Barotrauma

Barotrauma

Outpost Variety [Under Renovation]
60 Comments
NotWendy  [author] 22 Oct, 2024 @ 9:42am 
Uploaded new screenshots, added a mining outpost docking module.
NotWendy  [author] 22 Oct, 2024 @ 7:16am 
Alright, the game has been updated and the mod update is out. Hopefully nothing is broken!
NotWendy  [author] 22 Oct, 2024 @ 6:02am 
Thanks!
Also, the mod update is ready to go. Just finished messing with the files and I'm ready to release it as soon as the game itself gets updated. The name of the mod will be temporarily changed to Outpost Variety [Under Renovation], while I work on more content for it.

All modules which got accepted into vanilla have been removed from the mod, and we've got a few new modules rolling out early as part of the new batch. The updated version of the mod will contain a nightclub module and a large engineering module for colonies.
TinySec 20 Oct, 2024 @ 12:24am 
Congratulations on your mod getting accepted into the vanilla! :captainsmooth:
RustedRegime 15 Oct, 2024 @ 3:08am 
Thats so cool that they got accepted into vanilla, great job dude. have another award just for that.
NotWendy  [author] 15 Oct, 2024 @ 2:58am 
Hey. The modules from this mod got accepted into vanilla and are included in the next update (coming soon).
If you are currently playing on the Unstable version, where the new vanilla content is being tested, having this mod on will cause the game to crash because of the module duplicates.

