Barotrauma

Barotrauma

DynamicEuropa - Stations From Beyond Outpost Pack
168 Comments
Losright 30 Jun @ 7:22am 
In the abandoned outpost, sometimes a room with an invincible door will be generated, trapping the AI enemies inside while the player is unable to enter
Blackrock executive 24 May @ 2:28pm 
Why do the outposts from this mod always generate much larger than normal DE? Is it possible to make it so that outposts simply remain the same size?
_]|M|[_  [author] 17 May @ 3:51pm 
@Kam2B: Outpost module packs can be added and removed at any time as outposts just regenerate based on the level seed on every load.
Kam2B 14 May @ 11:28am 
Can i swap out the original stations from beyond for this pack mid save? or would that just brick it?
_]|M|[_  [author] 11 May @ 1:06pm 
@尤里大人-ule: That's by design to discourage the diving suit stealing on every station.

@JeffyTheBird: It was recently discovered that that's a vanilla bug with cities currently. The game just generates hallways, but cities are meant to not generate hallways as the modules are built to connect directly to each other without ladders.

@xxx_420_Bad_Boy [Wizard_Cum]: You need to change the module flags in OutpostGenerationParameters.xml for each location there.
@_]|M|[_ if i wanted to add back the vanilla / dynamic europa station modules, where would i do that?
Kaschperle 5 May @ 5:46am 
perhap's it's me but i had error in outpost generation "parameters trying to place 1 modules of the type "docking mine" but there aren't enough suitable modules available(...)"

I removed this mod and tested it on a fresh campaign so far no issue like that.
JeffyTheBird 4 May @ 7:42pm 
just came across a design bug, one of the stations you have to take a massive ladder up past the station manager to get to the submarine upgrades, but at the top the vertical walls extend past the floor, so the stairs directly to the left going up trap you in the top part of the station, when you try to go back down and over the vertical inside wall it floats you up into the stairs
尤里大人-ule 28 Apr @ 7:15pm 
Why do I feel their got less diving suit in stations, I can only find 1 diving suit near the reactor, and some useless respawn suit at the docking gate
_]|M|[_  [author] 30 Mar @ 10:15am 
@Chimbers: This would be unrelated to this patch as it does not alter or add any beacon stations. I think Beacons Extended had some beacon station that had locked components and made them impossible to complete which was why I stopped using it, but that was years ago.
Chimbers 22 Mar @ 2:32pm 
Is anyone else unable to open the wiring menu for the beacon station antennas, I cant complete the beacon missions that arent already wired to the antenna
_]|M|[_  [author] 2 Mar @ 1:08am 
@Thrust in Jesus: If you loaded your save file without DE at any point, the border locations will revert to a vanilla station type and will no longer allow you to progress without file editing or using cheats. The game likes to disable DE whenever you update mods. Always check if DE is enabled before loading the save file.
On the DE workshop page you can find a picture with all location icons and their names. If you don't see the "Blockade" icon as the border station, then the save was indeed loaded once without DE enabled.
Conqueeftador 27 Feb @ 11:30am 
Welp, I spoke too soon. I checked both and looked for triple doors. Found no buttons.....
Conqueeftador 27 Feb @ 10:08am 
Oh Noodly my Noodly,
Your wisdom is greatly appreaciated!
Noodle 26 Feb @ 10:13pm 
All imma say Thrust in Jesus, you don't need to talk to the dude to let you pass, past the triple door there should be a button, you just press it and it opens up the passage way
Conqueeftador 26 Feb @ 12:27pm 
Soooo...

I ended up basically declaring war against the separatists, and all was good...

... Right up until the two stations leading into the next Biome was separatist-controlled.

"No fuss" I thought. "I'll just murder the guards and take it for the Coalition".

So I did.

I conquered the station BUT the dude who lets me pass through the passageway didn't spawn in EITHER locations. Despite me having traveled back and forth between both stations multiple times hoping he'd appear for some inane reason.

