Barotrauma

Barotrauma

[OUTDATED] Ruins Enhanced
92 Comments
Rolet 20 Jan @ 12:11pm 
Да как работает этот ваш Артефакт очищения, я не понимаю...
hUbert 2  [author] 22 Oct, 2024 @ 9:18am 
Yes it should be safe

I don't really plan on updating this mod
Dahlias 22 Oct, 2024 @ 8:26am 
Is it safe to remove it mid campaign ?
hUbert 2  [author] 23 Jul, 2024 @ 5:35pm 
Because devs coded monsters not to talk (I don't know why)
Scavenger-lookin Arachnoid 23 Jul, 2024 @ 5:20pm 
There is not a single fucking mod that allows fractal guardians to talk WHY!??!?!
hUbert 2  [author] 29 Jun, 2024 @ 4:42am 
NOTE: I'm no longer updating this mod, plus there's a vanilla ruin rework coming.
hUbert 2  [author] 25 Jan, 2024 @ 8:28am 
I agree brother

No plans to update yet but I've been cooking a bit so maybe in the future
Draconis🐊 25 Jan, 2024 @ 8:00am 
I have always loved the creativity behind these but the amount of puzzles to get around is laborious, and people just stop doing ruins rather than learn the puzzles or they become completely routine. As the author you know all of them by heart but a random player having to solve them under pressure can get instantly frustrated.

The double door issue where there is no space on the other side of many doors so they are right next to each other and hard to move through.

This does not get nearly the play it should and I think making the ruins indestructible while a interesting concept to prevent cheesing them with ship weapons and nukes.

I would honestly like to see something like this combined with the additional rooms for more artifacts to make a perhaps better ruins mod that offers more exploration and interesting content but without egregious amounts of time wasters and busted item.
hUbert 2  [author] 29 Oct, 2023 @ 2:40pm 
This happens in vanilla outposts as well, I've tried to remove as many doors as possible to make ruins easier to navigate. I could force a hallway length but ruins would get bigger as a result.

The mod probably needs to be updated to reflect the new ruin difficulty parameters of the last update too
Agitatio 29 Oct, 2023 @ 2:28pm 
Some modules connect in a bad way. Have double doors that are really close to each other. Hard to get through.
hUbert 2  [author] 27 Aug, 2023 @ 9:50am 
Well the good news is the artifact changes are being added to vanilla next update.
Bad news is they are changing something about ruins generation that might break the mod

Reasons I burnt out were:
1. I'm not that creative
2. I tried many gimmicks that I'm not totally happy about
3. This mod has a very noticeable bug for like a whole two months and nobody reported on it
4. There's one unsolved bug that devs havent yet fixed

That doesnt mean I stopped modding in general, I might take a look at this if I feel bored
Deagle™ 27 Aug, 2023 @ 9:17am 
bro we understand you being burned out. But we need thos thick thighs ruins ! how can we make you update this sexy ass mod ?
jump101wa 14 Aug, 2023 @ 5:54pm 
i would love an update
Replaction 20 Jun, 2023 @ 12:51pm 
please?
Leonidas 20 Jun, 2023 @ 12:37pm 
Everything
hUbert 2  [author] 20 Jun, 2023 @ 10:39am 
I've burnt out on baro what do you want me to update?
Replaction 20 Jun, 2023 @ 8:09am 
pls update mod
Leonidas 17 Jun, 2023 @ 5:03pm 
Should this be used with more artifacts?
Valo 14 Jun, 2023 @ 9:00pm 
normally in vanilla you put the artifact in the switch and blow it up with that.
hUbert 2  [author] 14 Jun, 2023 @ 8:49pm 
The guardian pod in the mod has the same health as the vanilla one, it only has a tiny bit of regen when active so the pods don't break in unintended ways.

