Barotrauma

Barotrauma

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Saikoudelic Nov 26, 2022 @ 11:44am
Cannot open doors and submarine containers restricted to jobs at all.
I've encountered a bug that prevents me from opening doors and containers restricted to their respective jobs ever since the "Hoist the Sales" update dropped. Before you say something as asinine as "Did you try opening it with the actual class or a captain?" Yes, I cannot open Toxin Cabinets with my Medic in my own submarine, my Captain can't open their own Secure Steel Cabinets, and god-forbid my Security Officers cannot even open the freaking Armory door or open Secure Steel Cabinets if the submarine creator wired the doors to be class-restricted.

Please help because I really want to try out some of the submarines in the workshop, and I can't enjoy exploring the workshop submarines when there are doors I have to pry open with a crowbar everytime I want to get through.
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Showing 1-4 of 4 comments
Buggy Boy Nov 26, 2022 @ 1:48pm 
Sounds like the id card names may have changed, have you checked this in the sub editor for these subs? The spawn point card ids need to match the pick required ids for those secured containers.
Saikoudelic Nov 26, 2022 @ 4:22pm 
I've checked in the sub-editor and it seems that the pick-required IDs go by this string "id_[JOB]" with the parenthesis being the job specified like mechanic, captain, security, etc. So far I've only looked at the "Wraith" Tier III Scout by Frederick in the submarine editor, but I have also noticed this same problem on the "Basilisk Battlecruiser" by Falkner where I couldn't open the armory door.

I don't know how to check for the ID string that my crew have to verify if they have the correct ID.
Last edited by Saikoudelic; Nov 26, 2022 @ 4:23pm
AlienJesus Nov 26, 2022 @ 5:40pm 
Yeah some subs on the workshop are set up to be used with sabotage enabled. Which means restricting rooms/items.

You can load up the sub in editor, remove the ID tags then save it with a new name and use it normally after that.
Buggy Boy Nov 27, 2022 @ 1:12am 
Originally posted by Lady Saikou:
I've checked in the sub-editor and it seems that the pick-required IDs go by this string "id_[JOB]" with the parenthesis being the job specified like mechanic, captain, security, etc. So far I've only looked at the "Wraith" Tier III Scout by Frederick in the submarine editor, but I have also noticed this same problem on the "Basilisk Battlecruiser" by Falkner where I couldn't open the armory door.

I don't know how to check for the ID string that my crew have to verify if they have the correct ID.

If your crew originally spawned on a sub that had spawn point ids in the format 'id-mechanic' for example, and the next sub uses the format 'id_mechanic' then it won't work. I'm sure the devs were aware of problems with ID cards and it may have been fixed for when you buy a new submarine, but I'm not sure. You could check the spawn point id format in your old sub (if you're in a campaign, otherwise it should be irrelevant) vs your new sub, if you're just running missions then check the spawn point id format vs the secure storage id format. I think the devs were talking about being able to buy new id cards to replace lost ones, I don't know if that made it into the game but should only be relevant to campaign play.
Last edited by Buggy Boy; Nov 27, 2022 @ 1:13am
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Date Posted: Nov 26, 2022 @ 11:44am
Posts: 4