So now I'm stuck and can't progress :steamsad:

Any suggestions? :meephappy:
Joe Mc'Murray 16 Feb @ 4:12pm 
everyone still suffocated in my outpost rescue bandit mission, the vents in every room were working until the breakers broke, then everyone died again
_]|M|[_  [author] 2 Feb @ 10:20pm 
@Ronnie1001: Thanks for letting me know. I thought I fixed all those bugged doors, but seems like I've missed one!

@Deathblade: Yes, this can be added and removed at any time.
Deathblade 2 Feb @ 5:39pm 
can this be added onto an already existing save?
Ronnie1001 2 Feb @ 9:56am 
The CREW_AP1_ABANDONED module has a completely unopenable and uninteractable door on the right and objectives really like to spawn behind it which forces you to plasma cut the stupidly durable floor
_]|M|[_  [author] 2 Feb @ 6:58am 
@Comrade Blue: Yes that helps, thank you!
Comrade Blue 2 Feb @ 6:56am 
@_]|M|[_

It happend in a hydroponic/geoponics station.

I hope this helps
_]|M|[_  [author] 2 Feb @ 6:43am 
@Ronnie1001: Because they have completely different styles and look odd when combined. There's a few DE modules that don't have a counterpart in SfB that still generate and you can clearly see the difference in style. So to keep a more coherent experience, all vanilla and most of DE's modules are disabled.

@Comrade Blue: No that means I might've made a typo when saving the module or didn't specify it for the location. I'll have to fix that. Do you know at which type of station this message appeared?
Comrade Blue 1 Feb @ 10:59pm 
I just suddenly got this error when entering an outpost: "Failed to add a module to the outpost (no modules with the flag "SFB_WaterTreatment" found)."

Is there something I can do to fix this?
Ronnie1001 31 Jan @ 9:41pm 
why does this mod prevent vanilla modules (or their DE equivalent) from generating but the original stations from beyond doesn't?
Tendou Arisu 19 Jan @ 4:40pm 
Thankyou for your reply!
Tendou Arisu 19 Jan @ 4:35pm 
Ooooo I seeee
_]|M|[_  [author] 19 Jan @ 1:21pm 
@Dwarvindoor: Could you post the error message?

@Tendou Arisu: No, you can't find those with this pack enabled as it prevents any vanilla modules from generating.
Tendou Arisu 18 Jan @ 5:59am 
Hello does this still feature the vanilla modules like the sauna, swimming pool, dance club, grand lobby that says welcome to pop?
Dwarvindoor 1 Jan @ 1:23pm 
i dont know if its because i made my server lua executable but when ever we mouse over the map for missions the debug menu always appears, and all the outposts dont tell you what they have expect for submarine purchasing
_]|M|[_  [author] 28 Dec, 2024 @ 7:40am 
@Potato Masher: Yeah I've noticed that as well. I have not yet figured out why exactly that happens.
Potato Masher 25 Dec, 2024 @ 5:57pm 
I think some others have mentioned this, but on some outposts the maintenance crew or whatever seem to all just spawn in a single room and never leave it. While goofy, it also makes the place as a whole seem pretty empty.
_]|M|[_  [author] 22 Dec, 2024 @ 1:30am 
@Jackwolf: This might actually be an issue with another mod adjusting or adding events, but it's set up wrongly and thus preventing the event-set that's responsible for generating the missions from triggering. Please continue playing and observe this on all stations that should actually feature mission hand-outs according to their map description. If this happens sometimes on different locations, it's definitely another mod causing issues.
_]|M|[_  [author] 22 Dec, 2024 @ 1:30am 
@OniTJI: The original SFB modules don't feature the increased wall health so if one of those modules generates you can basically just shoot through the walls with your guns, which is way harder in the adjusted modules from this pack to not flood a station on every gun fight.
The original modules also don't feature the correct spawn points for NPCs so they might spawn in unexpected locations. But the original modules shouldn't even be able to generate since this pack uses different "flags" which are placed on the modules for outposts to check on and use for generation, so so adding the original SFB to the mix might just slightly increase your load times.
Jackwolf 21 Dec, 2024 @ 10:34pm 
Just encountered a City that didn't spawn a leader with missions, this is with the SFB mod. Not sure if I should be posting it here or in DE
OniTJI 21 Dec, 2024 @ 5:24am 
Just double checking on what you meant in the last section of the description. SFB is not needed as long as DE and this mod is enabled correct? There would be no difference if I ran with or without SFB?
We've been playing with all 3 mods together without consequence (This mod+ SFB + DE) for the most part so I am curious.
_]|M|[_  [author] 20 Dec, 2024 @ 11:36am 
@Joe Mc'Murray: Yeah I'll have to go through and fix up the modules for abandoned outposts... This pack is an absolute pain to maintain. :captainsinful:

