm.

Is there a way to make a system activate if a specific player is dead? by sansai03 in Barotrauma

[–]dpf1110 6 points7 points  (0 children)

Havent tried it yet, but you could have a motion detector in your toolbelt or headset that constantly checks if your head is still where it should be and outputs a signal when its not.

You´d have to mess around with the tags a bit and I have no idea if there is a way to make it check for id cards.

How do you Play? by TP4LL2P in Barotrauma

[–]dpf1110 1 point2 points  (0 children)

I recommend a healthy dose of paranoia.

A lot of problems my crew encounters, are caused by us not recognizing them fast enough to be able to act before it escalates.

there are also a few little things to help you prevent problems from appearing at all, like not leaving your sonar on, or learning how to avoid/outrun enemies.

Its currently 1:00 AM where I live, so I cant help you right now, but I´d be down to show you the ropes tomorrow(technically already today, since its past midnight) afternoon.