Barotrauma

Barotrauma

Malachite
332 Comments
InitialDesu  [author] 4 hours ago 
Amazing
thibaut3000 6 hours ago 
I don't knot if it's normal, but my bot medics think the Malachite cocktail is a medicine and shoves it in everyone butt for an instant drunk crew
InitialDesu  [author] Nov 26 @ 11:26am 
Thanks
Beowulf Nov 26 @ 11:03am 
This is a crazy good masterpiece!
:steamthis:
InitialDesu  [author] Nov 16 @ 1:23am 
I experienced that in my campaign too, I think that because Malachite has two upper docking ports that you can use to dock to outpost, the game just couldn't comprehend it and ♥♥♥♥♥ itself.:crtstar:
Chubon Nov 15 @ 4:34pm 
Everything started off fine but a bit into my campaign, I keep getting this - "Error: attempted to lock a docking port that's not connected to anything." Also another - "creating hulls between docking ports failed. Could not find a hull next to the docking port." Luckily, these aren't gamebreaking. I just press f3 and I can continue playing but its annoying to have to do this every time I load into a mission or outpost. Has anyone else experienced this?
InitialDesu  [author] Nov 10 @ 11:58am 
yeah thanks for the feedback, most likely both subs have some thing with same identifier. I'll add fixing this to my to-do list, for now just don't keep both subs activated and this error will disappear.
Precursor Nov 10 @ 11:15am 
hey, have an issue currently with the project tidebreaker AAFS_V2 You both use the weldercutter.xml and plasmacutterbolt, this has some sort of conflict that makes them incompatible. do you have a fix for this in any way?
InitialDesu  [author] Nov 9 @ 9:54am 
Glad that you like it
Righteous [No Mic] Nov 9 @ 9:00am 
I like the new VIP room crystal decorations lookin awesome also repair turrent in engine room is pretty smart idea
Viego vol Kalah Heigaari Nov 9 @ 6:21am 
I see! Yes, performance fix would explain this bug. Thank you for the clarification.
InitialDesu  [author] Nov 9 @ 6:08am 
Also make sure that you don't have mods activated that affect components example: performance fix.
InitialDesu  [author] Nov 9 @ 6:03am 
I just tested it in sub editor and I don't have such problem. Make sure that chainguns are not selected by weapon control because it got higher priority.
Viego vol Kalah Heigaari Nov 9 @ 6:00am 
The problem I'm referring to is that, when you use the periscope for the chaingun, it doesn't allow you to go more than halfway. It tries to 'reset' itself to a default position even while using it, which means half of the gun's coverage is hamstrung.
InitialDesu  [author] Nov 9 @ 5:57am 
Glad that you like it. If you mean that chainguns go to default position when you are not using them with periscope or weapons control - its intended that way.:crtstar:
Viego vol Kalah Heigaari Nov 9 @ 5:47am 
Love the touch-up. I'm noticing there is an issue with the new turret periscopes, where for example the chainguns try to go back to a 'default' position. I assume this is one put in by the weapon control console. Any clue how to fix this?
InitialDesu  [author] Nov 8 @ 8:24am 
I see, thanks for the feedback, this button is from previous version of malachite when there was forward airlock. I just forgor to delete it.:crtstar:
Chef Boyardee Nov 8 @ 7:21am 
By the way, to the left of the storage room where the mortars used to be, there's a button with a right-arrow that doesn't do anything. It doesn't even have wiring. I assume it's a button to open to close the storage room if it is opened from the command room. It might be worth having a close button for somebody that needs to grab an item from that room without going to the command room, or for the person that was let by the captain opening that door to be able to close the door behind them.
InitialDesu  [author] Nov 7 @ 9:35am 
No
Dishwasher Prime Nov 7 @ 9:23am 
think there would be a way to keep the one with the mortars as perhaps another ship in the mod ?

like the Malachite Classic, instead this would be the Malachite mortar or smth
Dishwasher Prime Nov 7 @ 8:59am 
it makes sense having it be removed for the sake of optimisation if it was contributing a lot parts. hopefully the mortar is reused in another ship at some point, i personally haven't seen a weapon like that in a submarine before personally
InitialDesu  [author] Nov 7 @ 4:17am 
I understand your disappointment. This change was made because the railgun can now perform the same function as those mortar launcher (shooting boarding pods and depth charges forward). Another reason is that there are already too many items on the ship. Even though I’m adding new things, my goal is to keep the total number of items the same - or even reduce it.:crtstar:
Dishwasher Prime Nov 7 @ 4:03am 
i wish you didn't remove the front mortar launchers, sure they weren't really useful but it was fun to have just as a gimmick of the ship, one of the many little things that made the ship unique
InitialDesu  [author] Oct 29 @ 4:14am 
Thanks for the feedback, some things that you mentioned will be fixed in the upcoming update. It's not intented for supercapacitor to stop charging at 70%, I guess the reason behind it is that when auto charging system starts to input value<1% supercapacitor doesn't understand it and sets to zero instead.
Chef Boyardee Oct 24 @ 9:23pm 
Also, I did the funny chat options with the virtual assistant, and I noticed it stopped reacting to the "that's an order" option. The other options work, but they're inconsistent on when they activate the punishments. I tried unsubscribing, resubscribing, and reapplying, but that didn't change anything. Again, sorry for the amount of comments.
Chef Boyardee Oct 24 @ 9:23pm 
Sorry for the additional comment, but I also noticed that the charge speed for the supercapacitors (core 1 and core 2) slow down as they get more charged. I do like the idea that it'll charge faster on demand but slow down to not strain the junction box, but the charge rate slows to 0% when the power reaches 70% for both of them. I've only used the sub editor and not used it in campaign (go figure that the sub bigger than an outpost is incredibly expensive). I'm less asking for a change and more wondering if there's some design idea behind it, if the shop upgrades are supposed to fix it (this would make sense, actually making the ship upgrades mean something), or if there's some other reason for it.
Chef Boyardee Oct 24 @ 7:56pm 
Also, for some reason, the virtual assistant hologram doesn't show up when I interact with the device. Thankfully it's only visual, and the text box and functions of it work just fine.

