Ok, I have a ton more tips for sub building, which I think you should make into another separate video considering there's so much. I'm probably not going to have any coherent structure with this comment, but here: DON'T FORGET FIRE EXTINGUISHERS! And place them everywhere where there's a blank space. This also applies to loose panels (For traitor questlines), supply cabinets (Containing emergency supplies, flares, bandages, masks, etc.), and emergency lights. ===== Submarine shells are like doors, in that they only count as a gap when they're breached. Keep this in mind when adding your hull squares. This also means layering two walls over eachother won't make your submarine more durable, there will still be a leak if only one breaks. ===== Editing values on machines and electrical devices is important, e.g. the oxygen generator's 'Generated amount'. On vanilla submarines, the ratio between power and generated amount is 1:1, so feel free to buff or nerf your O2 generator given that this ratio is considered standard. ===== Balance your submarines. The most obvious balance is keeping blindspots for your gun coverage, but there are more options. Even if you have full coverage, it's possible to make the equipment that the guns run on faulty. Either make them hold less charge, or the reactor run out of fuel much quicker. That, or limit your medbay or armoury's stock to make players rely more on certain systems. An overpowered submarine has everything for you already, it's not fun after 2-3 rounds. ===== If your submarine shells are either too short or too long, place another shell in front of them, nudge them a bit and then extend them. The extension will snap to the other shell piece, extending your shell by a few pixels rather than a full wall length. Then nudge them back. ===== Don't scale your machinery. It looks ugly when you're used to how big a machine is relative to your character, especially when scaled down. The only exceptions are scaling up for items to appear more powerful, or making them transparent and placing decoration around them to give the appearance of a different design of the same machine (See Svarog by Rav2n. There are black batteries in the back, scaled up but covered with fin pieces to make it look different). Alternatives for scaling items, such as junction boxes, is using relays. The developers have used relays for power on shuttles before, it's justified to use them when you can't fit junction boxes in your smaller ships. ===== You don't have to have a loader and a supercapacitor for each goddamn ship gun you add. You can link/wire each gun to the same loader/capacitor, and won't make too much difference as long as you don't wire too many to the same ones. During a round, it will make the engineers' job so much easier to repair one capacitor for two coilguns. ===== Some curved shell/glass pieces have bad hitboxes, such as the half-U-shaped glass curve which you can't even get close to. Instead, use the smaller version of mentioned glass, and add a straight edge slightly scaled down so it appears seamless, and has a better hitbox. ===== Use windowed button doors for getting an idea of human height. Where the top of the window ends is how tall a person is, and where the top of the button panel ends is how tall a crouched person is. ===== Reverse engineer all the subs when it comes to logic circuits. It helps to learn really simple logic circuits that will greatly help later down the line. For example, from looking at the original Aegir Mark III, I learnt to send buttons through a signal check component so they can send not only a signal of 1. If I send a button through a not component, and wire the not component to set_state on a series of doors, I can label it as "Close all doors" as the button will force all the doors to close, even if they're already shut/opened. ===== Make all your emergency lights not cast shadows in their properties. All lights have a "Cast shadows" option, and keeping too many lights with this on can cause lag. Look in the top left of the editor, it'll tell you the number of things you have. The more red one of the counters are, the laggier your sub will be. You should be clear if you go no further than an orange colour. ===== You can have docked shuttles/drones by using the "Add submarine" feature in the top bar, and linking them to a docking port on your main submarine. It'll only show up as a green outline of the drone, so you won't have a good idea of how well it fits. If you do want a good idea of how well it fits, build your drone's shell inside the same file, then copy and paste the shell into a blank editor, and hit save. However, it's important that you don't do any wiring of your drone before you copy-paste it. There's a bug where copied wiring (when it's unwired) causes the 20km long wires visual bug in-game. So do your wiring in the same file as the drone's independent file. ===== Experiment with your backgrounds. You can colour them, combine them, scale them (See Kastrull's engineering deck) and cut out certain sections from them using the scales and offsets (See Refuelling Outpost/Prometheus Station, where outpost backgrounds have their posters taken and placed on the walls). ===== Make your lighting differently coloured, particularly if you want to set the mood of rooms on your ship. Pure white lights are bland and harsh, but something like a dark amber colour gives the appearance of the industrial underbelly that is the reactor room, or a bright blue/green becomes the medbay. ===== Some items with toggling, such as sirens, have desync issues on online multiplayer, where sometimes you can hear a siren if you pressed a button, yet the other clients don't. Halfdeadkiller has been spreading this tip as much as he can, instead of using toggle state, use a toggle on a relay, with the relay's State_out wired into the Set_sate on the siren. The bug doesn't apply to relays oddly enough. Actually that brings me onto my next tip, **Relays are the only electrical components with states!** Doors and ducts also have states, but they have collisions and gaps too, so use relays for a ton of your logic circuits. ===== Docking ports aren't exclusive for docking to shuttles and stations. It's perfectly possible to have your docking port also be an airlock, as long as you wire the hatches differently. Using the game's default docking assembly means the hatch only opens when the ship is docked to something. Instead, you can just have the hatch opened with buttons, since the docking port merely creates a connecting hull between two ships. It doesn't define whether or not a diver can enter/leave, that's up to the hatch.
