Barotrauma

Barotrauma Dev Tracker




29 Aug

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You can find all the loading screen artwork in "Content/Map/LocationPortraits/" inside the game folder. :)

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I have to say that I understand why many people we're disappointed by the ending (although, it's also nice to see that many liked it). To be completely honest, I feel like we pretty much ran out of time implementing all of the new faction-related content and the endgame, with no easy way to delay the full release further. I personally would've have hoped to add more content that expands on the factions and the Ancients, and ties the ending together with the rest of the game better. Another issue in my opinion is that the ending (especially what happens at the very last moments) is very hard to understand - there are some clues here and there that might help some piece it all together, but I think it still remains pretty obscure to most players.

That being said, there is a high chance we'll be expanding on it in future updates. :)

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The detonator should explode when it receives any non-zero signal. Buttons send a single signal of "1" when they're pressed. I can't see anything wrong with the circuit as you've described here, so my guess would be that the issue is somewhere in the way you're feeding the the commands/signals to the 2nd input of the equals component, but it's hard to say for sure without knowing how that part of the circuit has been built.

I recommend using the electrician's goggles to check what the equals component is actually receiving and outputting (if you haven't done that already)!


23 Aug

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I think the classifications of Earth-based life forms might not work here.

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Originally posted by TheKhopesh

As a general rule of thumb, always err on the side of easier on the whole, rather than harder.

There will always be players who think every game should be just shy of unplayably difficult/limited and want everything to be a Souls-like. (And they'll always press for the content to be harder and harder.)

Inevitably, following that mentality ruins the game for those in the moderate-to-opposite side of the gaming spectrum.


So just stick with following whatever makes the game more enjoyable to play, rather than what makes it more challenging just for the sake of challenge.

I don't entirely agree with this, although I do see where you're coming from. Many people feel the challenge (and overcoming it!) is what makes a game more enjoyable - and all the way back from the legacy days, being a very challenging game has been a part of Barotrauma's identity. And actually, we do get quite a lot of feedback about Barotrauma being too easy once you get past the initial learning curve and figure out the best strategies for different situations (which I don't entirely agree with either). So finding a good middle-ground isn't easy!

That being said, I'm not entirely sure what the difficulty has to do with the storage container changes. If anything, it should make things a little more convenient since the larger stack and cabinet sizes mean fabricating a ton of storage containers to expand storage capacity is no longer necessary.


22 Aug

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Originally posted by Knifetoface

Performance wise, is it better to have 100 iron in one slot in a locker or 100 iron in a container in a locker?

Is the issue bots targeting the items or physics on those items while in lockers? Both?

There is a small performance benefit to storing the items directly in the cabinet, but that wasn't really a factor in why we wanted to do these changes. The main reason was that the storage capacity was so limited that you essentially had to use storage containers to store large amount of items. Another reason was that it was never the intention that you could store as many as 2880 items per cabinet - that many items does lead to performance problems. The changes will limit that somewhat, but we feel that with the larger stack sizes and bigger cabinets there should still be more than enough space to store a reasonable amount of supplies - and of course, if you absolutely have to be able to store almost 3000 items in a cabinet, mods are always an option. :)

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Originally posted by GreenArmour406

In the coming weeks, they’re going to be pushing an update that will remove the suitcases (storage containers) while increasing storage locker capacity and stack sizes for items.

This isn't true, see https://www.reddit.com/r/Barotrauma/comments/15xwzox/comment/jxafsad/?utm_source=share&utm_medium=web2x&context=3.

The update will also take a little longer to finish than a few weeks: the "real meat" of the update, the overhauled traitor mode, still needs some more work. :)

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I posted a lengthy comment here explaining our reasoning behind these changes and addressing some of the concerns that have been raised.

I would also like to point out that the info in the latest blog/Steam post is no longer completely up-to-date: our current plan is not to remove the storage containers entirely, we're just putting some restrictions on how they can be stored in cabinets (by having some extra slots specifically for storage containers or other "nested containers"). We feel that with that change, and the significantly increased stack and cabinet sizes, we're at a pretty good middle-ground where there's plenty of space in cabinets without having to resort to filling each slot with a storage container, you can no ...

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21 Aug

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This looks like the "Transparent" line of sight setting. It allows you to see a dim view of the "background structures" and the exterior hull of the sub, with the brightness being tied to the amount of ambient light. I suspect one of the mods has a biome with an unusual amount of ambient light, making the view brighter than usual.