@TheCosmonaut: It's still there, but it only activates randomly now. 20% chance per location iirc.
TheCosmonaut 15 Dec, 2024 @ 9:01pm 
Does the job board still work or was it removed?
Joe Mc'Murray 12 Dec, 2024 @ 10:41pm 
pretty broken bandit outposts and i assume all of the other outposts that you retake have no oxygen, meaning all of your enemies die before you can fight/arrest them. please update this problem and let the bandits breath again, not sure if its this or dynamic europa itself or both but those are the only world changing mods i have installed https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3383433155
_]|M|[_  [author] 7 Dec, 2024 @ 7:12am 
@michmich: I'll look into it
michmich 6 Dec, 2024 @ 1:40pm 
shipyard npc never spawning can you help somehow I really like this mod but it's definityly the one causing this:barotrauma:
_]|M|[_  [author] 19 Nov, 2024 @ 1:54pm 
@HAYA: Please join the DynamicEuropa discord and provide screenshots of the affected outpost modules.
HAYA 14 Nov, 2024 @ 6:39am 
missing ladders and trapdoors in regular outposts
_]|M|[_  [author] 11 Nov, 2024 @ 6:41am 
Missing ladders and bugged doors on abandoned stations should now be fixed :steamthumbsup:
hUbert 2  [author] 11 Nov, 2024 @ 5:12am 
Last update changed something about ladders, so the issue here is that ladders were wrongly set to be removed in the original modules.
HKO2006 (no mic) 10 Nov, 2024 @ 5:04pm 
biome 2 separist institue station cant reach manager
BasementCreature 9 Nov, 2024 @ 9:52am 
Can confirm, this mod caused my save issue. Dunno why but after removing this I was able to save my progress after ending the round, it doesn't revert back anymore when I load from the lobby. This mod is fine on my newer campaign, still having the "entity not found" but minus the save issue. My previous campaign had a localmod submarine that I saved from submarine overhaul mod, maybe the localmod and this mod don't like each other.
BasementCreature 9 Nov, 2024 @ 9:33am 
Also, some station's ladder don't extend all the way, requiring a bit of elbow grease to get up. Though I've seen a couple stations that don't have a ladder going down at all, preventing access to top floors.
BasementCreature 9 Nov, 2024 @ 9:31am 
This mod seems to cause "Invalid Entity Position" relating to client this or server side that. Not sure if it's a mod conflict, but the error stop showing after I removed this mod. One of my campaign can't save anymore after I end a round, around biome 2. I'll see if removing this fixes it.
USUCK 9 Nov, 2024 @ 3:50am 
I have Dynamic Europe and More level content installed. It seems to me that something is breaking, because it says on the map that there will be "work", "general merchants", "engineering dock" in the outpost, but when I arrive there is only a station with the letter dick. There is a mechanic in the left egg, a random module in the right, and a captain on top. Plus, The standard lighthouse and the lighthouse from the mod appear in each other. maybe I set something wrong or do I need a special order of mods?