Barotrauma

Barotrauma

Abandoned Variety [Under Renovation]
65 Comments
NotWendy  [author] 30 Jun @ 12:46pm 
Probably, but honestly, don't bother. There isn't much content in this mod at the moment.
No_Nutrias 30 Jun @ 11:19am 
Can i play this with stations from beyond?????
NotWendy  [author] 4 Jun @ 10:39am 
I don't know when I'll make a whole new batch of modules. Haven't been working on them.
Lemur 4 Jun @ 7:38am 
when that renovation will end?
i would love to use new renovated version :D
NotWendy  [author] 15 Apr @ 10:35am 
Outposts are split into modules and modules connect to each other using the available gaps (doors and hatches, usually). There's a lot of nuance to building outpost modules. I don't have a guide I could link for you directly, but I have written one in the Undertow Games Discord server.
So if you join and ping me there (I go by the same name everywhere), I'll direct you to it and answer any questions you might have.
エイウー 15 Apr @ 10:19am 
I have a question though, I don't see modding documentation for custom station parts, is there a specific way to set them up? Or do they just simply work off those red squares around all the doors on the sides?
NotWendy  [author] 15 Apr @ 9:48am 
Thanks, everyone. Also, if you are interested, beacon stations are my current focus. They're featured in the Vanilla+ Structure Variety collection.
No guarantees that those will also make it into the base game, but you can check them out nonetheless and let me know what you think. (If that set of beacons seems like something that'd fit into your campaigns.)
エイウー 15 Apr @ 6:33am 
Hey, congratulations on getting these added to the base game.
Sexlander 10 Apr @ 4:28pm 
Its good to see your mod be added to vanila Barotrauma, congrats mate:er_heart:
Snubby 10 Apr @ 4:51am 
God bless !
NotWendy  [author] 10 Apr @ 4:48am 
The update for the base game is out. All 22 modules which were previously featured in the mod are now included in vanilla Barotrauma. Thank you for participating in the testing!

I've removed those 22 modules from the mod and added one new docking module as something of a consolation prize. If I end up making more abandoned modules at some point, I will update the mod again.
NotWendy  [author] 2 Mar @ 11:14am 
Oh, also, a word of warning. This mod's content is being tested as part of the base game in the current unstable build. Once the update is officially out, the Workshop version of the mod will become broken.
I'll try and update the mod with some "complimentary replacement content" when the time comes. (A couple of new modules to replace all the old ones.)
It's the same thing as what happened with the Outpost Variety mod.
NotWendy  [author] 2 Mar @ 10:59am 
No, it doesn't affect campaign's map generation. That's just a coincidence.
Rebel 2 Mar @ 10:54am 
Dose this mod make Abandoned outposts apear more commonly ?
Because i got them when i started new Campaign
NotWendy  [author] 11 Feb @ 8:21am 
It's already included in DE.
HDC 11 Feb @ 3:08am 
can play with DE?
Snubby 18 Jan @ 9:56am 
Bless your heart for this quick fix ! :D
NotWendy  [author] 18 Jan @ 8:34am 
Found a few iffy places where those hostages could've suffocated. Placed some new vents, double-checked all the gaps. Hopefully that solves the problem.
NotWendy  [author] 18 Jan @ 3:13am 
Hm, it's not the oxygen generator breaking, running out of power, or producing less oxygen than normal. So I guess the next thing to check would be all non-engineering modules, especially small rooms, and verify that they all have active vents. Thought I already did that, but I guess I missed one room somewhere.
NotWendy  [author] 18 Jan @ 1:21am 
Thank you for the report! I will have a look at all the modules again.
Snubby 17 Jan @ 11:50pm 
Thank you so much for this mod, the vanilla abandoned outposts are very repetitive and this makes these missions so much more enjoyable !

