Desynced submarine list prevents purchasing new submarines.
Discussed in https://github.com/FakeFishGames/Barotrauma/discussions/16362
Originally posted by GreatBlueMoon August 19, 2025
Disclaimers
- [X] I have searched the issue tracker to check if the issue has already been reported.
- [ ] My issue happened while using mods.
What happened?
Unable to buy any submarine whatsoever despite many attempts. https://youtu.be/3f16PArL1OQ
Reproduction steps
- host multiplayer
- do missions to make money
- buy a new submarine
- submarine won't be bought https://youtu.be/3f16PArL1OQ
Bug prevalence
Happens every time I play
Single player or multiplayer?
Multiplayer hosted from the in-game menu (= using a listen server)
-
No response
Version
v1.9.8.0 (Summer Update Hotfix 1)
-
No response
Which operating system did you encounter this bug on?
Windows
Relevant error messages and crash reports
No response
Reproduction notes:
- I used the save provided (but it probably is doable with a new campaign using multi client test mode) but provided in case: PermaDeathAlexDoorman2.zip
- Start a server up
- Start a campaign with the save (Or a new one and get money)
- Hide some submarines from the list (IE. barsuk)
- Join with a second client, the second client will still see the hidden submarines in the list on lobby
- Join in round, the second client will also see barsuk purchasable in the submarines list (where the host will not).
- Presumedly many or all of the submarines were "Hidden" at some point, yet the host could see them, not sure if theres a way to cause this (didn't try to check - time) but presumedly its from the same cause. could just be starting the server with a hidden list causes that and the host "Joining" it.
Not sure how the host was unable to purchase submarines, but there does appear to be a desync here with the submarine list(s) on joining clients unable to start purchase votes and the submarine hiding feature in general.
Host client:
None-host client:
Tested against the latest winter update and file transfer fixes, and repro'd it successfully on both.
I joined mid round and failed to repro it, I rejoined after having a character spawn and then reproduced it. this could be the difference in my steps is having an existing character in the game that has spawned? otherwise im not sure of the reason its inconsistant.
Host:
In round store:
Client rejoining mid round (and going back to lobby, as well as how it looked on joining though these images are after returning to lobby):
In round store: