Barotrauma

Barotrauma

Oops No Stations
71 Comments
LeCrazyy  [author] 9 Jul @ 3:41pm 
It def changes up how you play a bit, one day one hard mode is finished that will be amplified I hope. :captainsmooth:
Novocaine 9 Jul @ 3:40pm 
That's feels so simple, but so different from base game, I like it!
Newton's Third Law 12 Jun @ 9:54am 
That makes sense, thanks!
LeCrazyy  [author] 12 Jun @ 2:08am 
Possible but would require extra work to reintroduce merchants as they are currently all hard blocked and goes against the design part of the mod. I've got no issue if someone wants to do it, but I wont.
Aether 11 Jun @ 9:16pm 
I think I asked this before, but is it possible to have a variant where the map start with no station, but the player can repair beacon stations to make stations spawn?
LeCrazyy  [author] 11 Jun @ 3:56pm 
Dont believe its possible to make submarines cost resources, no support for it unlike upgrades.
Newton's Third Law 11 Jun @ 3:23pm 
Currently at the second biome solo with this mod. Love it! Any chance you could make buying submarine weapons cost materials too? Thank you for all the work you put into this!
LeCrazyy  [author] 1 Jun @ 4:16am 
If I find a way to spawn them reliably without stations I will be making a generic return of the pirates mod first then sure :captainsmooth:
But I must admit its a bit pow on priorities.
Ironically my current wip mod is the long put off hard mode of this mod.
tehswordninja 31 May @ 11:23pm 
Oh yikes, I see. Would it be at all feasible to try to re-include them, or is that more effort than its worth? Definitely enjoying the mod so far but would not mind having submarine encounters to spice things up.
LeCrazyy  [author] 31 May @ 10:47pm 
Pirate vessels dont even exist in vanilla anymore btw. Faction vessels require a station to be nearby too which is uh, yeah.
tehswordninja 31 May @ 9:44pm 
Pirate vessels would be a nice addition to the experience, if its possible to keep them around.
LeCrazyy  [author] 5 Apr @ 5:11am 
New summoning item :captainsmooth:
DrBruhman 5 Apr @ 5:07am 
spawning upgrade man with event tied to something
LeCrazyy  [author] 5 Apr @ 5:06am 
The only other problem would be upgrades
LeCrazyy  [author] 5 Apr @ 5:06am 
I see
DrBruhman 5 Apr @ 5:04am 
gates is the thing restricting traversal between biomes, removing them will skip removal of paths that are not gates
LeCrazyy  [author] 5 Apr @ 5:00am 
Huh, and does that not brick moving between biomes?
DrBruhman 5 Apr @ 4:59am 
GateCount="0,0,0,0,0,0" can remove gates and outposts assigned to them so there will be less stations in your no stations mod
LeCrazyy  [author] 30 Mar @ 6:14am 
was hungry
LeCrazyy  [author] 30 Mar @ 6:14am 
I ate the stations
Cookie 30 Mar @ 12:22am 
what happened
LeCrazyy  [author] 24 Oct, 2024 @ 2:35am 
Cheers and yeah even I agree that this mod makes the game more boring lol. It's more of a it can be done so it was done mod. I will be aiming to make hard mode more interesting but that's not nearly finished.
pavel4win 24 Oct, 2024 @ 1:52am 
Thanks for the great mod. You did a great job.
I played for several days. Went through cold caves and European ridge. But alas, I have got bored. Still, half of the gameplay is cut for the mere fact of being on your own supply. How about leaving all the quests, just prohibit trading with merchants. Of course, this is not about this mod. You can make a new mod. Without buying goods at stations. Or just let the prices in the store be 1000 times higher.
Aether 4 Oct, 2024 @ 11:05am 
Dammit. I would really have loved a mod like what I described.
heheboi 4 Oct, 2024 @ 8:37am 
Oops no thugshakes
LeCrazyy  [author] 4 Oct, 2024 @ 2:18am 
There is beacon stations (and abandoned with the addon), but they dont generate new stations, even if they did, they way this works behind the scenes is despawning the npcs in them, so the new stations would be almost empty.
Aether 3 Oct, 2024 @ 6:33pm 
Question : Is there any beacon station?

I kinda want a version where there is very few stations, but I can fix beacon stations, clear abandoned outposts, and slay abyssal monsters in order to make space for new stations to be built & populated.