Great tips and video! I especially agree on the "Balance the sub". I'd just add don't be afraid to do things "wrong" I made the Sweet Pea and Atolla which both have characteristics that could be considered bad design (yes I put ballasts on the top level, come at me bro) but you're better off giving your sub a fun/unique personality so long as it's functional. Another thing to consider is Learnability. Remember that every single player will be learning to play your sub on a server without having reviewed the design in sub builder mode. So make this learning phase as easy as possible with a generous amount of arrows, text labels, and indicator lights. I've played so many subs with really creative ideas that players just quit playing with halfway through a round because their advanced features were totally inscrutable or got mucked up.
@@OlStinky1 Oh shit, hey SlipWhenWet! Yeah, I agree with the learnability factor when making subs. I made the Research, mining and refuelling stations, as well as a remake of Hyperius Asperis, and I did make sure to add directional signs and names for every room so people can find what they're looking for on status monitors, which were mostly easy to come by, though I admit I had some systems that require more hours of gameplay to understand. Also, I wanted to ask how you achieved getting so many subscribers on your subs, and how you felt about it? Getting thousands of subscribers is rare now, and quite a feat for workshop modders.
@@thesolbusaur4693 Oh yea I've played and love your stations man, incredibly detailed! Regarding my subs, 90% their popularity was due to timing/luck. I was in the closed beta and had a few months to make my 3 main subs and play them with other testers. I think I released the Sweet Pea literally the week the game went on sale by pure chance (I didn't even know the launch date). Sweet Pea was designed for the small closed beta server pops but it seemed to become THE "teach my friends how to play" sub right at launch, and the way the Workshop works is getting downloads pushes you to the top... which leads to more downloads. The last 10% I credit to actual good design choices. I try to make subs that are immediately understandable but that have unique personalities, simple as that. It makes me really happy that people enjoy my subs, this game has a special place in my heart and sub building was a great release for me during some hard times in the Legacy days.
It slipped my notice until now, but I wanted to thank you for referencing my video and linking to it! I know the series ran a bit long (figured that anything I cut would yield a comment asking about it); I've got a much more condensed re-release in the works.
Of _course_ the guy whose fond memories of Barotrauma involve starting husk outbreaks and hiding bodies in the ballast tanks doesn't like subs with safes in them. 😛
Forgot to mention before you finish you should press the generate waypoints beside the wiring button. This will generate a path for AI. You can adjust as necessary.
Something I learned with wiring from steam workshop is to use relay components to save space. They can be used as mini junction boxes and help spread out power. Ex. Lets say you have 10 lights on your ship, instead of using two junction boxes (can only hold five wires) you can use one junction box and and wire it to two relay components. Just remember that relay components have a max of 1000kw of power, but that can be adjusted in the editor if need be.
I don't plan on ever building a ship in Barotruama, but I'm willing to bet that knowing how good ships are designed will make me a better captain for my friends
Loved this Love u. me and a friend just got into the game and the thing i love in gaming the most is Level design, customisability etc. BaroTrauma is a wet dream when it comes to that and this vid has thought me a lot. :)
An advanced wiring guide would be great. Don't forget in-game wiring, for locks, traps and other electrical shenanigans. If you didn't already know, you can completely lock a door by doing the following: 1: Install a signal check component (preferably hidden in a corner, or on the inaccessible side of the door 2: Wire its (signal_in) to the door's (state_out) 3: Wire its (signal_out) to the door's (set_state) 4: Set the component as follows: Output: 0 False Output: 0 Target Signal: 1 Simple as that. You can now overload the reactor in peace.
I am here from the future to tell you all that they fixed relays. You can now freely use them to optimise your junction boxes, each relay can support 1000kw and you can chain them together for things like lights that use very little power, the dynamic light flicker with load while a light is powered by a relay is fixed as well.
