Barotrauma

Barotrauma

Real Sonar
1,453 Comments
Plag  [author] 4 hours ago 
@Poly - Good catch! Thanks for letting me know. I believe that was normal for sonar monitors back when Real Sonar came out. I'll compare it with the modern vanilla setup and make the necessary changes to bring it in line.
Plag  [author] 4 hours ago 
@Ladripper - Rhabdomyolisis is a latent symptom of untreated vibration damage and is intentionally difficult to treat. The best approach is to treat any vibration damage within 1-2 minutes, as doing so will prevent rhabdomyolisis from presenting altogether. If rhabdomyolisis does develop, it's important to treat it (and any lingering vibration damage) immediately, before it starts progressing independently (happens around the 20% threshold). If it gets that far, it's probably more cost effective to throw your patient out the airlock.

Quick tip for applying manna extract, make sure you wait for the previous dose to wear off, otherwise subsequent injections are considerably less effective.
Ladripper 6 hours ago 
How do you heal Rhabdomyalysis? It doesn't go down on its own, in fact once you have it (with no other afflictions mind you, I tested with commands) it just keeps rising. Manna won't do anything more than a few percent and I hope you're not expecting us to dump 20 manna extract per leg, right?
Poly 11 hours ago 
noticed a bug with the sonar terminal, the one the beacon station uses: it is missing its light components, so that even when powered, it doesnt look like it is turned on. from what it appears, the xml overriding the sonar terminal has maybe left out the light component for the sonar terminal
Bryce Jun 9 @ 9:50pm 
ive killed my whole team about 38 times because left active sonar on:isaac:
mikroplast Jun 8 @ 5:38am 
loaded up the same save, no different settings or anything at suddenly it was working perfectly... very cool:winter2019happydog:
Plag  [author] Jun 7 @ 4:19pm 
@mikroplast - That's strange. Are you using the custom sonar feature? If so, you could try using the "low latency" mode if you're playing online. Otherwise, I can only imagine it's related to other mods, or weird config settings. If you find a way to replicate the issue, please make a bug report and let me know, thank you.
mikroplast Jun 7 @ 10:07am 
using the sonar works just fine when im playing sandbox, but when i load up my campaign it suddenly stops working properly. im using the same sub in both cases, and the UI is the same on both, but some sounds stop working and the damage from the sonar stops entirely on my campaign, any idea as to why this happends?
Тупой зомби Jun 5 @ 9:30am 
@Plag Thank you very much!
Plag  [author] Jun 5 @ 9:18am 
@Тупой зомби - Hi, that's a good question! Real Sonar is still perfectly up to date with the latest version of Barotrauma, as far as I know. You should have no issues. Всего хорошего)
Тупой зомби Jun 5 @ 5:42am 
Hello, Plag! Will be this mod updated to last barotrauma update of 29th April? Will i have any issues with this mod if i play on last version of barotrauma?
Plag  [author] May 26 @ 10:26am 
@StalkerGame - See the 2nd answer in the FAQ. In short, it's accessible via pause menu. If you don't see it, it means you haven't installed client-side Lua correctly (a different process from subscribing and enabling it). For this, I also recommend reading the FAQ.
StalkerGame May 26 @ 10:03am 
How to open "in-game menu" for edit ?
Plag  [author] May 18 @ 9:24am 
@Alley - It's working fine for me. Let me know if you run into the issue again.
Alley May 18 @ 5:13am 
We are running Lua. My friend informed that he pointed sonar at 180 angel oposite of exist, we suffered 3 pings before going back to station - all personal aside from security sustained enough damage to bleed out in next minutes and die.
Plag  [author] May 17 @ 5:24pm 
@Alley - It still does very minor damage. It would likely take upwards of 20 minutes to kill you (though I haven't tested that in a long time). Note this feature also requires the server to be running Lua.
Alley May 17 @ 11:47am 
aiming the station's sonar away from your exit path - doesn't work. we aimed it at opposite direction and it sitll damaged us
Goodlysheep May 9 @ 9:39am 
I lost my ears IRL thx great mod
Plag  [author] May 6 @ 4:01pm 
@BBROS - See the top answer in the FAQ
BBROS May 6 @ 2:59pm 
How do we repair beacon stations if the sonar ends up hurting us?
Plag  [author] May 3 @ 10:17am 
@OpenAI - Yes, you will find sonar quite effective against smaller creatures, but still nowhere near as lethal as it is to humans. To quote the description's FAQ:

"Q: Does active sonar hurt creatures?
Yes. Active sonar does varying amounts of damage to all life forms depending on their distance from the terminal. However, because fish are more hydrodynamic and don't have air-filled cavities like humans, they are far less affected by the sonar's pressure waves and, therefore, take much less damage."

