Barotrauma

Barotrauma

Beacons Extended
278 Comments
Moon-Shadow 26 Jun @ 2:16pm 
I also recommend all these mods in my Steam Review.

MoreMissionsMod / Shipwrecks Extended / Beacons Extended
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Sonar Extension

Without it you don't even know that there are plants that you can harvest, and you can hardly find them at all, and combat submarines can't see original ore, which makes little sense when you need so much ammunition for them.
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[SGM]Start With 6 Jobs

Also works without anime character, problem that you always start with the same 3 classes but there are 6 classes, and if you start with larger submarines you always lack the crew for a long time. / It quickly becomes boring to only launch with the few launch submarines.
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Extract It!

Original the genes only with Perk and extremely rare, but masses of alien blood as prey in enemies with which you can hardly do anything at the beginning.
Moon-Shadow 26 Jun @ 2:03pm 
Shipwrecks Extended

The one linked above also has balance like these “Beacons Extended”

Wrecks are very rare without a mission and can be found in biome 1, in biome 2 they are created by missions when you select the mission, and rare without Mission.

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MoreMissionsMod

You need them because one of the last updates has reduced the missions to 3, which makes the game boring, but in the options when starting the campaign you can select a maximum of 10.

The world says everyone has missions and few do them, and the update now says there are hardly any missions at all, but the story of the game tells you that more give, so a mod that you also get more offered, and can choose something for your submarine class.

I rather have more missions for entertainment. / Than just more money through mods or increasing the multiplier for money at the start of the campaign.
Moon-Shadow 26 Jun @ 1:51pm 
Most submarines have a balance, so no super submarines that can do everything, some just do not say what they have whether it is one with balance or one where again everything is inside what it is possible through the editor.

Weapon mods that mention where and how to get them, normal buy and build, better only build what needs skills and perks, or can only be found randomly in wrecks.

Clothing mods there are not so many now, and the original clothing has the problem that there are only 2 that have pockets and that is the medical clothing, all others have none, and mods change that to class based.

Backpack mods there are also some, some that are cheat, and some with balance, see the ones with balance in the description, some link to newer versions as some are no longer compatible with all of them.
RNG Enjoyer 26 Jun @ 5:22am 
Thx for reply, I'm not using any mods atm so this should just add variety and not break the game.
Moon-Shadow 26 Jun @ 3:47am 
Beacons and wrecks themselves are also random which one you find where.

Only if you could determine where some could be, it would make sense to determine in which what could be found.

Problem if you use mods that change or replace equipment, these beacon and wreck mods would then be empty, or have too bad or too good items.

In addition, it would be boring if it had fixed things, as soon as you know a type you ignore one or the other because it is not worth it, you save the time and only do the repair or pick up Mission Item from the fixed place.
Moon-Shadow 26 Jun @ 3:36am 
Wrecks and beacons, originals and mods.

All have the containers set to random, no fixed specifications where what can be found.

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If then the setting in the equipment determines whether it can be found, and where like ruins or wrecks, or Stations.

Therefore in ruins alien things, and human things in everything else.

And what else someone sets for their mods of equipment, like can rarely be found in ruins and extremely rarely in wrecks.
RNG Enjoyer 26 Jun @ 12:57am 
Will this mod make me op? Are the beacons (and wrecks) from other mods balanced enough not to flood with with end game gear?
Starempire42 23 Jun @ 7:02pm 
Question, Any chance for a Enhanced Reactors Patch?
Moon-Shadow 23 Jun @ 9:02am 
I didn't know that you can push submarines with a character.

But it probably only works with small things.

Since many small opponents at once cannot push small submarines. / Large opponents can do this. / And Medium with Force.
jossebul 23 Jun @ 8:40am 
okay I just asked on the discord, apparently you can push submarines with a single character ! and since the power pod is a submarine you just need to push it into alignment with the docking port to connect everything
Moon-Shadow 23 Jun @ 8:32am 
Just like someone asked before and I replied.

It could also still have buttons that have been overlooked, and there could also be cables where they are not connected or completely missing. / Completely missing you should be able to remove somewhere else in the beacon, you don't have to live there yourself so you could remove something from the air supply.

Look at the editor as I have written below, maybe you just missed something.