What I like about this video is that it starts off really great, then you can tell that Gesch kinda gave up about halfway and it sort of falls apart. Don't get me wrong, it helped me out a lot :) Thank you
dunno if this was posible in the version this was made but now you dont need to make a hole in the floor to add the duct block and make them work, now they work even if they are inside a wall or floor, which is pretty usefull since then you can add duct blocks as a last part of the sub
Despite all the changes, this is a great guide! Worth revisiting even after some hundred hours in th Subeditortrauma Anywho, after this guide. You aspiring b uilders oughta realise one thing: Perfect sub is boring sub. Some blindspots, some power issue that requires tweaking or buying upgrades. Not too optimal ammo supply. It's a tightrope to walk too, because crappy sub is frustrating sub. Now, a sub that is decent-to-good with some drawbacks but strengths is great to aim. Making a cargo ship? Could probably have a bit more blindspots and make it up with more discharge coils. Making combat sub? Let those guns diverge, heck, link multiple ones to same gun. Let it be ammo hog that gets a job done and maybe frustrate the reparimonkeys.
That is correct, but that can be mitigated by running less crew, bad ammo and/or difficulty increasing mods. I am a From The Depths player who builds for tournaments before I ran into Baro, so....
Granted, that is so, but unoptimized subs may if not definitely are better for multiplayer sessions than optimized ones. Then, they tend to be less of a giant piece of equipment to optimize and more of a mobile map piece to play around with.
Edit: ah so i just forgot to refresh the drone after i did some tweaking on it, my bad Hi, i'm 6 months late but hope you can help me here. So i tried to make a drone, and it's actually working. But whrnever i undock it, the transducer signal is lost. I checked, and the engine is actually still working. Only the seaech light and the tranaducer is not. What could be the fault? (Notes: the search lights and transducer connected to the same junctikn box. That same junction box connected to a supercapacitor that is still working even when the transducer signal + search light is out
I think I made the worlds most compact sub without shrinking the sprites too much, it's an extension of the Selkie shuttle, it's so compact I can't even fit another weapons holder but still has it all. I think I had to shrink some items by 0.05 so instead of 0.500 it's now 0.450, I don't consider such a minor adjustment a cheat xD Didn't take me too long to figure out how things works from scratch, this/my edit to the Selkie shuttle making it an actual standalone submarine took about 3 weeks, and it's at a level of perfection :P I'm literally killing Moloch's the first mission I do in a new game.
I saw that youtube multi-part guide, I quickly realised starting with the shell was.... wrong, and started doing things in another way.... I started with the reactor room, placed the floor and roof, then the doors, and after that I kept adding rooms over, under and to the sides of the reactor room, placing the shell only by the near end when it was useful to have an idea of the layout I wanted for the ship in order to know where the last room could be placed. Other than that, great video!
god dammit, I keep rewatching the wire segment because my brain is too small to understand what im supposed to do and im always greeted with "What is the definition of insanity?" and its both amusing and frustraiting at the same time >:L
Thank you Charlie from Smiling Friends (sorry, I can't get the voice out of my head), this guide is gonna go a long way in my sub making in the future Great video!
Lolol, this video is like asking a random old person for help/advice on something and they hold you hostage with random awkard and boring stories while slowly revealing the answer.
Alright it's easy. First make sure you have a room with no ducts and it has a hull. Place, a pump, relay component and signal check component and button. Click and edit the relay and turn it on. click the signal check component and change the output to 100, change the false output to -100 and change the target level to 1 and click the pump and turn it on. (All in the sub-editor) Now starting from the button wire like this Button output -> Relay toggle state - Relay State out -> Signal Check Componet Signal_In - Signal Out -> Pump Setspeed. Make sure that the pump is powered you can check this by going in-game and seeing the junction box you connected lighting up. Let me know if it works
Oh my lord you made the Kirstu! It's played frequently on Big Lews server and people are very mixed on it! 😂 The horizontal elevator thingy tend to implode alot at arrival and creatures like mudraptors and crawlers tend to get stuck in it!
When powered they temporarily stun any creature near the ship's outer hull you can find a guide on how to wire it on the steam guide(link in desc) But you could also just wire its power directly to the reactor this will do 2 things. 1. You can spam it and basically stun-lock most creatures 2. Your entire ship will lose power for 2 seconds[Kinda a cool effect]. If you have any more question feel free to ask me or check the Barotrauma discord(Link in disc).
Im pretty new in building subs but non square hulls are pretty buggy and i would say try to do that a lot less. And Oroe makes a valid point on not grouping pumps onto one juction box. Also you explain wiring horrible. Try to go for show and tell insted of just blasting over it :P Since its really the the only thing you can mess up if you ever been in any map editor :P
@@Gesch oh really? fuck, i am currently working on a sub, been for so long, learned alota stuff tho, so thanks for the vid, i hope they dont change it too much.