Pods just take very little damage from melee and bullets, while plasma cutters and explosions are somehow really good at breaking them. The problem is the pod still takes damage from say a knife which might make the players think knifing the pods is a good option
hUbert 2  [author] 14 Jun, 2023 @ 8:42pm 
Note that plasma cutters are really good for breaking them.
hUbert 2  [author] 14 Jun, 2023 @ 8:38pm 
You can turn off the regeneration temporarily by pressing the red button in the terminal but they might be sturdier than intended, I'll double check
Valo 14 Jun, 2023 @ 8:36pm 
how are you supposed to destroy guardian pods? it takes forever to whack them repeatedly while constantly turning them off. i assume that isn't the intended method
hUbert 2  [author] 14 Jun, 2023 @ 5:48am 
But you should have more entrances from the outside than vanilla
hUbert 2  [author] 14 Jun, 2023 @ 5:48am 
Last time I tried this parameter does nothing I had to manually increase ruin wall health to 1 million. Maybe I'll go back on that
iErr0r32 14 Jun, 2023 @ 4:57am 
@Enigma, in ruinconfig.xml alwaysdestructible="false" changes to true
Enigma 7 May, 2023 @ 3:05am 
Excellent mod, except of inability to break ruins. In Vanilla it is fair, but with Barotraumatic or similar difficulty mods they are more dangerous, than rewardful... And EA nuke, which kills our crew in 200+ m radius dealing 0 damage neither to walls, nor to things behind them after direct hit looks a bit unfair to me.
Captain Happy 22 Apr, 2023 @ 3:17pm 
Excellent <3 fast update
Thanks for fixing that up so fast, trying to get some people that aren't into mods to play :P
hUbert 2  [author] 22 Apr, 2023 @ 3:05pm 
Fixed hopefully, this was a product of my own incompetence
hUbert 2  [author] 22 Apr, 2023 @ 3:00pm 
Working on a fix, something went wrong because I was modding unstable
Captain Happy 22 Apr, 2023 @ 2:54pm 
Artifact Transport Case has no graphic
AlphaToOmega 18 Apr, 2023 @ 10:55pm 
im usually bad at finding bugs, but i noticed because me and my friend have been doing ruins constantly without a single circuit ^-^
hUbert 2  [author] 18 Apr, 2023 @ 3:13am 
Good catch, fixed
AlphaToOmega 17 Apr, 2023 @ 11:57pm 
guardians havent been dropping alien circutry-
hUbert 2  [author] 16 Apr, 2023 @ 2:02pm 
pushed an update hopefully nothing broke
hUbert 2  [author] 16 Apr, 2023 @ 1:51pm 
Yes it is, and it's not supposed to spawn there :^)

I was waiting for the update to push a fix, guess I'll do it now
Ba-La 16 Apr, 2023 @ 6:00am 
Is Ruinshuttle from this mod? Keep seeing it mark under button of abyss
Guardian-of-Light137 2 Apr, 2023 @ 2:50pm 
@Zetsumi I'm actually very good at installing mods. I've been doing it for years. I'm not making this stuff up I know what i've seen. Especially in skyrim.
hUbert 2  [author] 2 Apr, 2023 @ 2:31pm 
You mean deactivate the mod? Should be fine. Might have some error messages if you have artifact transport cases
Target Practice 1 Apr, 2023 @ 4:31pm 
Is this safe to remove if the need arises?
Zetsumi 25 Mar, 2023 @ 4:52pm 
@Guardian-of-Light137 Tell me you're bad at installing mods without telling me you're bad at installing mods.
Guardian-of-Light137 17 Mar, 2023 @ 12:29pm 
Well they kinda can actually. Some alter files that if not properly removed, or even when removed, the originals don't get restored, leading to having to revalidate the files to get them back. It's happened far to many times to me in other games. Notably skyrim, dragon's dogma, and oblivion.
hUbert 2  [author] 17 Mar, 2023 @ 6:17am 
Mods cannot break your base game
Guardian-of-Light137 17 Mar, 2023 @ 2:34am 
I'm uncertain if it was this mod or another that caused it, but something messed up my fractal guardians. And no matter what I did they never got fixed. Did this mod do anything to them or did it just affect the ruins? Even when I uninstalled this mod they still never went back to normal. So i'm not so sure it was this or not. I'm not trying to throw around blame, i'm just trying to figure out what mod went wrong so I can possibly fix it. I just recently deleted all my files and revalidated everything so it's possibly fixed after that, but we'll see.
hUbert 2  [author] 15 Mar, 2023 @ 12:03pm 
If they are tagged properly they should
Black Lenin 15 Mar, 2023 @ 11:30am 
Thanks for answer But what about new artifacts Will them spawn?
hUbert 2  [author] 15 Mar, 2023 @ 9:34am 
Depends

I'm overriding the base game artifacts as well as ruin generation logic, so none of the rooms from More Artifacts will spawn with this mod
Жора Дисмембер 15 Mar, 2023 @ 8:21am 
Maybe already asked, but is this mod compatible with the "More Artifacts" mod? Will the ruin modules from that mod spawn?
hUbert 2  [author] 14 Mar, 2023 @ 8:42pm 
Major known issue: waypoints are sometimes going through walls due to outpost generation logic, potentially breaking AI pathing (this is because I don't use doors on every module).

Devs are aware of this, and alien stuff will also see some changes in vanilla, so I'm holding on for the potential hotfix coming... soon with all of the things that didnt get released for 1.0

I'll keep an eye on the mod
hUbert 2  [author] 14 Mar, 2023 @ 8:34pm 
Fuck I forgot to update the mod