The other one has not reported if it works, look at it and report again if it still does not work, or it work.
jossebul 23 Jun @ 8:18am 
I would also like to find a solution for that beacon in the last picture, I have no idea how to solve it

I press the button next to "power undocked" and it does nothing, even when breaking walls the reactor, docking hatch and components aren't accessible, etc. I think it's just broken
Moon-Shadow 14 May @ 5:37pm 
These beacons are not just like other beacon mods, where it's always the same thing: repair the reactor and turn on the sonar.

These here sometimes have human enemies on board, sometimes other dangers like traps, or effects that you can get.

There is at least one beacon that has no reactor, different look, not reachable not usable, there you only have to repair devices. / And maybe fight what I don't know anymore.
Moon-Shadow 14 May @ 5:32pm 
I have this Beacon not sight yet.

If you can't reach the reactor, but there is no power, and you can't get to it by breaking something, then the power is interrupted somewhere, so there is a loose cable or a cable is missing somewhere, and maybe there is a switch somewhere that you have overlooked that you to use.

Or look in the editor, there are all beacons from the active mods inside, first come submarine and at the end of the list are beacons.

The order does not have to be as in the picture, take the lowest one if you only have this beacon mod, otherwise good luck to search until you have found this beacon.

And look at what is where, whether there is a fuel rod inside, the state of the reactor, whether anything else is interrupted.
sunfish 14 May @ 4:30pm 
i did cut into it with a plasma cutter from the roof and floor but i couldnt interact with the reactor because of the glass infront of it, can you tell me how to solve it if i find it again?
Moon-Shadow 14 May @ 11:22am 
The “pod” is a fixed object as you can see in the last picture.

As you can see it is not a dock port where it is attached, so it is not a real “pod”, if you have to do something inside then you have to break the wall or the floor of it big enough that you don't get stuck.

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There is nothing in the game that you can make moveable.

You can make things invisible and also remove the collision from some, but not use it as a function in the game, so remove the pod here and then one that is previously invisible appears somewhere else and you can no longer see the first one.

So only decoration, and if you need it then make a hole in it.
sunfish 14 May @ 2:37am 
how do you solve the last beacon we cant move the pod
Moon-Shadow 31 Mar @ 1:12pm 
The game already has an ID system but only for items and other things so that the game knows what it has to use where and how.

But an ID query system for what happened last and how often doesn't exist yet, or it doesn't work or only works badly.
Moon-Shadow 31 Mar @ 1:10pm 
There is probably no ID system, then the developer has to make one.

An ID system, if there is such a thing, is probably not used by any mod so far.

And making a mod that would insert an ID system is also not possible, because such a mod has to change something very deep in the game, so it could not be installed with this mod system, because it would have to be in files where the mods are not stored, like other games where you have to store certain mods in the basic files of the game, or which have to be loaded by a mod manager.

Barotrauma, increase start money, buy submarines no matter which level no matter which biome, both must be changed in their respective files there are no mods for it.

Example Fallout 4 and Mod Organizer 2 , with the system “F4SE” which many mods need which must be selected in the organizer / And Mods prevent achievements , except if you install a certain mod in the basic files , which allows you to continue to get achievements even if you use mods.
ØG 31 Mar @ 9:49am 
Makes sense.
However, it would be nice to have a system where each beacon was assigned an ID, so that every time a beacon is loaded into the player's map, the game would fetch the beacon's ID in order to prevent having the same beacon loaded twice in a row, or even prevent the beacon from being fetched for an X amount of time, or rather, and X amount of beacon spawns.

One can dream...
Moon-Shadow 31 Mar @ 7:47am 
Both mods are compatible.

I mean both have the same behavior.

In the case of “Shipwrecks Extended”, some people said they often see the same ones.

Originally there are only a few in the game for both, only through mods there are more, and if a mod doesn't change the frequency of how often they appear, it must be due to the original system that you often only see the same ones.

With the Beacons I often see new ones, I haven't seen them all yet or it's just been too long.

With the Warcks it's a little different because the random ones you can find without having a mission for them, make it possible that they are also the ones from mods, and the ones without a mission are then often the same ones I find, as if the game assumes it would use the few originals I see even less often because the originals are low number.
ØG 31 Mar @ 6:13am 
@Moon-Shadow You mean 'Shipwrecks Extended 'could somehow mess with beacon RNG or are you talking just about wrecks?
Moon-Shadow 30 Mar @ 2:35pm 
Shipwrecks Extended

With the mod you often see the same ones until you see one of the ones you don't see all the time.