I want to start with a barren wasteland and leave a bountiful civilisation behind me as I make the trip to the Eye of Europa.
LeCrazyy  [author] 8 Jan, 2024 @ 7:56am 
aside from wreck corpses I haven't touched wrecks in this mod, so should be same as vanilla.
LeCrazyy  [author] 8 Jan, 2024 @ 7:56am 
Course as a plan B you can bribe the first biome gate watchman
LeCrazyy  [author] 8 Jan, 2024 @ 7:55am 
They get more common the more to the right you are, which does make the first biome a bit of a pain for RNG tbh
Kara Vaki 7 Jan, 2024 @ 3:33pm 
I'm not sure if this is an issue or not, but me and my crew have yet to encounter a single wreck besides mission based ones, we were using wreck locator which gives out SOS signals from wrecks by the way
LeCrazyy  [author] 27 Dec, 2023 @ 1:52pm 
Out of mod scope, feel free to make an addon for it tho
DrBruhman 27 Dec, 2023 @ 10:50am 
@LeCrazyy, assign waypoints to faction then, is there a problem.
LeCrazyy  [author] 27 Dec, 2023 @ 9:26am 
Pirate vessels dont exist anymore :captainsmooth:
Anyway, faction vessels supposedly can only spawn when going towards the exit biome stations if you are at hostile rep. I never experienced it in testing though personally.
Zappy The Floof 27 Dec, 2023 @ 2:27am 
how does this mod handle missions such as pirate vessels?
LeCrazyy  [author] 11 Dec, 2023 @ 8:48am 
Indeed, you are :captainsmooth:
Gaming Alex 11 Dec, 2023 @ 8:43am 
Look mom, I'm famous!
LeCrazyy  [author] 30 Nov, 2023 @ 4:15am 
It could be done, the easiest way to do that would be to remove the files in my mod that remove npcs (There is an affliction, an item and the npcoverrides, changing the affliction is the bare minimum to not delete them, but removing the others means less bloat). Then edit the locationtypesoverride.xml to include changeto portion from the vanilla locationtypes that switches None nodes to Station nodes. (Barotrauma/Content/Maps/locationtypes.xml")
This does mean that already existing stations (aka the one you spawn in) will have npcs
Graf Fobos 28 Nov, 2023 @ 11:46pm 
That's why I'm talking about the patch. So that stations appear rarely and gradually, and lighthouses become meaningful. If we connect this with Dynamic Europe, then we can try to make the spawn gradual. A construction site for a few days, then a small outpost, and then a large or medium station. I don’t know how difficult it is to do this in XML, but it would turn out to be a really cool game mode. I already have plans for the next RP campaign for my people with your mod, but with such a patch it would take on a new meaning.
LeCrazyy  [author] 9 Nov, 2023 @ 3:51am 
It would pretty much ruin the whole aspect of "rely on yourself" instead of buying everything
LeCrazyy  [author] 9 Nov, 2023 @ 3:50am 
It would be very easy to make stations appear, however further modifications would have to be made as currently no npcs spawn in these stations.
Graf Fobos 9 Nov, 2023 @ 3:13am 
Is it possible to add an addon with functional beacons? When the beacon is activated, stations begin to appear, as in the last location. Essentially, this will create a new game mode and allow you to create a plot for RP campaigns.
LeCrazyy  [author] 26 Oct, 2023 @ 5:50am 
True true
M12 23 Oct, 2023 @ 1:27am 
fortnite balls
LeCrazyy  [author] 18 Oct, 2023 @ 1:49am 
On my way to my local convenience store (The wreck) to use my discount vouches (Plasma Cutter) and get some groceries (An entire ships worth of gear)
heheboi 18 Oct, 2023 @ 1:47am 
So called difficult to obtain when 578386 diving masks on wrecks
LeCrazyy  [author] 18 Oct, 2023 @ 1:45am 
Yeah it might be a little difficult to obtain now lol. The best source i can think of it diving suits
MagmaVirm 18 Oct, 2023 @ 12:51am 
no rubber? :captainsinful:
LeCrazyy  [author] 1 Oct, 2023 @ 12:50am 
I haven't played enough of those mods to know the expenses but you'll be surprised how rewarding caves can be when you actually check them, getting a mineral scanner and checking for desired materials is a good strat, magnesium (Langbeinite) and especially lead (Galena) are pretty common in caves from my experience. As for Abandoned Stations Addon, it does not turn them back to regular stations, even if it did there would be no merchant npcs inside because of the way the main mod was setup, anyone is welcome to modify that though for me a large part of this mod's identity is the lack of merchants to rely on. Vending machines still exist in stations and anyone could add materials to be purchased in vending machines pretty easily, the Easy Mode Addon has an example of an vending machine item that adds a bunch of materials that people are welcome to take code from.
AhegaoFace 30 Sep, 2023 @ 3:35pm 
Yo, i'm trying to convince the group i'm playing with to play this challenge mod, but they're wondering if there's gonna be enough loot to have a viable run with other mods like neurotrauma and EA, which both require more stuff to craft. Or is the balance around vanilla barotrauma. Like, the challenge is a challenge, but when you run out of lead to craft ammo or the enemies get so strong the weapons aren't powerful enough it's not a good challenge, at least, in their opinion. We're be also running the abandoned stations addon so it'd be good to know if maybe it turns out that liberating these stations makes them functional again so we could go back to buy from them just incase.