I suspect this isn't what's causing the performance issues: rendering the background at a slightly higher brightness should have no impact on performance. If the performance got worse as soon as you entered this biome, my guess would be that something else in the biome is causing the performance hit: perhaps a very large number of level objects (like some environmental hazards or things that emit light).


19 Aug

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We feel that being able to easily carry a stack of 8 tanks (or even several stacks!) essentially meant you could always carry so much oxygen on you that suffocation is practically never a risk, which kind of removes an important challenge from the game. Imo, it's a little strange that running out of oxygen is practically a non-issue in a game about underwater exploration! :)

I also feel this change is pretty minor - with a single tank lasting over 10 minutes, you can still easily bring enough oxygen for a very long EVA mission by putting an extra tank or two in your toolbelt for example. And with higher-quality tanks, oxygenite tanks, abyss suits and cargo scooters, you can take that even further. Or in other words, there are still plenty of ways to extend the EVA missions way beyond the ~20 minutes two regular normal-quality tanks give you, you just have to put some thought into it and/or compromise on what other supplies you bring with you.

I'd also like to point ...

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14 Jul


07 Jul

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Originally posted by Maxiify

Isn't Barotrauma made by a German studio? As well as the original SCP:CB?

Nope, I think you're thinking of Daedalic Entertainment, the publisher of Barotrauma. Most of us devs are Finnish though.


06 Jul


04 Jul

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Originally posted by Connect-Secretary-74

I think that is what they are doing

Possibly: we're currently testing these changes in the unstable branch, any feedback is more than welcome!


03 Jul

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The questlines require certain levels of reputation for you to unlock them, and completing quests for a faction tends to heavily decrease the reputation for the opposing faction. It won't be easy, but it is possible to complete all of them in a single playthrough if you're careful on what missions you do and how you manage your reputation.

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Originally posted by WeLiveInASociety420s

I really don't think its that bad of a change. My main issue is the sub is still gonna accumulate a bunch of junk that needs put somewhere and while it was annoying to sort, the storage containers did give great storage density. But did this really require dev attention? Is such a minor thing and theres so much more that they could be doing

I think the storage containers themselves are a pretty minor thing, but in my opinion the inconvenience of storing large amounts of items is a clear problem: especially at the later stages of the campaign, managing storage takes a lot of tedious manual work.

We're doing various changes to storage to make it all work a little more smoothly, the possible removal of storage containers is just one part of it.

But regardless, ...

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Originally posted by Hikash

Are we still going to suffer the 1200~ packet size issue in multiplayer? Cos that's why I use containers in the first place.

If you're referring to the "packet size exceeded" issue when using mods that significantly increase stack sizes and the sizes of cabinets, that has been fixed so we can support the larger stack sizes that are also going to part of the storage changes. :)

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Originally posted by Dioxol_Nova

sadly this isn’t joke. Devs: ”we won’t add better storage system so we deleting containers”

We are actually doing various other changes to storage too to make it way easier to manage your supplies without having to use these kinds of "nested containers":

- Larger stacks of items and more slots in cabinets overall, so it's actually viable to store all your supplies in cabinets directly.

- Automatic sorting of cabinets.

- Handling dropped stacks as a single item, so you don't need to spam-click to pick up a stack (...

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How about something like this (note the slots in the cabinet)? ;)

https://youtu.be/0eLde1FwG-o


02 Jul

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Originally posted by animu_child

The game has basically infinite storage by default. You can put things in a container and drop it on the floor, or in a deconstructor or fabricator, or in a unit loader. You're trying to inflate the difficulty of the game without actually adding an interesting or new challenge. Late game you need to stock up on supplies to reach the eye. We're going to stock up, one way or another. You doing this just makes it more inconvenient, not more difficult or impossible. You're not addressing the issue.

And the dismissal of criticism by saying we haven't played the unstable is the most bad-faith shit possible. "A large majority" Yeah ok bud. I guess anyone who says this is a terrible idea is simply misinformed.

I don't mean to dismiss anyone's criticism, I'm just saying many of the concerns that have been brought up have been addressed in the unstable build, and I think it'd be easier to provide constructive criticism if you tried the changes and saw what works and what doesn't. I'd like to note that this announcement was written some time ago (to get it localized to several languages in advance), and that there have been a bunch of changes to stacking and containers in the latest unstable builds that aren't mentioned in the announcements.

I would argue the changes do not make stocking up impossible nor even more difficult. A single cabinet can still store well over a thousand items, which should be more than enough to get you through the less inhabited areas.