Barotrauma

Barotrauma

More Abandoned Outposts
39 Comments
Coltonjay14 11 hours ago 
can you make a fork so all outposts are abodaned
thx.
Havel L. Krik 9 Feb @ 1:54am 
I'll give it a run. Thank you.
Racc  [author] 9 Feb @ 1:44am 
Racc  [author] 9 Feb @ 1:36am 
alr then..
Havel L. Krik 9 Feb @ 1:32am 
Damn, can it be lowered to 25%, maybe 15%?
Racc  [author] 9 Feb @ 1:22am 
If Vanilla is what you mean, uhh... can't really tell you, the system is based off weights for a location to spawn and it distributes it differently for each biome, like first biome has bigger weights than third biome but in the end, the third biome has more abandoned outposts, cause all of the locations balance themselfs out to make the distribution feel right.
Back to beacons: so I make it Vanilla map with beacon chance between all locations, 100% of the time, yes?
Havel L. Krik 9 Feb @ 12:26am 
I think just adding more nodes would be best, the chance for a beacon to spawn.
Off-topic, but what are the chances for an abandoned outpost to spawn?
Racc  [author] 9 Feb @ 12:23am 
Yes. I think there is one already...
Nvm, it's so old that it doesn't apply the modern outpost generation.
Do you want this to like, also have this abandoned outposts gimmick or only beacon stations with Vanilla generation?
Havel L. Krik 8 Feb @ 10:48pm 
Do you thin you can make a mod like this, but for Beacon Station nodes?
Racc  [author] 8 Jan @ 10:01am 
Alr. This is way worse. I didn't even know that this is a Core Package. I have no clue how to override these, plus - I had the same issue when I tried to make the same thing for DynamicEuropa, which IS NOT even a core package but whatever, it just never overrided the locations - why? - I have no clue to this day. If someone can make a patch that DOES work then go ahead.
Racc  [author] 8 Jan @ 8:55am 
That mod is a game overhaul, of course it won't work? I'll look IF I can make a patch, if it won't work on the first 3 tries then I'll report back here with the results and won't bother any more with it.
poutter 8 Jan @ 8:32am 
Not compatible with WARHAMMER40K
Havel L. Krik 30 Aug, 2024 @ 5:08am 
Just wondering.
Racc  [author] 30 Aug, 2024 @ 3:10am 
I got no clue? It's propably Vanilla. Haven't overwritten AI values so I don't think that's my fault, just use this as a tactic I suppose? C-4 the airlock and done- oh wait, they most likely need to have a way to get to you in order to rush you... welp, not my fault!
Havel L. Krik 30 Aug, 2024 @ 12:03am 
I'm not sure if this is from the base game or your mod, but if you leave an abandoned station without completing the objective and then re-dock, and as soon as you enter the station, all human enemies rush you. 
Havel L. Krik 20 Jul, 2024 @ 8:01am 
:0
Racc  [author] 20 Jul, 2024 @ 5:32am 
Done, have fun. :steambored:
Havel L. Krik 19 Jul, 2024 @ 10:56am 
My only problem with the mod is =All locations have a chance to turn into an abandoned outpost randomly. Excluding that, this is a fun mod.
Kapitan315 21 Feb, 2024 @ 12:27pm 
🇷 🇦 🇨 🇨 🇼 🇦 🇻 🇪
noot 5 Jan, 2024 @ 1:54am 
theres wayyy too many of them but its ight ig
just a regular v 30 Sep, 2023 @ 12:30pm 
We need a mod that removes all outposts except the first one.
Something like the beginning of colonization
Racc  [author] 1 Sep, 2023 @ 2:03pm 
I don't see why that would cause an error, unless you tinkered with my mod. The messages are predefined and there is no such thing as the thing you said in EnglishVanilla nor in my overriding file for both locations.
IF it happens that the game actually looks for that id without even me requesting to send one then it ain't my issue.
Please install Lua + Dont Open Debug Console On Errors
and don't bother me with this.. it works fine enough
Hanling 1 Sep, 2023 @ 1:24pm 
"locationchange.city/mine.changeto.outpost" seems not work

Always "no messages defined for the location type change"
Only thing I can do is lower probability....
Racc  [author] 1 Sep, 2023 @ 6:27am 
anything can be changed into abandoned but i agree that the chance is stupidly high.. (even tho is just 5 % / turn [WHATEVER A TURN IS?])
Hanling 1 Sep, 2023 @ 12:58am 
3 round ago I cleanup an outpost
2 round ago system rebuild that station
1 round ago it fall again

Need a cooldown or randomly rebuild or more then 3 nearby
Make sure 1~2 nearby are safe
Shadowboss 24 Aug, 2023 @ 8:14am 
It works
Racc  [author] 22 Aug, 2023 @ 12:24pm 
Should be addable (it will just add that chance, won't regenerate the outposts already present)
Shadowboss 22 Aug, 2023 @ 11:49am 
Can this be added mid campaign
солевой атлант 21 Aug, 2023 @ 3:34pm 
i love this! thanks
Racc  [author] 21 Aug, 2023 @ 3:27am 
no.
god dammi,t guess i have to add that to the description...
Bag 21 Aug, 2023 @ 3:00am 
does dynamic europa work or no?
Racc  [author] 19 Aug, 2023 @ 3:09am 
chance is 5% every 1 journey (as long as i understand the code correctly), its nothing to worry about...
also no
[unless one wants to clear all abandoned outposts on Europa then ill make one]
Carl 19 Aug, 2023 @ 3:03am 
Is there a version of this where it simply spawns more abandoned outposts in the beginning, without the chance for them to turn abandoned?
Racc  [author] 19 Aug, 2023 @ 3:00am 
It works with REALLYBIGMAP with no issues :steamthumbsup:
DynamicEuropa will remain as the stronghold for my coding abilities
Racc  [author] 19 Aug, 2023 @ 2:41am 
i cant make it work with dynamic europa for some reason, tried multiple times in my free time
BigMap?.... well, let's see...
Kapt. 18 Aug, 2023 @ 1:47pm 
would be awesome if your mod worked with dynamicEuropa, big map, more thing to shoot and dynamic map change :)))
Racc  [author] 9 Aug, 2023 @ 4:22am 
seems like i can't chang abandoned outposts spawns but only pirate spawns, dunno why
(for dynamic europa)
Racc  [author] 9 Aug, 2023 @ 2:57am 
dynamic.... i mean i could make a seperate patch for it but then i could question the compatibility with other stuff (haven't tried compatibility patches yet)
Delliahman 8 Aug, 2023 @ 10:05pm 
is there a chance where this becomes compatible with dynamic europa ?