I've noticed a strange thing with hulls of vanilla submarines. Some of them have isolated unusable compartments like cofferdams within the submarine's structure, but they dont have hull's rectangles added to them. Could you please clarify this?
so I watched this and I know the one tutorial video you were talking about that had multiple parts and I noticed that like in that one that here you also sort of either glossed over or missed explaining how to properly wire a docking hatch as while I was following that series of videos I never truly figured out how it was suppose to be wired and only managed to stumble my way into getting it to work and I'm still not fully sure how I had managed it and probably won't be able is there a reason why the wiring of docking hatches seems to always be skipped in sub building tutorials for barotrauma?
So is there any way to delete AI nodes? I know I can make them manually. I'm working on a very basic Rectangle sub specifically for use in single player, and it NEEDS the AI to just easily get around, understand and get to things without getting confused. But I notice some pretty wonky nodes getting generated. Also are fins background objects that guns can shoot through and characters can swimp past. I'm not sure, supposedly they're decorative, so I'm hoping that means, they can't obstruct pathing and projectiles, still pretty new at the game, and building subs for it.
I need help with wiring. I did everything but still cant understand how wires works, i even cant make the goddamn lamp work... I hope you see this comment and help me with my problem.
Hi, I have the smart system pack mod but i cant find it in the "sub list" or in the "item assembly" in the sub editor. How did you manage to open it up?
Been making a ship for 3 days now and I still halfway done, been visiting every community to figure out how to do it properly and I can only understand 10% of what they're saying. Been bouncing from video to video how to make a ship and I cant find the one that explain the algorithms of the electrical. I hope some random indian guy post a video how to create a sub in this game :( .
for my first sub i built the rooms first and put the hull over it. there was no problem with weird hull angle or anything either i found this vid of yours by looking for barotrauma color modules, didnt see anything about color in the video. do you know how i can use the water detector/motion detector/reactor overheating sensors to output different color combinations on lights?
Ok, I have a ton more tips for sub building, which I think you should make into another separate video considering there's so much. I'm probably not going to have any coherent structure with this comment, but here:
DON'T FORGET FIRE EXTINGUISHERS! And place them everywhere where there's a blank space. This also applies to loose panels (For traitor questlines), supply cabinets (Containing emergency supplies, flares, bandages, masks, etc.), and emergency lights.
=====
Submarine shells are like doors, in that they only count as a gap when they're breached. Keep this in mind when adding your hull squares. This also means layering two walls over eachother won't make your submarine more durable, there will still be a leak if only one breaks.
=====
Editing values on machines and electrical devices is important, e.g. the oxygen generator's 'Generated amount'. On vanilla submarines, the ratio between power and generated amount is 1:1, so feel free to buff or nerf your O2 generator given that this ratio is considered standard.
=====
Balance your submarines. The most obvious balance is keeping blindspots for your gun coverage, but there are more options. Even if you have full coverage, it's possible to make the equipment that the guns run on faulty. Either make them hold less charge, or the reactor run out of fuel much quicker. That, or limit your medbay or armoury's stock to make players rely more on certain systems. An overpowered submarine has everything for you already, it's not fun after 2-3 rounds.
=====
If your submarine shells are either too short or too long, place another shell in front of them, nudge them a bit and then extend them. The extension will snap to the other shell piece, extending your shell by a few pixels rather than a full wall length. Then nudge them back.
=====
Don't scale your machinery. It looks ugly when you're used to how big a machine is relative to your character, especially when scaled down. The only exceptions are scaling up for items to appear more powerful, or making them transparent and placing decoration around them to give the appearance of a different design of the same machine (See Svarog by Rav2n. There are black batteries in the back, scaled up but covered with fin pieces to make it look different). Alternatives for scaling items, such as junction boxes, is using relays. The developers have used relays for power on shuttles before, it's justified to use them when you can't fit junction boxes in your smaller ships.
=====
You don't have to have a loader and a supercapacitor for each goddamn ship gun you add. You can link/wire each gun to the same loader/capacitor, and won't make too much difference as long as you don't wire too many to the same ones. During a round, it will make the engineers' job so much easier to repair one capacitor for two coilguns.
=====
Some curved shell/glass pieces have bad hitboxes, such as the half-U-shaped glass curve which you can't even get close to. Instead, use the smaller version of mentioned glass, and add a straight edge slightly scaled down so it appears seamless, and has a better hitbox.
=====
Use windowed button doors for getting an idea of human height. Where the top of the window ends is how tall a person is, and where the top of the button panel ends is how tall a crouched person is.
=====
Reverse engineer all the subs when it comes to logic circuits. It helps to learn really simple logic circuits that will greatly help later down the line. For example, from looking at the original Aegir Mark III, I learnt to send buttons through a signal check component so they can send not only a signal of 1. If I send a button through a not component, and wire the not component to set_state on a series of doors, I can label it as "Close all doors" as the button will force all the doors to close, even if they're already shut/opened.
