A guide describing how you succesfully turn a submarine into a wreck, or creating a new one from scratch, how to set it up with spawns, tags to function in game.
Einführung
Spoilers ahead for people who have only been in the beginning area of the campaign, consider looting a few more wrecks and navigate to the more challenging chapters of the game before going here.
This guide exists because I when I wanted to make my own wreck, there was few resources online on how to do them. How to test them, and how to set up your own thalami.
For this guide I will wreck one of my own ships step by step and make it available on the workshop. Its called the Thaum, its my first custom submarine and killing my baby would be good for demonstration purposes.
Before doing any work, the first step should be to open your submarine, and save it as a new sub. I’m saving the Thaum as Thaum_Wreck, while obvious, this is an important first step so you do not start saving over your original submarine with the wreck. Oh, and make sure to save it as a wreck.
The Wreckening
Next part is fairly straight forward, but also time consuming, replace all your walls, items and structures with their respective component in the wrecked tab. There is a tool made to help with this step called the Sub Wrecker by Jlbobblet, but I cannot get it to work unfortunately.
The easiest way to replace a single asset you have a lot of, such as inner walls or cable holders, is to paint over every piece with the wrecked version of the asset, and then use group select to delete the old asset.
Some objects can be made to blend in with simply changing their tint to a dark red or dark orange colour. With some metal objects a heavy red tint is going to be all you need.
Most repairable items have alternate sprites when their condition is low which can add a wrecked look to the ship. Most notably pumps can be done to do this. However do note that it will make them noisy and spawn bubbles just like if they were on your ship, which might not be what you want.
All the new containers you put into the ship needs to have a tag for the map generator to fill with loot. They all sit at the bottom of the tags list starting with wreck in their name. The suppliescab, the toxin cab, and the medical cabinette already comes with their appropiate tag. The secure armscab does not. Also there is no wreck varient of the divingcab for some reason, so just throw a beacon in there or something if you like. The secure arms cabinette should also have its pick tags changed to „wreck_security,wreck_captain“
When placing doors and hatches, they do not start properly configured. They are set up for player submarines for some reason, and you need to change their picked required tag from idcard to wreck_id. Otherwise players can open them with their own IDs instead of the ones they pick up.
When replacing turrets and their loaders, dont forget to adjust their arc again and link them up. Also just like the player version, they start with their lights that does not need power, so you need to turn them off.
Break a Wall
Bust open a wall somewhere, or dont. But it does add some flavour to have it horrifically blown up. If you played the ship before, you probably know its weakpoint, Werden Sie kreativ. Shuttle shell pieces makes for some decent frills for depicting blow out hull pieces. There are some wreck specific decals you can use to just cover up seams for a more natural transition into the background.
bonus points if you spot the mistake hereWhen you are satisfied with your appearnce you need to redit the hulls and gaps to match the new structure. Make sure you have gaps actually leading to the outside of the ship if there is a hole.
Spawns
Just like regular ships need spawnpoints for player, wrecks need spawnpoints for enemies.
Place Enemy Spawnpoints in rooms suitable for encounters.
Put Corpse Spawnpoints in rooms suitable for corpses.
You do not need to give them any tags to work, not even for their IDs. You can give the corpse spawns fixed classes if you want, but it is not needed.
Is it called Thalamuses or Thalami?
Setting up a Thalamus is actually the easiest part of the process, it just have a few simple things you need to know about how they are spawned in.
First thing, any thalamus part is only used if the game actually spawn it in as a thalamus, nothing extra needed from you.
Zweitens, you don’t place the brain, the game spawns in a brain on its own in a random room according to certain constraints.
All the base ships have two flesh guns and a flesh spike in the middle. Keep in mind that the thalamus will use any wrecked guns of the ship as well, which can make them wildly different in diffuclty to deal with.
Fleshguns are straightforward. They shoot a hook that teether onto the players ship and draw them close. You need to link them to a fleshgun ammo sack, or they will not work.
Flesh Spike is simply placed on top of the ship, it doesn’t require any additional setup to work.
Cell Spawn Organs should be placed in rooms only made out of a single hull without links or gaps. When they spawn in they will fill the room with water. If the room would drain immediately due to gaps, the cell spawn organ will die before the player reach the wreck.
The brain is placed in a random hull that fulfills the following conditions.
- Ignore hulls that have any linked hulls to keep the calculations simple.
- Ignore hulls that have open gaps to outside or below the center point, because we’ll want the room to be full of water and not be accessible without breaking the wall.
- Don’t create the brain in a room that already has thalamus items inside it.
- Don’t select too small rooms. (no rooms smaller than 2 meter talls and 1.1 meters wide.)
In the Thaum the qualifying rooms would be the rear ballast tank, and the command room, but not the reactor room, because it is linked to a bilge. Since I want the reactor to be a valid spawn position, I will slightly change the room to allow the brain to spawn there.
When you are happy with your Talamus you can always disable them in the editor in the views tab.
Testing the Wreck
When youre done, you obvious are going to want to check out if it performs as expected. Does the guns work, does the water flow as intended, where does the brain go, does every room hold water as expected.
There is no good way to set a mission to test your wrecks that I know of unfortunately. (devs, please fix). But you can spawn in the wreck in singleplayer, so that is what you should do. Have a throw away save file in singleplayer and set out on a mission. Open up your console and write these three commands in order.
- Cheats aktivieren
- Blitz
- freecamera
This should put you in spectator mode with the map fully lit so you can see what is happening.
Next command we will spawn in the submarine. For me the command will be
spawnsub Thaum_Wreck false
This will spawn the wreck underneath your mouse position, (this is why we want freecamera before spawning it in). The wreck does not sink, you do not need to spawn it near the bottom just to check it out. Note that when spawning a submarine like this does not spawn any of its encounters, or fill its containers with any loot.
Now we want to see what it looks like with a Thalamus inside. The thalamus will be active and attack you if you get close, but still wont spawn any lootables. Same command but the last parameter is true.
spawnsub Thaum_Wreck true
Viel Spaß, pilot close to that and see if it can murder you properly!
Glückwunsch, if it works, you made your own wrecked shippy available for all to loot and explore.
Das ist alles, was wir heute dafür teilen Barotrauma Führung. Dieser Leitfaden wurde ursprünglich erstellt und geschrieben von Bit Assembly. Für den Fall, dass wir diesen Leitfaden nicht aktualisieren können, Sie können das neueste Update finden, indem Sie diesem folgen Verknüpfung.