But I usually see the same ones as random wrecks when there is no mission for them.

You can only see beacons with a mission, they don't exist by chance, at least I always take them with me.

Maybe the mods also tend to take the things you've already seen before, originally there are only a few beacons and wrecks.
rav2n  [author] 29 Mar @ 12:39pm 
@ØG
You'll see in the next playthrough. Replayability! :captainsmooth:
ØG 29 Mar @ 12:15pm 
I understand that and thanks for replying, but this happens even in the last biome, this mod alone has 50+ but unfortunately i'm not sure i've seen more than 10. ADV Beacons has 51 beacons and it would appear i'm doomed to find all the same ones.

Sad sailor life
rav2n  [author] 29 Mar @ 11:49am 
@ØG
The power of randomness. Beacons have a parameter of appearance frequency, also dependence on % of the game difficulty level, but we practically did not touch these parameters in our mod, they are by default.
ØG 29 Mar @ 11:44am 
Any reason why i keep seeing the same beacons over and over again across different biomes? Granted, i have a bunch of mods installed, like D.E, ADV Beacons etc. D.E. is higher than any beacon mod i have, would that be the issue?
Moon-Shadow 26 Mar @ 5:49am 
I have time and try to help others.

What happens if I have written something in any forum or mod, but I only try to help where I know something, because there are also mods that I do not use yet.

The beacon mod and the mod with the wrecks are great, both with number and variety.

And others should also have fun with it, the Beacon the difference to the originals is that there are additional problems which the originals not have, you repair them and that's it, so few and all are the same.
Bury the laghT 26 Mar @ 5:08am 
Сейчас с другом попробуем, отпишу какой будет эффект.
rav2n  [author] 26 Mar @ 4:21am 
Moon-Shadow is the personal PR manager of the Extendets Project :captainsmooth:
Moon-Shadow 25 Mar @ 6:37pm 
If you want to write which beacon it is, so that others can help you, because the beacons do not tell you which one they are when you enter them.

Click on one of the pictures above and search for the beacon, write the number you see below, so that one of the modders knows which beacon is meant.

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Someone had already hinted at this below, otherwise in the game in the editor which is too cumbersome because you would have to open all of them until you find the one you want, unless the pictures were sorted according to the order in which they appear in the editor, which would also be time-consuming, so it would be better to search for the picture.
Moon-Shadow 25 Mar @ 6:20pm 
Sonar mods have no influence on beacons, the different sonar mods only make something visible like the plants you can harvest and other sonar effects are different, with beacons nothing changes because they only have to be repaired and if necessary something else has to be connected.

As already written these beacons can have various additional problems, such as something is not connected like loose cables that can also be outside if they are not loose inside, or a switch that is somewhere else like outside instead of inside, or cables that are connected to something else that blocks what needs to be reconnected.

I haven't had them all yet so don't know what is possible but there are some with traps and other hazards, there is even one that doesn't have a normal reactor that just needs some repair, but it also has its very own design.
Moon-Shadow 25 Mar @ 6:20pm 
I use a translator to be able to read other languages, Google which now recognizes many languages well as long as others also write properly in their language that Google can recognize it, and otherwise Deepl which is even better but has a daily limit for free use. / And these can also translate the Russian characters.

But since I don't know Russian I don't try to translate it into Russian because my English is not so good which I have to use as an intermediate language, because my texts sometimes sound strange in English, which might not make sense in Russian.

And I copy the link of the respective Steam page and open it in the browser where Google translates everything for me, and to translate my stuff I use my daily limit from Deepl first, and later Google.
rav2n  [author] 25 Mar @ 12:57pm 
Bury the laghT какой маяк хоть? они почти все на скриншотах представлены
Bury the laghT 25 Mar @ 12:27pm 
@Moon-Shadow Русский ты понимаешь походу.
Не даёт отвёрткой лазить в системах маяка. Я уже думал об этом.
Bury the laghT 25 Mar @ 12:25pm 
Нет. Тумблер щёлкаю, включаю - выключаю ген. Никаких сообщений. Моды на сонар по удалял - не помогло
Moon-Shadow 25 Mar @ 12:25pm 
Original Beacon, are repaired if you repair everything and supply the reactor with fuel.