=====
Make all your emergency lights not cast shadows in their properties. All lights have a "Cast shadows" option, and keeping too many lights with this on can cause lag. Look in the top left of the editor, it'll tell you the number of things you have. The more red one of the counters are, the laggier your sub will be. You should be clear if you go no further than an orange colour.
=====
You can have docked shuttles/drones by using the "Add submarine" feature in the top bar, and linking them to a docking port on your main submarine. It'll only show up as a green outline of the drone, so you won't have a good idea of how well it fits. If you do want a good idea of how well it fits, build your drone's shell inside the same file, then copy and paste the shell into a blank editor, and hit save. However, it's important that you don't do any wiring of your drone before you copy-paste it. There's a bug where copied wiring (when it's unwired) causes the 20km long wires visual bug in-game. So do your wiring in the same file as the drone's independent file.
=====
Experiment with your backgrounds. You can colour them, combine them, scale them (See Kastrull's engineering deck) and cut out certain sections from them using the scales and offsets (See Refuelling Outpost/Prometheus Station, where outpost backgrounds have their posters taken and placed on the walls).
=====
Make your lighting differently coloured, particularly if you want to set the mood of rooms on your ship. Pure white lights are bland and harsh, but something like a dark amber colour gives the appearance of the industrial underbelly that is the reactor room, or a bright blue/green becomes the medbay.
=====
Some items with toggling, such as sirens, have desync issues on online multiplayer, where sometimes you can hear a siren if you pressed a button, yet the other clients don't. Halfdeadkiller has been spreading this tip as much as he can, instead of using toggle state, use a toggle on a relay, with the relay's State_out wired into the Set_sate on the siren. The bug doesn't apply to relays oddly enough. Actually that brings me onto my next tip, **Relays are the only electrical components with states!** Doors and ducts also have states, but they have collisions and gaps too, so use relays for a ton of your logic circuits.
=====
Docking ports aren't exclusive for docking to shuttles and stations. It's perfectly possible to have your docking port also be an airlock, as long as you wire the hatches differently. Using the game's default docking assembly means the hatch only opens when the ship is docked to something. Instead, you can just have the hatch opened with buttons, since the docking port merely creates a connecting hull between two ships. It doesn't define whether or not a diver can enter/leave, that's up to the hatch.
Great tips and video!
I especially agree on the "Balance the sub". I'd just add don't be afraid to do things "wrong" I made the Sweet Pea and Atolla which both have characteristics that could be considered bad design (yes I put ballasts on the top level, come at me bro) but you're better off giving your sub a fun/unique personality so long as it's functional.
Another thing to consider is Learnability. Remember that every single player will be learning to play your sub on a server without having reviewed the design in sub builder mode. So make this learning phase as easy as possible with a generous amount of arrows, text labels, and indicator lights. I've played so many subs with really creative ideas that players just quit playing with halfway through a round because their advanced features were totally inscrutable or got mucked up.
@@OlStinky1 Oh shit, hey SlipWhenWet! Yeah, I agree with the learnability factor when making subs. I made the Research, mining and refuelling stations, as well as a remake of Hyperius Asperis, and I did make sure to add directional signs and names for every room so people can find what they're looking for on status monitors, which were mostly easy to come by, though I admit I had some systems that require more hours of gameplay to understand. Also, I wanted to ask how you achieved getting so many subscribers on your subs, and how you felt about it? Getting thousands of subscribers is rare now, and quite a feat for workshop modders.
@@thesolbusaur4693 Oh yea I've played and love your stations man, incredibly detailed! Regarding my subs, 90% their popularity was due to timing/luck. I was in the closed beta and had a few months to make my 3 main subs and play them with other testers. I think I released the Sweet Pea literally the week the game went on sale by pure chance (I didn't even know the launch date).
Sweet Pea was designed for the small closed beta server pops but it seemed to become THE "teach my friends how to play" sub right at launch, and the way the Workshop works is getting downloads pushes you to the top... which leads to more downloads.
The last 10% I credit to actual good design choices. I try to make subs that are immediately understandable but that have unique personalities, simple as that. It makes me really happy that people enjoy my subs, this game has a special place in my heart and sub building was a great release for me during some hard times in the Legacy days.
@@OlStinky1 Do you know how much pain the sweet pea has caused me? What were you thinking when making that sub
Of course Solbusaur is here giving good ass tips.
It slipped my notice until now, but I wanted to thank you for referencing my video and linking to it! I know the series ran a bit long (figured that anything I cut would yield a comment asking about it); I've got a much more condensed re-release in the works.
"Build the hull first" -Oroe
"WRONG" -Gesch
*Builds the hull first*
LOL the only thing I could think about watching this video....