To add to this, if you're running Lua, pointing the sonar directly at a creature on directional mode amplifies the damage significantly. While still not enough to be a weapon by itself, active sonar can definitely be used to assist your gunners with chip damage, especially in scenarios where they don't have line of sight. The extra damage is most effective when it has a chance to build up in drawn-out encounters, like sailing away from creatures that are chasing you.
Hey, can someone tell me how effective this is against Barotrauma creatures? Can we weaponize sonar?
Plag  [author] May 3 @ 4:57am 
@Warhawk - It would have to be added manually via Lua or a patch mod. Real Sonar only modifies sonar terminals.
Sorry for the late reply!
♥MyMier♥ May 2 @ 5:42am 
@Plug
It's work!! Thx man
Appreciate your work :barotrauma:
Warhawk Apr 29 @ 1:54pm 
Are you aware of any enemies from Barotraumatic's creature pack that use sounds as weapons? Does any of that tie in here by default or would it have to be added manually?
Plag  [author] Apr 25 @ 2:37pm 
@♥MyMier♥ - The host must enable the "Custom Sonar" setting and add this text to their Custom Terminals list:
"ekdockyard_navterminal_eva":{"damage":"high","sounds":"default","range":12000},

You won't be able to see the sonar UI, but you should hear the sounds and take damage. I hope this helped!
♥MyMier♥ Apr 25 @ 1:02pm 
@Plag
I need your help,
our party use modded sub call "ADAS-117 Dragoon"
but "Real Sonar" doesn't work when use terminal
anything else is fine they work like normal
only this modded ship :bbtcat:
Devil Zil Maker Apr 24 @ 11:45pm 
@Plag, Thanks for feedback. I forgot choice execution file for server
Plag  [author] Apr 24 @ 1:50pm 
@hoyhyo - Huh, that's weird. I'll look into it. Thanks for letting me know!
Plag  [author] Apr 24 @ 1:48pm 
@Devil Zil Maker - The damage is working fine for me.
Make sure Lua is installed correctly. If you're playing singleplayer, follow the steps on the Lua For Barotrauma mod page to install client-side Lua.
If you're playing multiplayer, make sure the server is running the Lua For Barotrauma executable (Note: this is not needed if the host of the server is using the new Lua installation method that uses the Steam launch option).

You can disable damage with any of the following approaches. Each one behaves slightly differently:
1. Disabling the "Submarine Sonar" option.
2. Setting "Sonar Damage" to 0%.
3. Adding player names to the "Ignored Player Name" list.
4. Increasing your diving suit resistance modifiers to 1.0.

You can also disable damage for bots only with the "Target Bots" setting.
Plag  [author] Apr 24 @ 1:38pm 
@Vadym Dark - It's working for me. Here are a few things you can try.
1. Ensure the host is inputting the correct suit ID (check the XML file for the suit).
2. Make sure the server is running Lua.
3. If you're using a dedicated server, the config file the server uses is separate from the host's and must be edited manually (one day I will improve this so it works like Soundproof Walls).
4. For adding custom terminals, make sure the "Custom Sonar" option is also enabled.
Devil Zil Maker Apr 24 @ 9:06am 
How disable damage fully? I disable all option associated with damage from sonar, but NPC and players still get damage from sonar. What's the matter?
Vadym Dark Apr 23 @ 11:56am 
Hi, Plag, my friends and I play with custom submarine and mod suits, so the problem: when adding mod-suits as you say(like identifier="SuitID":{"damageMult...} and adding a "customterminal" - the changes affect only the single-player game, even the entire coop-company has been using this mod from the start. We can't set the damage for suits, no matter what we do - there is no protection. Only if we play single-player - there is a sonar. protection:securityofficer::steamsalty::steamsalty:
hoyhyo Apr 20 @ 5:04pm 
the mod "Limb Hotkeys (Rebindable)" seems to have stopped working after a recent lua for barotrauma update with the conflicting mod being real sonar
not sure if any other clientside lua mods have been affected, the ones i have used appear fine
no other mods were enabled besides lua and cs, but there *might* have been some scripts in ForcedAutorun. if there were, they did not cause issues when real sonar was disabled
i took a look at the Lua for Barotrauma workshop page and it appears the latest update is pretty dysfunctional for some people, but i haven't run into any problems myself (except of course for limb hotkeys breaking)
if it helps, the only response i get from limb hotkeys is, after lua loads, one limb hotkey may be pressed with the intended functionality before no other buttons trigger any limbs. seemingly no errors or anything

is there any setting or function i am missing that may fix this issue? if you need any more info i'll try my best to provide
Plag  [author] Apr 20 @ 9:28am 
@hUbert 2 - Previously the sonar specifically ignored those sea mines using Lua, so something must've broken.
I actually didn't know about the affectmachines property. It sounds like a much more consistent and simple solution. I'll add that in the next patch. Thanks :)

As for the topic of small creatures not taking damage, I definitely think it's fair to say they should take less of it. Maybe a solution that scales the damage based on mass could work. I think the main issue here is the lack of customisation so I'll add an option for that next patch and a slider for overall creature damage.