Some beacons from this mod also need cables to be reconnected or a switch used elsewhere to re-establish a connection.

Important with switches first check what is connected where, because some things have traps or extra make broken.

And this mod says then as with the original Beacon also if everything runs correctly, if the message does not come, something is still missing.
rav2n  [author] 25 Mar @ 11:11am 
при запуске маяка появилось сообщение что он активирован?
Bury the laghT 25 Mar @ 10:36am 
@rav2n проработал до конца раунда и квест провален. Пол стержня загнал в него
rav2n  [author] 25 Mar @ 10:18am 
@Bury the laghT маяк должен проработать до конца раунда
Bury the laghT 25 Mar @ 9:29am 
Доброго времени суток. А если я включаю маяк, но квест не засчитывается - это одиночный баг или я что-то не так навасянил ?
Moon-Shadow 8 Mar @ 3:32pm 
Ah so 42 out of 48 which you can only see if you click on the pictures and it then shows how many there are at the bottom.

This one Beacon i have not before.

The beacons have several names from this mod because each of the modders made some.

Now I know which one is meant, but to see it I would have to open all of them in the editor because I don't know if the order of the pictures is the same as they are in the editor, so start at the back. / It could have been a Beacon that I know.

But I can't really help anyway, because unfortunately I don't know much about wiring, retrofitting a submarine with just a few cables and changing something completely took time, wiring my own Turret fire blocking system together was a problem because I haven't seen a submarine with one yet.
MortalWInter202 8 Mar @ 2:52pm 
They arent referring to a beacon station named forty two. The picture youve provided has a broken station on picture 42
Moon-Shadow 8 Mar @ 10:40am 
Otherwise, look in the editor to see if the part you think is meant to be used at all, and what you are looking for might not be somewhere else.

Since modders like to use some parts as decoration instead of connecting them functionally where, or like to use several where and what they are looking for is not what looks like what they are looking for.
Moon-Shadow 8 Mar @ 10:36am 
ADV Beacon Stations

I looked at my Steam favorites list and found this mod where I thought yes this must be the one I mean where they are named with numbers up to 42 or whatever.

This mod has beacons that are named from 1 to 51, which are also on the pictures with “ADVBS”, like the “ADVBS-042”

But they would also have to be called that in the editor, so I don't know where there is a “Beacon 42” that is called exactly that.
Moon-Shadow 8 Mar @ 10:22am 
Beacon 42

I only have this beacon mod, I looked in the editor and can't find one with 42 in the name.

I don't know anymore when you come into a beacon if something tells you what it's called, if so always overlooked, and then it's called differently in the editor without 42, so I can't find it.

Or it is another beacon mod, I know another one, but never used it, not even subscribed, and in the editor I only look at the respective one if I had it once, otherwise I could also stay with the standard beacon if I just want to have it easy.

Look in the mod list which beacon mods are there, and deactivate this here and see if the one you mean appears in the editor.
Soul 8 Mar @ 2:55am 
hey so maybe im dumb but beacon 42 has an offline transducer and there wasnt a way to wire it up again so we cant complete the mission or turn it on properly
Moon-Shadow 15 Feb @ 9:20pm 
It is better to ask the modder of the other mod whether the mod that allows differences in stations works with other mods.

Since the modder of the other mod should rather know if his mod works with other mods that create new locations with the original stuff.

Since the mod and the Warck mod use the original stuff, the modders of these mods can hardly tell you if their mods will work with the mod they mean.

The modders here would have to test the mod the you meant with beacon and wrecks themselves to be able to say for sure whether it works.
Moon-Shadow 15 Feb @ 7:37pm 
I recently tested the mod “Station from beyond” which gives more differences for stations.

But I only tested it because someone said he wouldn't get more missions with the “MoreMissionsMod”, the two mentioned work together, gave me 14 missions, also kind of a mistake but at least both work.

Original 3 / “MoreMissionsMod” 9, and after saving and loading +1.

“Station from beyond” the Info says nothing that it would give you more missions.
Moon-Shadow 15 Feb @ 7:27pm 
It should actually work.

This mod with more beacons and the one with more wrecks only use the original parts, and do not change the original stations and wrecks.

A mod that gives more content for the original stations should not be able to change stations and wrecks that come from other mods, because the mod for more parts would then have to know these mods.

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The mod for these more differences should only interfere with other mods that do the same thing if these mods are not set to work together.