Of _course_ the guy whose fond memories of Barotrauma involve starting husk outbreaks and hiding bodies in the ballast tanks doesn't like subs with safes in them. 😛
Forgot to mention before you finish you should press the generate waypoints beside the wiring button. This will generate a path for AI. You can adjust as necessary.
When are you releasing sub review 2
@@gregoryderpwrld111 never kekw
I swear I absolutely hate those 10 hours 90% blabla guides that are so abundant, bless your face for making a shorter and preciser one 😘
Something I learned with wiring from steam workshop is to use relay components to save space. They can be used as mini junction boxes and help spread out power.
Ex. Lets say you have 10 lights on your ship, instead of using two junction boxes (can only hold five wires) you can use one junction box and and wire it to two relay components.
Just remember that relay components have a max of 1000kw of power, but that can be adjusted in the editor if need be.
Thank you for this, just made my life so much easier
gonna annoy this comment by saying 3 relays would be smarter for 10 lights
My biggest takeaway from this video is using the arrow keys to align the structures, my sub was looking like a OCD nightmare before this video.
And when we needed him the most, he disappeared. Thanks, your video helped me build a submarine, thanks a lot.
niggas in paris
I don't plan on ever building a ship in Barotruama, but I'm willing to bet that knowing how good ships are designed will make me a better captain for my friends
"Arrow keys to move an object inch by inch". Man I wish I watched this before I got all the way to wiring lmao
Loved this Love u. me and a friend just got into the game and the thing i love in gaming the most is Level design, customisability etc. BaroTrauma is a wet dream when it comes to that and this vid has thought me a lot. :)
An advanced wiring guide would be great. Don't forget in-game wiring, for locks, traps and other electrical shenanigans.
If you didn't already know, you can completely lock a door by doing the following:
1: Install a signal check component (preferably hidden in a corner, or on the inaccessible side of the door
2: Wire its (signal_in) to the door's (state_out)
3: Wire its (signal_out) to the door's (set_state)
4: Set the component as follows:
Output: 0
False Output: 0
Target Signal: 1
Simple as that. You can now overload the reactor in peace.
Thank you so much for this, honestly hope you get big cause your humor and teaching is great!
actually good for your subs
I am here from the future to tell you all that they fixed relays. You can now freely use them to optimise your junction boxes, each relay can support 1000kw and you can chain them together for things like lights that use very little power, the dynamic light flicker with load while a light is powered by a relay is fixed as well.
You can adjust the maximum load of the relay
What I like about this video is that it starts off really great, then you can tell that Gesch kinda gave up about halfway and it sort of falls apart.
Don't get me wrong, it helped me out a lot :)
Thank you
The tip with arrows is just what i needed!
dunno if this was posible in the version this was made but now you dont need to make a hole in the floor to add the duct block and make them work, now they work even if they are inside a wall or floor, which is pretty usefull since then you can add duct blocks as a last part of the sub
Yes, but in that way you won't be able to see through the open ducts 🤔
Despite all the changes, this is a great guide! Worth revisiting even after some hundred hours in th Subeditortrauma
Anywho, after this guide. You aspiring b uilders oughta realise one thing: Perfect sub is boring sub. Some blindspots, some power issue that requires tweaking or buying upgrades. Not too optimal ammo supply. It's a tightrope to walk too, because crappy sub is frustrating sub. Now, a sub that is decent-to-good with some drawbacks but strengths is great to aim.
Making a cargo ship? Could probably have a bit more blindspots and make it up with more discharge coils. Making combat sub? Let those guns diverge, heck, link multiple ones to same gun. Let it be ammo hog that gets a job done and maybe frustrate the reparimonkeys.
Yup, I never add a component auto reactor in editor because they run perfect and are hard to sabotage, especially if the submarine was made with them
That is correct, but that can be mitigated by running less crew, bad ammo and/or difficulty increasing mods.
I am a From The Depths player who builds for tournaments before I ran into Baro, so....
Granted, that is so, but unoptimized subs may if not definitely are better for multiplayer sessions than optimized ones.
Then, they tend to be less of a giant piece of equipment to optimize and more of a mobile map piece to play around with.
I like to use hatches and doorways as a benchmark for sizing. That way you know your rooms are always the right size, at least at the doorways.
Ohh my lord, that arrow key tip has solved all my problems thanks love the tutorial
Hey, can you make a guide on making remote control drones? I have been trying to make one for 2 days with no luck
This might help if it doesn't let me know
www.reddit.com/r/Barotrauma/comments/c35ebj/how_can_i_make_a_remote_controlled_dronesub/
@@Gesch finally got it working
Edit: ah so i just forgot to refresh the drone after i did some tweaking on it, my bad
Hi, i'm 6 months late but hope you can help me here.
