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Honestly the way everything functions in vanilla is fine. No matter how clever I try to be, stuff like absorbing overcurrents etc, it ends up just playing the game vanilla makes sense.
Like you can wire up a 2 circuit auto reactor later if you want. It barely has made a difference over the automatic toggle.
2 batteries to help with power spikes and just letting the oxygen generator consume 1000kw as a base load seems to just be the best method.
The only other truly practical thing I have found is wiring up say 10-12 batteries on a switch and just toggle recharge docked at stations. But its always a toggle switch being the practical option. IE emergency power or silent mode when necessary.
I may use individual battery circuits as a backup bilge pump emergency power kinda thing but even then the battery can need repair and get you that way.
Best thing is to include some extra junction boxes with open connections knowing people will want to add things on the fly.
I think this is a server option? Vs the sub editor correct? You can checkmark "disable default wiring editing" or something so people can't re-wire a submarines default wires. If they leave ZERO extra power connections then you are SOL.
Then modders won't get harassed the setup doesn't work when someone changes something.
There is a server option or two for preventing in-game wiring, but the sub editor also has options so the wiring cannot be changed on a per-device level. I wouldn't do this for my own subs as I like to tinker with them (and they're mostly created for my own use, so they're left very open and customisable in-game), however if someone wanted to create a sub that was designed more with an emphasis on PvP then I can see why they would at least lock the critical systems, but leave open other stuff like doors and a few junction boxes so that people can have fun wiring up crazy stuff there. Blowing the sub or wrecking the diving capability just isn't fun for anyone IMO. Obviously, using such a sub for Traitor play wouldn't be advisable in case the Traitor mission is sabotage and that's somehow prevented by things being hard-locked.
Sadly, in public servers there's always a selfish prick who thinks it's a good idea to just spoil everyone else's fun in servers that are meant for casual / serious play (i.e. NOT traitor play), if it wasn't for those kind of selfish individuals then locking wiring wouldn't even be a thing, so you can thank those idiots for it.
I was having a hard time setting sign text so in-game I end up using a memory component. Stuff like that is the real barotrauma engineering lol.
deconstructing alarmbuzzers from traders is a good way to get the materials for components in the fabricator.
Some clown spent alot of time making a circuit box that flipped all the outputs of the reactor. Said it was melting down when it was off, cool when it was overheating, overheating when it was cool. alarms buzzing everywhere during normal operation. It was hilarious. Saying it was making power when it wasn't. Tricking the captain into shutting it down over and over as it was running normally.
Gotta admit it was ingenious and I have no idea how his annoying circuit box worked. It was zonkers.
From building subs in the editor I can probably wire a ship vanilla style in 15 minutes in the actual game at this point.
Having an orange main power bus helps alot.
Power relays are a great way to forward small amounts of power without relying on a junction box. Like dive suit lockers, navigation, status screen, lights, bilge pumps, etc. can all be split off the main power bus onto relays.