Thanks for your feedback and good suggestions!
hUbert 2 Apr 20 @ 8:53am 
It can also be argued that creatures with a small mass shouldn't take damage from sonar, as it only seems to mess with marine mammals

A mass threshold would keep the smaller creatures relevant instead of dying in a few pings
hUbert 2 Apr 20 @ 8:49am 
Mechanical characters in general, it's fair to not have mechanical creatures take organ-related damage.

I noticed it after BTC sea mines dying to the sonar (which might be a consequence of the update or whatever but it shouldnt take that damage type to begin with)
Plag  [author] Apr 20 @ 8:32am 
@hUbert 2 - Non human characters don't get hit with sonar afflictions, they use a unique affliction to apply the damage. Unless something has changed internally, or you're talking about mechanical characters controlled by the player?
hUbert 2 Apr 20 @ 7:12am 
@Plag Add affectmachines="false" to your afflictions xml so mechanical creatures don't get lung damage or whatever
An Apr 16 @ 9:30am 
@Plag Thinking about it now that might actually be possible as the sonar transducer in that station is at the top and you are forced to swim towards it to get to your submarine. Maybe in our previous run I pointed it slightly to the right so I accidentally avoided it. If I run into the problem again I'll leave another comment but it might be as you said
Plag  [author] Apr 16 @ 1:32am 
@An - I am unable to replicate this. Is it possible you had the sonar on directional mode and swam into its focus?
An Apr 15 @ 10:32am 
Hey, playing on the latest game version the anechoic suit was not reducing damage from a beacon station sonar. We were exploring the same beacon station before the update (now replaying the same level because we died) and back then it was working fine. It's one of the stations from the Advanced Beacon Stations mod (n. 25), not sure if that's relevant.
Wasa Mar 8 @ 3:00pm 
@Plag Apologies i just have a room temp IQ keep doin what ya doin king
Plag  [author] Mar 5 @ 10:08pm 
@Biggis - That's a good idea. I'll look into the wiring stuff for a future update. At the moment though I'm not sure if it's possible, at least with XML.
Plag  [author] Mar 5 @ 10:03pm 
@Wasa - It's not possible for Real Sonar to do that.
A mistake I've made before is loading my campaign without Neurotrauma and then accidentally saving by leaving the station or clicking "save and quit". After that, any items from the mod are gone, even if you load back in with it enabled. I hope you didn't lose too much!
Biggis Dickus Mar 5 @ 12:20pm 
Need a way to wire the sonar so it shutsdown when the helm room floods! Right now its silly because the helm room floods and you cant even reach the panel to shut off the sonar. I should be able to wire up a water detector circuit so it turns off the sonar, but the current nav terminal wont let me do that!
WormGang Mar 3 @ 8:29pm 
nvm i was stupid and put the item name in wrong, for other S.A.F.S users its "SAFS_moon" for example
WormGang Mar 3 @ 8:08pm 
i cant get the settings in the lua menu to stick, i turned off beacon stations and still blowing my ear drums out, i added my diving suit(S.A.F.S_moon from the S.A.F.S mod) and still getting my shit rocked, i have it like this "S.A.F.S_moon":{"damageMultiplier":0.4,"anechoic":true} if that makes any difference
Plag  [author] Feb 19 @ 12:56pm 
@D3ATHCOM5 - Thanks for letting me know! It looks like the code is failing to find a captain inside the enemy sub for some reason, maybe due to other mods. I suppose past me overlooked this being a possibility and didn't include null checks, whoops.
Will be fixed soon, just keep enemy sonar disabled for now :)
D3ATHCOM5 Feb 19 @ 12:27pm 
Hey oh, so doing a hardcore modded survival with some friendos and we found an issue with your mod that involves enemy subs, as in it throws up infinite errors, completely filling up the debug log in seconds, which made it rough to track down

But it appears to be some error linked to the think.lua file
Thought it was originally caused by LuaCsforBaro, so I made a post on their github

https://github.com/evilfactory/LuaCsForBarotrauma/issues/244