So i tried to make a drone, and it's actually working. But whrnever i undock it, the transducer signal is lost. I checked, and the engine is actually still working. Only the seaech light and the tranaducer is not. What could be the fault?
(Notes: the search lights and transducer connected to the same junctikn box.
That same junction box connected to a supercapacitor that is still working even when the transducer signal + search light is out
@@faizmukti117 I hope someone can help you, I most certainly do not possess the skills to build anything drone related.
I think I made the worlds most compact sub without shrinking the sprites too much, it's an extension of the Selkie shuttle, it's so compact I can't even fit another weapons holder but still has it all.
I think I had to shrink some items by 0.05 so instead of 0.500 it's now 0.450, I don't consider such a minor adjustment a cheat xD
Didn't take me too long to figure out how things works from scratch, this/my edit to the Selkie shuttle making it an actual standalone submarine took about 3 weeks, and it's at a level of perfection :P I'm literally killing Moloch's the first mission I do in a new game.
Dont start by building the shell! Starts building the shell :P
The fine movement thing was what I needed. I hated the look of the shell pieces not lining up properly
I saw that youtube multi-part guide, I quickly realised starting with the shell was.... wrong, and started doing things in another way.... I started with the reactor room, placed the floor and roof, then the doors, and after that I kept adding rooms over, under and to the sides of the reactor room, placing the shell only by the near end when it was useful to have an idea of the layout I wanted for the ship in order to know where the last room could be placed.
Other than that, great video!
1:16 LOOK MA IM IN DE VIDEO
lol
I've started my first ship on the opposite order. I'm making a wiring framework, then fitting a hull around it bc I don't know what shape it will be
god dammit, I keep rewatching the wire segment because my brain is too small to understand what im supposed to do and im always greeted with "What is the definition of insanity?" and its both amusing and frustraiting at the same time >:L
Thank you Charlie from Smiling Friends (sorry, I can't get the voice out of my head), this guide is gonna go a long way in my sub making in the future
Great video!
I love your Barotrauma content! Thank you mate!
I have made 3 subs so far, but I always had milimetrically unaligned parts, thanks to you, now I know how to fix it!!! :)
Im gonna make ship that has honda civic shape
This felt more like an attempt at a speedrun of a tutorial with memes sprinkled on top, all the while referencing an ACTUAL guide on steam.
we’re did you go oh beautiful person who showed the art of sub building
Bro, what happened. Why are you not uploading?
Lolol, this video is like asking a random old person for help/advice on something and they hold you hostage with random awkard and boring stories while slowly revealing the answer.
cool hate comment, but i dont think anyone asked for your opinion
Thank you for making this one! As for the Steam link, the item is gone
The best guide
the definition of insanity of barotrauma wiring
Please make a video on how to make a brig that can flood and unflood I’ve been trying to make one for 2 hours and I can’t figure it out thanks 🙏
Give me 5 minutes. I'll just tell your how.
Alright it's easy. First make sure you have a room with no ducts and it has a hull. Place, a pump, relay component and signal check component and button. Click and edit the relay and turn it on. click the signal check component and change the output to 100, change the false output to -100 and change the target level to 1 and click the pump and turn it on. (All in the sub-editor) Now starting from the button wire like this
Button output -> Relay toggle state - Relay State out -> Signal Check Componet Signal_In - Signal Out -> Pump Setspeed.
Make sure that the pump is powered you can check this by going in-game and seeing the junction box you connected lighting up.
Let me know if it works
Oh my lord you made the Kirstu! It's played frequently on Big Lews server and people are very mixed on it! 😂 The horizontal elevator thingy tend to implode alot at arrival and creatures like mudraptors and crawlers tend to get stuck in it!
I wish I made Kirstu. But that wasn't me
Thank you for this tut!
MAKE MORE BARO VIDEOS!! i demands it!!! out of love for fellow humon beeeing
You can change the load, power, capacity and usage of electrical components in the editor
Doing this let’s you avoid overloads at idle power
What do the electric discharge coils do?
When powered they temporarily stun any creature near the ship's outer hull you can find a guide on how to wire it on the steam guide(link in desc) But you could also just wire its power directly to the reactor this will do 2 things. 1. You can spam it and basically stun-lock most creatures 2. Your entire ship will lose power for 2 seconds[Kinda a cool effect]. If you have any more question feel free to ask me or check the Barotrauma discord(Link in disc).
@@Gesch Thank you for the response!
The steam guide won't open for me
I can't find the bogdanwoop smart system pack and the steam community like does not work.
its been unlisted, Does Anyone know an alternative?
