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This button opens a menu to allow you to choose which types of entities are visible in the editor. You will spawn as a Captain with standard spawn gear, so make sure to put the spawnpoint in a safe location. Simply type "spawnpoint" into the filter textbox in the Entity Menu, click on the Spawnpoint, and place it within your edit. If there are no spawnpoints present in your edit, you will receive an error message. This button allows you to test your edit by spawning you and 2 crewmates into the. Regardless of submarine type selected, your file will be saved to ".\Barotrauma\Submarines" as a ".sub" file. With the submarine type "Outpost" or "Wreck" selected, you have no additional characteristics to edit. These options allow you to define what type of module you have created, the types of other modules it may be connected to, which types of campaign map locations this module can be generated in, where the gaps in the hull of the module are (defining where other modules connect to this one), how many instances of this module can be generated at one outpost, and how likely this module is to be found in an outpost. With the submarine type "Outpost module" selected, the "Module type", "Allow attaching to", "Location types", "Gap positions", "Maximum count", and "Commonness" characteristics appear. Everything is determined by you except the price, which is automatically calculated by the editor itself. With the submarine type "Submarine" selected, the "Price", "Class", "Recommended crew size" and "Recommended crew experience" characteristics appear. Finally, the save menu has "Cancel" and "Save" buttons, which cancel or confirm your save respectively. The save menu also has a "Preview Image" which can be automatically generated using the "Create" button or can be picked from your files using the "Browse." button. This button opens the save menu, with text fields "Name" and "Description", a dropdown menu for "Submarine type", the settings "Shuttle" and "Hide in menus", and the "Required content packages". Permanently delete the selected submarine from the submarines folder.
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Opens a dropdown menu containing a list of loadable autosaves with the name of the sub and the time it was saved.Ĭlicking on a save in this list will automatically open it.Īutosaves can be found in the hidden ".\Barotrauma\Submarines\.AutoSaves" folder. Saved submarines can be found in the ".\Barotrauma\Submarines" folder. Opens the saved submarines menu, where you can load an autosave or select a sub to open/delete. Additionally, holding shift will ignore the grid when placing an object using the mouse. A finer degree of movement can be accomplished by selecting the object and using the arrow keys. Clicking the name of an object will select it for placement.Īdjustment of an object's position can be done by clicking and dragging the object. Right clicking will cancel object placement. From left to right the categories are All, Structure, Decorative, Machine, Equipment, Electrical, Material, Misc, Alien, Wrecked, Thalamus, ItemAssembly, and Legacy.Īfter selecting an object, clicking in the editor window will place the object. You can filter components using the textbox in the center of the Entity Menu and by selecting a category on the right. This is where you will find the components to create your edit. The numbers will turn from green to red as they reach a level with significant (anticipated) performance impact.Īlong the bottom is the Entity Menu, which can be toggled open and closed with the arrow button at the top of the menu. These numbers provide a general metric for the complexity of your file. At the top left, there is a panel listing the number of Items, Structures, Walls, Lights, and Shadow-casting lights in your edit.
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