It's a shame I can't see my girlfr- *gravity explosion*
InitialDesu  [author] Oct 23 @ 12:14am 
Thanks for info, I am aware of that. if you know how to fix it please write here.
Chef Boyardee Oct 22 @ 11:48pm 
Found a bot waypoint bug for the ladder going up from the fabricator room. When attempting to go up the ladder from the room with the three fabricator signs to the room with that crane arm hlding a box, the bot will stop under the hatch and do a funny wiggle on the ladder. They can get up it to respond to a broke device or leak, but they'll wiggle otherwise.
Kalen Oct 19 @ 3:33am 
That's so wack. Alright I'll make a way to reload them then..
InitialDesu  [author] Oct 19 @ 2:48am 
Hello, no, I don't know a way to fix it, because when you use "rearm shuttles feature" its not making new shuttles it just takes existing from the ocean floor (or where you left it) and puts it back.
Kalen Oct 18 @ 9:45pm 
Hello! I see that you have to manually reload the torpedos with depth charges. I am making my own submarine and it has torpedos and bombs as well. But when I use them and "rearm shuttles" at a station, they come unloaded. Do you know if theres a way to fix that so they always come loaded with the depth charge I put into them in the editor?
InitialDesu  [author] Oct 15 @ 10:29am 
Эта проблема уже решена, фикс этой проблемы выйдет вместе с обновлением лодки в скором времени.
Taogma Oct 15 @ 9:23am 
Здравствуйте разработчики! Подлодка очень красивая и огромная мне нравится, бывает конечно лаги, но это из за размеров и количества объектов, но я не жалуюсь я ожидал этого. Но вот чего я не ожидал, когда нашел терминал ассистента и нажал голограммы не появилось, только текст, не знаю что можно сделать может вы знаете никто не сталкивался с этой проблемой ещё? Коротко подлодка понравилась, но если бы работала голограмма было бы ещё лучше! Помогите как решить проблему.
Gordon-Rebellion Oct 12 @ 3:31am 
yay
InitialDesu  [author] Oct 12 @ 3:13am 
:crtstar:Important: Thanks to the efforts of Thy Good Boy, the Virtual Assistant issue has been fixed. The fix will be included in the next Malachite update. Thank you for your support and patience.
john meatshield Oct 10 @ 2:19am 
i adore the instant aid remote kinetic medicine transmitter (syringe turret)
Kommissar Oct 9 @ 7:23am 
Very awesome sub, I was gonna ask why the hologram isn't working but just saw the comment, keep up the work it's sick
InitialDesu  [author] Oct 7 @ 1:24am 
:crtstar:Important: The Virtual Assistant’s sprite isn’t working right now because recent update “changed” something. I currently have no idea what’s causing it. If you know how to fix it, write here or DM me.
TheMightyEngineer Aug 26 @ 9:36pm 
i pled guilty that i've overread the description since it was 1am.... my bad

I guess there's only one way to find out then
InitialDesu  [author] Aug 26 @ 3:51am 
This sub was never meant for solo runs. That’s stated in the description — which, judging by your comment, you skipped. If you ignore the requirement of 5+ players, don’t expect it to work properly alone. “Although in future updates I plan improvements to lower the minimum crew requirement to 4… at the moment, if you play with less than 5 players, it all depends on your skill. It’s doable — I’ve made it halfway through the campaign solo — but it will require serious skill from you.:crtstar:
TheMightyEngineer Aug 26 @ 3:31am 
In term of AI

VVV
TheMightyEngineer Aug 26 @ 3:29am 
So basicaly, it's not a good submarine for a SOLO run ?
InitialDesu  [author] Aug 24 @ 8:30am 
No
Boluga Aug 24 @ 8:04am 
Does the AI work properly with the submarine?
InitialDesu  [author] Aug 12 @ 2:48am 
Hi, no.
Luna Aug 11 @ 5:20pm 
Hi! is there a centralized gunnery compartment for multiple weapons to be fired at once? I can't seem to find it aside from the captain's quarters
InitialDesu  [author] Aug 10 @ 2:59pm 
Благодарю за детальный комментарий, рад что вам понравился Малахит) Приму во внимание ваши замечания при дальнейшей разработке.:crtstar:
Dirty Thunder Aug 10 @ 2:47pm 
А еще на мой взгляд платформы-лифты это лишнее - и боты тупят, и игрокам особо не помогают, скорее мешают. Идея найс, но реализовать это нормально вообще фиг пойми как, и возможно ли. Ну всё, критик ушёл, фанаточка пришла! Сорри за тыки в проблемы, но я вообще не отказываюсь от своих слов. Первая страница в воркшопе за всё время - это абсолютно точно заслуженное достижение. Люблю тебя и твоих кентов, Десу) Надеюсь, встретимся как-нибудь на просторах рандома
Dirty Thunder Aug 10 @ 2:47pm 
Проделана просто адски масштабная работа. И автору, и соавторам проекта каждому жму руку, и обнимаю до хруста - слов нет таких, чтобы описать моё восхищение всеми вами. Так-с, касаемо ботов которые застревают над фабрикаторной - можно просто убрать тот маршрут вообще. Они прекрасно передвигаются через погрузчик справа - костыль конечно, но лучше так чем застревать. Далее еще заметил сомнительный клапан в инженерном под реактором - слева снизу там есть клапан, UI которого закрывается при попытке ремонта.