I am working on an update to remove the modules which got accepted into vanilla from the mod's files, and add a new batch of custom modules to keep the mod relevant (I had new stuff in the works for a while). Until then, it's best to keep this mod disabled in your mod list.
I will post another message here once the mod has been updated.
RustedRegime 28 Jun, 2024 @ 8:26pm 
Make another module so i can make the shitty 9 + 10 joke
NotWendy  [author] 22 May, 2024 @ 3:55pm 
Strange, I don't see anything wrong with the way that module is set up. Maybe the room which generated above it was accessible through some other path? That is my only guess currently.
Iseval 21 May, 2024 @ 9:43pm 
The module on display in the third image for some reason is unable to be passed for my group - the upper ladder just leads to a dead wall, with the mission-giving npc on the other side.
T'erissk 7 May, 2024 @ 11:31pm 
@NotWendy Okay! thank you ^^
NotWendy  [author] 7 May, 2024 @ 11:30pm 
No, Dynamic Europa does not affect abandoned outposts, so that mod can be installed with it safely.
T'erissk 7 May, 2024 @ 5:52pm 
@NotWendy What about your abandoned outpost mod? Is that also in the Dynamic Europa mod?
NotWendy  [author] 7 May, 2024 @ 3:50pm 
My outpost modules are included in Dynamic Europa by default, if you want the full Dynamic Europa experience (which is a big overhaul of the campaign), you don't need to install my outpost mod alongside it.
T'erissk 7 May, 2024 @ 3:39pm 
Does this work with Dynamic Europa? Or does that mod do the same thing as this one?
RustedRegime 5 May, 2024 @ 8:23am 
How could popular submarine and mod creator NotWendy forget about this new feature? I am completely devastated, smh.
NotWendy  [author] 29 Apr, 2024 @ 11:40am 
Released an update earlier today, making all fabricators and deconstructors in my modules faster. 4 times faster than normal, same modifier as the vanilla outposts use. This includes medical fabricators. Kind of forgot about that new feature until now.
NotWendy  [author] 26 Apr, 2024 @ 5:13am 
Very strange. Research modules are guaranteed to be generated in research outposts. And all of mine have a research table in them.
8 Bit Pyro 26 Apr, 2024 @ 4:33am 
I'm noticing after installing this mod, that some outposts marked with research stations don't have any actual research tables. I'm loving these designs other than that.
Stravinsky 25 Apr, 2024 @ 10:45am 
cool !
NotWendy  [author] 25 Apr, 2024 @ 5:17am 
Dynamic Europa completely overhauls outposts, so it's not a good idea to combine it with other outpost mods. Good news, though, a lot of my modules are in Dynamic Europa by default now.
Stravinsky 25 Apr, 2024 @ 4:51am 
i agree too ! i like specialization (we say like that in english ? ) Quick eternal question : does it work well with Dynamic europa ? thanks for the mod btw
Vault 11 Apr, 2024 @ 9:30am 
Like 5 days late to the debate, but I agree with Wendy.
If you can get everything anywhere you go, then it quickly becomes dull and de-motivating.
NotWendy  [author] 6 Apr, 2024 @ 5:31am 
What you call "unnecessary inconveniences" I call "gameplay". Having a reason to put more thought into your interactions with the campaign's map makes map generation add more variety to playthroughs.
Azure Nocte 6 Apr, 2024 @ 5:20am 
In my opinion, design concept and actual gameplay must be balanced, if it goes as you said, it would create unnecessary inconveniences for players, especially in multiplayer.
I would not consider this as a L for devs, rather I think they did well.
NotWendy  [author] 6 Apr, 2024 @ 5:14am 
Having research stations everywhere goes against the idea of having different outpost types, that's my problem with it. Outpost types were a good idea and the devs should've went harder on that theme. Gives you more to think about when you're navigating the map.
NotWendy  [author] 6 Apr, 2024 @ 5:12am 
That's an L on the devs' part. I had a chance to make research stations less common in regular outposts, and so I took it.
Azure Nocte 6 Apr, 2024 @ 4:45am 
But it is there in all types of vanilla outposts, right? Research station is a basic functionality of every outpost, should not be exclusive to research outposts.
NotWendy  [author] 6 Apr, 2024 @ 4:40am 
Entirely intentional. Those shouldn't have been there in the first place, because it makes research outposts way less special.
Azure Nocte 6 Apr, 2024 @ 4:37am 
The only complain I have is the lack of research station in engineering modules, other than that it's all great.
Draconis🐊 10 Mar, 2024 @ 3:21pm 
That is a really common issues with custom subs with funky power grids that output a constant high voltage usually due to using an unmodified station reactor in place of a regular or adjusted one.
NotWendy  [author] 7 Mar, 2024 @ 11:29pm 
Congrats, your submarine's grid manages to overvolt the entire outpost. My mod shouldn't really contribute to it in any way, based on the junction box settings. (They're the same as in base game's modules.)
But there is a case for making outposts immune to overvoltage, or at least to increase the overvoltage limit past 2.
branch? 7 Mar, 2024 @ 10:32pm 
Ever since I started using this mod I'm finding outposts with junction boxes exploding and breaking at mach speed, I'm not sure if I can equate it to this mod but it's just the correlation.
NotWendy  [author] 6 Mar, 2024 @ 7:22am 
New update. Made one of the admin modules a bit larger and fixed the waypoints in the other. Bots used to get stuck on the hatch despite the waypoints looking fine in the editor, so I just redid those from scratch and now it works.
NotWendy  [author] 27 Feb, 2024 @ 12:21pm 
And one more, this time it's about docking modules. Some regular rooms were incorrectly marked as airlocks, which made bots not want to stay in those spaces for long. They should now feel safer hanging around in docking modules.
NotWendy  [author] 27 Feb, 2024 @ 11:44am 
Released another update, addressing a bunch of small issues I discovered when I was using these modules as a base for making abandoned variations.
Some of the pumps weren't wired to their water detectors and some of the wall caps didn't properly disappear when they were supposed to.
Hopefully I've caught all of those mistakes by now, but I'll keep an eye out for them as I continue my work.
NotWendy  [author] 17 Feb, 2024 @ 3:10am 
Must be bad luck. The mod doesn't do anything to change how often clowns and husks appear.
新地平线号 16 Feb, 2024 @ 9:03pm 
不知道是不是我的错觉,打完这个mod之后前哨站没有画皮教派的站点和小丑的站点了
I don't know if it's my delusion, but after this mod, there are no husk‘s sites or Joker sites at the outpost :steammocking:
NotWendy  [author] 8 Feb, 2024 @ 11:06pm 
What a silly mistake. Thanks for pointing it out. I rewired all three docking ports and published an update just now.
Pavel 8 Feb, 2024 @ 9:26pm 
Do remember to wire up the outpost docking hatches for power. Subs without reactors rely on station power.
RustedRegime 8 Feb, 2024 @ 5:21am 
WELCOME TO POP
Dutsonator 7 Feb, 2024 @ 4:51pm 
Probably one of the better vanilla+ mods out there. Good work.
NotWendy  [author] 7 Feb, 2024 @ 1:32pm 
Small update today, but it's still worth posting. I've added a new docking module that appears in colonies (that one's pretty cool) and fixed a few uncommon issues with bot navigation.
hUbert 2 6 Feb, 2024 @ 3:24pm 
Those outposts look vary varied :demoneye::demoneye:
Dome 6 Feb, 2024 @ 10:58am 
Nice mod
NotWendy  [author] 6 Feb, 2024 @ 10:16am 
Thanks. I appreciate the info.
Also, an update is out. I've added two new generic docking modules and fixed some small issues in the existing ones.
Etto 6 Feb, 2024 @ 9:27am 
Yeah, looks like it should be just fine. Great work, NotWendy! More modules are always appreciated, gotta love that spice of life.
NotWendy  [author] 6 Feb, 2024 @ 9:10am 
Ah, cool. In that case, yea, they'll work together just fine.
Etto 6 Feb, 2024 @ 9:01am 
Stations From Beyond does use outpost modules, 167 of them. They do override the outpost generation parameters, however the outpost types are the same as vanilla. Most of their changes are in regard to the amount of modules spawned, hallway length, npcs, etc.

If the modules here use the vanilla outpost types for generation, they should work in conjunction just fine. I'll grab it later and check it out.
LeCrazyy 6 Feb, 2024 @ 2:07am 
I think stations from beyond doesn't use modules and just replaces the entire station? Could be wrong.
NotWendy  [author] 6 Feb, 2024 @ 1:16am 
Alright, thank you.