Barotrauma

Barotrauma

View Stats:
Buggy Boy Oct 9, 2022 @ 3:25pm
Riddle me this - bot says they can't reach leak but can follow me to the location
It's not a door access problem as they can open and close all doors by themselves just fine if given the 'follow me' command (and I'm standing in the room I want them to get to), however there are a few locations that the bots all say they can't get to when there's a leak there. It appears to be a room / hull problem more than anything else as they just flat refuse to even try going there, waypoints are all present and correct (checked, plus the bots can follow me just fine), is there something I can check?
< >
Showing 1-12 of 12 comments
simsyu Oct 9, 2022 @ 3:35pm 
Is the wall part in a different hull?
If the problem persist you can always set the part bots can't reach as "invincible" (highly unreasonable amount of health total).
Last edited by simsyu; Oct 9, 2022 @ 3:36pm
Buggy Boy Oct 9, 2022 @ 3:41pm 
Originally posted by simsyu:
Is the wall part in a different hull?
If the problem persist you can always set the part bots can't reach as "invincible" (highly unreasonable amount of health total).

It is in a different hull, but I don't know what I can do about that. All hulls in the problem rooms are linked to the biggest hull in that room, but not to each other.
simsyu Oct 9, 2022 @ 8:36pm 
Had the same problem, and I've fixed it with the method above. I tried everything else but the fact that it is in a different hull break bots.
In the meantime I'll wait for a fix.
Last edited by simsyu; Oct 9, 2022 @ 8:41pm
Buggy Boy Oct 10, 2022 @ 2:34am 
Thing is, I have a few versions of the same sub and that spot I'm concentrating on where they say they can't get to hasn't changed at all between these versions, yet when I load up an earlier version they weld the same spot just fine the first time I cut it open, then after that they refuse to do it. Definitely bugged!

What's frustrating is that, somehow, the vanilla subs don't seem to suffer from this same thing, the Humpback and Dugong for example have exactly the same kind of hull boxes to cover curved sections that I have but the bots are able to fix leaks there every time. There is nothing visibly different about those areas and my sub in terms of hulls, gaps, hulls being linked, hull names... the *only* difference is that I have scaled the outer hull shell pieces to 0.500 but if that was a thing then none of my sub should be repairable as the entire outer shell is scaled in this way.

As simsyu says, it's specifically where an additional small hull is placed next to a larger hull, linked or not, same name or not, but within the same room, for example a curved section or a bilge with just a platform between the main room and the bilge area at the bottom.

Please devs look into this.
simsyu Oct 10, 2022 @ 11:00am 
Perhaps it has something to do with sprite layer?
Buggy Boy Oct 10, 2022 @ 1:18pm 
Originally posted by simsyu:
Perhaps it has something to do with sprite layer?

I'm sure I compared this to the Humpback as well, I'll triple check everything again.
Buggy Boy Oct 10, 2022 @ 3:49pm 
After considerable debugging I have come to the conclusion that the game doesn't like / can't handle hulls above other hulls in the same room, linked and with the same hull name; that seems to be the recurring problem area that I was encountering, although hulls with different names and still linked did appear to work in some circumstances but not others, which is bloody weird!

I managed to work around this odd behaviour by converting my hulls to being adjacent instead of stacked vertically, so where I'd filled a curve previously by placing a small hull above a bigger hull, I now have a wider main hull and one smaller hull next to it, fills the same space more or less, and with some minor bulkhead and outer shell adjustments too, all worked out in the end.

I also discovered that it's not possible to pass into the sub if there isn't a hull present between the hatch and the rest of the sub... I tried missing one out to see what would happen, it just creates in invisible barrier. It's possible to leave the sub this way but not get back in. More fun with hulls!

Managed to fix a slightly unrelated problem with waypointing as well - my bots were having trouble getting to a leak that was in the floor of a bilge hull, linked to the main room above and separated only by a basic platform, I had to add waypoints inside this shallow hull for the bots to be able to go there (makes me wonder if this is what makes bots not be able to reach those high up hulls - they have no waypoints in them :steamhappy:).
Last edited by Buggy Boy; Oct 10, 2022 @ 3:50pm
simsyu Oct 10, 2022 @ 10:17pm 
Same problem if you make a hull inside a wall, if bots can't get inside it doesn't work even if the hull is above their head.
Last edited by simsyu; Oct 10, 2022 @ 10:18pm
Buggy Boy Oct 11, 2022 @ 12:19am 
Originally posted by simsyu:
Same problem if you make a hull inside a wall, if bots can't get inside it doesn't work even if the hull is above their head.

I think it's the fact that there isn't a waypoint inside the hull that's the problem, but obviously if the hull is entirely inside a wall then they won't be able to get to it either (why have a hull inside a wall though - it would not be able to hold any air).
simsyu Oct 11, 2022 @ 1:02am 
Walls does not block air as the air depends only on the hull in question, so I've put a vent in it with a duct block to distribute O² only in some circumstances. That's the "intelligent O² distributor" I was talking about some time ago.
Last edited by simsyu; Oct 11, 2022 @ 1:03am
Buggy Boy Oct 11, 2022 @ 4:09am 
Originally posted by simsyu:
Walls does not block air as the air depends only on the hull in question, so I've put a vent in it with a duct block to distribute O² only in some circumstances. That's the "intelligent O² distributor" I was talking about some time ago.

Well try placing a waypoint in the hull and see if the bots are able to 'get to it' to weld or repair, even if it's above their heads (but still in reach).
simsyu Oct 11, 2022 @ 4:11am 
I did but you already know the results. Sigh
< >
Showing 1-12 of 12 comments
Per page: 1530 50

Date Posted: Oct 9, 2022 @ 3:25pm
Posts: 12