I'm about to ask something complex but how do you make the ship talk in chat, like when a button is pressed it says lockdown activated
Great guide!
but why did it sound like you started crying at the end lol!
your creation was becoming soo beautiful you were just too proud of it? xD
honest about comment bait so i had to give you one nice video
Goood vids, thanks mate this helped me a lot!
i've got a question, im not sure if just my settings on the game or not but sometimes on ships i try and build the gun doesnt have a light?
When's the next Gesch video? 😳
Where’s the LAMB SAUSE?? WHERES OUR NEW VIDEO
Im pretty new in building subs but non square hulls are pretty buggy and i would say try to do that a lot less.
And Oroe makes a valid point on not grouping pumps onto one juction box.
Also you explain wiring horrible. Try to go for show and tell insted of just blasting over it :P Since its really the the only thing you can mess up if you ever been in any map editor :P
I have a question, when you are done building the ship can you upgrade the hull in editor so when you buy it in game you wont be in crush depth.
9:24 I was looking for this info all day long thanks
please make a indepth wirering guide. you should've shown some more examples of wireing.
I wanna but the devs are going to update the shipbuilding you can check it on their Trello
@@Gesch oh really? fuck, i am currently working on a sub, been for so long, learned alota stuff tho, so thanks for the vid, i hope they dont change it too much.
Hey man, good stuff.
I've noticed a strange thing with hulls of vanilla submarines. Some of them have isolated unusable compartments like cofferdams within the submarine's structure, but they dont have hull's rectangles added to them. Could you please clarify this?
The smart system pack is no longer up, do you have an alternative?
My ship keeps getting power spikes (power outages) anything I can do to fix it?
this guide was based. thanks and submarined your channel
so I watched this and I know the one tutorial video you were talking about that had multiple parts and I noticed that like in that one that here you also sort of either glossed over or missed explaining how to properly wire a docking hatch as while I was following that series of videos I never truly figured out how it was suppose to be wired and only managed to stumble my way into getting it to work and I'm still not fully sure how I had managed it and probably won't be able is there a reason why the wiring of docking hatches seems to always be skipped in sub building tutorials for barotrauma?
Built a sub so good it crashed the game
Too good for the game
@@Gesch i cant enter on the steam link
I can't find Bogdan's stuff on the workshop for some reason
guess what dingus we got FOUR YEARS OF UPDATES
thanks
How would you design a docking hatch system?
So is there any way to delete AI nodes? I know I can make them manually. I'm working on a very basic Rectangle sub specifically for use in single player, and it NEEDS the AI to just easily get around, understand and get to things without getting confused. But I notice some pretty wonky nodes getting generated. Also are fins background objects that guns can shoot through and characters can swimp past. I'm not sure, supposedly they're decorative, so I'm hoping that means, they can't obstruct pathing and projectiles, still pretty new at the game, and building subs for it.
I need help with wiring. I did everything but still cant understand how wires works, i even cant make the goddamn lamp work... I hope you see this comment and help me with my problem.
I am trying to make a drone for my sub, but have no idea how to do so. Tips?
the holy bible
Hi, I have the smart system pack mod but i cant find it in the "sub list" or in the "item assembly" in the sub editor. How did you manage to open it up?
I would love an advanced wiring tutorial
"Remind me never to do a video over 10 minutes."
18:44 into video
can't find the Smart Systems Pack anymore :(
10/10 content, would smash.
epic video
Been making a ship for 3 days now and I still halfway done, been visiting every community to figure out how to do it properly and I can only understand 10% of what they're saying. Been bouncing from video to video how to make a ship and I cant find the one that explain the algorithms of the electrical. I hope some random indian guy post a video how to create a sub in this game :( .
for my first sub i built the rooms first and put the hull over it. there was no problem with weird hull angle or anything either
i found this vid of yours by looking for barotrauma color modules, didnt see anything about color in the video. do you know how i can use the water detector/motion detector/reactor overheating sensors to output different color combinations on lights?
or how about just search lights that auto swivle
Love your ship reviews dude! Do you think you could do the Eel by Kazet next? It’s my go to single player sub
ok
HOW DO I UNGROUP ASSEMBLIES
i took the olympus ship and the advanced lifepod and i tryed to link them how can i tell if they are linked
29:11 How do you make chocolate chip cookies?
How do you power shuttles without a generator
How do I add shuttle to a already made ship? Sorry if I am stupid
So i'm in editor for more than 50 hours now and i just discovered you can link small hulls to the bigger one... thx !
Dude please make a creature guide!
how do you deal with brown outs
Ive got a problem where none of the inner walls have collisions, does anyone know how to fix it?
I miss you
How does is starting menu look like that? 1:44
Do you think its possible to build the Event Horizon? and if so would you be willing to collaborate?
how do you scale items?
how to do air lock
shoot. the official sub guide is gone D: