Barotrauma

Barotrauma Dev Tracker




24 Feb

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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

11 Feb

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Welcome to testing Barotrauma Hello everyone!

The next update is not far now: all the new content is ready to be tested by our Unstable testers. Want to be one of them? Read more about testing Barotrauma ... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
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Hello everyone!

The next Barotrauma update has been quietly cooking since the beginning of the year, and it’s almost ready to be served – we’re planning on releasing it on the last week of this month. The update is medium-sized, with new content and fixes… and it’s ready to be tested by all of you right now.

Welcome to testing Barotrauma!

Barotrauma Unstable test version...
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09 Feb

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Originally posted by Knifetoface

Where do I find a list of these preferred containers in the files?

Thanks.

They're included in the item config files in "Content/Items/"


08 Feb

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Originally posted by Knifetoface

Thank you!

So I would put “plantcontainer” in the tags line for the cabinet in the grow room the same way I put “storagecab” on the locker in the fab room?

I tried putting “plantitem” in that line but it did not recognize that. I figured since all plants, seeds etc have “plantitem” in their tags they would be directed there but sadly not!

So to properly tag a storage container I do not use the common tags of the items I want in that container like “plantitem”. What I actually need is some grouping tag like “plantcontainer” or “storagecab”. How would I then go about tagging a container for a specific item? Would I use a grouping tag that included the item I want then in the restrictions line use a tag that is exclusive to that item or the items name itself?

Ill look at this when I get home, but does the item config file show the grouping tags for items such as “plantcontainer” “storagecab” etc? Where do I found the others? I definitely want to know th...

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Yep, "plantcontainer" would be put in the cabinet the same way as you'd use "storagecab". I'm not sure why that didn't work though, "plantcontainer" is defined as the primary container for the plants. I think I'll do some debugging.

How these tags work is that each item defines its "preferred containers" in the xml. For example, a welding fuel tank prefers to go inside welding tools, engineering cabinets and such. These are also used to fill up the subs with the initial supplies (hence the spawn probability and min/max amount values).



07 Feb

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Originally posted by Knifetoface

I’ve done lots of fiddling around in the sub editor and what I’ve discovered is that most of the time containers such as medical compartments, fabricator compartments, ammo loaders, etc. simply aren’t tagged. If you tag the containers in a sub properly (you can even tag the suit cases within the containers!) The bots will not only efficiently put things away but they’ll do it very quickly!

https://imgur.com/a/5oWdEs7

I think the issue is that the way the AI works in the game is very confusing. It took me several hours to figure out how to properly tag a ship so that the bots know how to put things away. Making it easier to understand would be great. Now that I figured it out however the bots are extremely good at loading weapons and putting away materials all where they need to go!

There are some restrictions currently. I wish there was a way to label spent ammo to go somewhere different other than where full ammo go...

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I'm glad you brought this up! Not being as closely involved with sub building as some of the other people in the dev team, I've sometimes resorted to looking up the tags in the item config files when doing something related to them, and thought to myself that we should make assigning the tags easier at some point™️. But it never fully occurred to me how big of an impact this one hard-to-use feature of the sub editor actually might have on the game as a whole; I'm certain there are a lot of sub builders who aren't even aware of the feature, and as a consequence the bots most likely tend to perform worse for people who mostly play on custom subs.

I think we'll need to bump up the priority on this and make this part of sub building a little more user-friendly soon!

I wish there was a way to label spent ammo to go somewhere different other than where full ammo goes. So far I haven’t figured out a way to have them automatically pick up fruit that falls on th...

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It seems that the issue with "All-Seeing Eye" still wasn't fully fixed in the December patch, but so far we haven't been able to find a way to get this to occur. If you happen to have a save file available with this bugged engineer in it, it might help us diagnose the issue. You could post the save file (or any other extra information that you might have) in the ticket in our GitHub issue tracker, or if you don't want to create a GitHub account, this thread is fine too. :)

Thanks and sorry for the inconvenience!

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Originally posted by Prink_

While I totally agree that current AI is pretty bad and needs an overhaul, I think you are massively underestimating how much work there is to create a correct AI. Next update is unrealistic and like others say there is a lot of things that are likely higher priority than this.

The way AI work currently (excluding machine learning which is a whole other can of worms) is by manually programming each cases, an enormous task by itself, and then having weights that determine the priority in of said action. Obviously those weights needs to be adjusted depending on context and player given order.

This is a massive undertaking that is hard to justify prioritising in a game where a lot of people don't even play with bots

Well said.

I agree that we have a lot of work ahead of us in improving the AI. But as said, it is an enormously complex task to get them to act smart in every possible scenario, including custom submarines with unusual solutions, systems and layouts that we hadn't accounted for (and often with issues in the way their waypoints have been set up). So improving and fixing the AI will most definitely be an ongoing task that we'll keep doing until the eventual full release and beyond.

Overhauling the entire AI for the next update, or even the one after that, is simply not possible I'm afraid; even if our AI programmers didn't sleep there still wouldn't be enough hours in a day to pull that off.

But in any case, there's lots of useful criticism and feedback in this thread. We'll keep these in mind as we continue improving the AI and ironing out issues like these! :)


05 Feb

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This is a known issue in the current public version: the artifact missions can sometimes break like this when there's no space in the artifact holder(s) inside the ruins. We've got a fix coming up in the next patch though. Sorry for the trouble!


04 Feb


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26 Jan


24 Jan

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Hello everyone!

Before we write more about upcoming Barotrauma updates, we wanted to lend a hand to fellow indie developer Cogwheel Software and their debut Hidden Deep, which begins its Early Access journey today.

You may know already that Hidden Deep is published by Daedalic Entertainment just like Barotrauma… and you ... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.