I'm also here to report an issue : earlier during an hostage missions, I lost because they apparently ran out of oxygen, before I even found them at all... Unfortunately the mission ended immediately so I couldn't tell you what module exactly caused this issue, sorry :/
hUbert 2 31 Dec, 2024 @ 10:38am 
Cool update tyvm
hUbert 2 31 Dec, 2024 @ 10:38am 
Least abandoned baro mod
NotWendy  [author] 24 Dec, 2024 @ 3:59pm 
Added three new vanilla module remakes. (Crew_A01, Research_A01, Security_A01.)
All vanilla modules have been remade now.
We're entering the polishing phase when I won't be adding any new content, but will be improving the existing modules in small ways.
NotWendy  [author] 21 Dec, 2024 @ 1:42am 
A moderately sized update. I added three new modules. All of these are remakes and reimaginings of vanilla modules.
(Docking_A01, Admin_A01, Crew_A02.)
Currently, only two more vanilla modules are left to remake. The original research module and the first crew module. (I did them out of order.)
NotWendy  [author] 14 Dec, 2024 @ 5:48pm 
Yet another patch.
- Added a new admin module - Admin_A02. This is a remake of a vanilla module. It changed quite a lot and can now be connected to other modules from more directions, making for more varied layouts.
- Added a research station in Research_A2. After experimenting with the balancing, I think it's fair to give every abandoned outpost a research station.
- Fixed a whole bunch of different waypoint issues.
- Improved the look of some modules.
- Made hatches across all modules prettier.
NotWendy  [author] 13 Dec, 2024 @ 7:23am 
Another update. Two new modules. Medical and security.
Also more small fixes for the other modules. Hopefully nothing is broken now.
NotWendy  [author] 10 Dec, 2024 @ 3:06pm 
Hi-hi. Just released an update. Here's the changelog:
- Added two new engineering modules (Engineering_A0, Engineering_A3). A0 is a remake of a vanilla module with a slightly different layout.
- Added one new docking module (Docking_A3).
- Made bandits avoid camping hatches in rooms which you have to approach from below. They will still walk around the outpost freely, but will avoid staying in certain rooms for too long, in order to make fights more fair for the players.
- Made reactors behave consistently across all engineering modules. None of them require an ID card to be interacted with and none of them consume fuel.
NotWendy  [author] 24 Sep, 2024 @ 8:31am 
Backup power supply. Selling shit for an unreasonable price is top priority.
猫雷Kiss 24 Sep, 2024 @ 8:17am 
Why are the advertising lights and vending machines still working in these abandoned outposts?
hUbert 2 27 May, 2024 @ 5:30am 
Thanks to this mod, my outposts aren't just abandoned, they are also varied
NotWendy  [author] 12 May, 2024 @ 11:15pm 
Last time I've seen that error was when someone tried to combine Dynamic Europa with SFB.
Nocturnal_lp 12 May, 2024 @ 7:34pm 
So ive run into the problem when using this mod: "Error in outpost generation parameters. Trying to place 1 modules of the type "DockingTiny", but there aren't enough suitable modules available. You may need to increase the "max count" value of some of the modules in the sub editor or decrease the number of modules in the outpost."
I have a few mods liike beacon extended and SFB , I dont see in the sub editor this elusive "max count" or how to increase it.
okayeg 26 Apr, 2024 @ 4:55pm 
is good :steamthumbsup: :steamhappy:
NotWendy  [author] 26 Apr, 2024 @ 2:07am 
There, fixed.
NotWendy  [author] 26 Apr, 2024 @ 2:05am 
Oh, shit. My bad. Missed a word when I was publishing an update.
Tomoko 26 Apr, 2024 @ 1:41am 
Why did you change the name of this mod? :(
NotWendy  [author] 15 Mar, 2024 @ 6:49pm 
Released an update, adding 4 more module variations. (Docking, engineering, security, research.)
This means that counting the vanilla modules, each module type now has 3 variations. It's the number I've been aiming for from the start.
NotWendy  [author] 6 Mar, 2024 @ 2:57pm 
I still kind of want to see those ID cards spawn in the administrator's office instead. So there's a reliable way to get the card, but it's not always in the exact same spot relative to the secure cabinet. But for that vanilla modules would have to change too.
NotWendy  [author] 6 Mar, 2024 @ 2:55pm 
Well done.
Dutsonator 6 Mar, 2024 @ 2:48pm 
You sneaky little devil you...I found it.
HSCHP 6 Mar, 2024 @ 7:18am 
Excellent, thanks for the reply!
NotWendy  [author] 6 Mar, 2024 @ 5:54am 
It should be, since DE does not affect abandoned outposts.
HSCHP 6 Mar, 2024 @ 4:58am 
Is your modification compatible with Dynamic europa?
NotWendy  [author] 6 Mar, 2024 @ 4:18am 
It does have a hidden ID card. :)
Dutsonator 6 Mar, 2024 @ 2:59am 
I noticed the armory module doesn't have the hidden vent keycard that's in vanilla, is that intended or was it an honest mistake?
NotWendy  [author] 5 Mar, 2024 @ 11:27pm 
I don't know, nor am I particularly interested to find out. But most mods that affect abandoned outposts should be compatible with each other, unless they completely override outpost generation with custom module types.
I Am Faded 5 Mar, 2024 @ 6:46pm 
any idea if it works with Enhanced Armaments outposts?
NotWendy  [author] 5 Mar, 2024 @ 9:26am 
Thanks. I did test outpost generation and bot navigation with a group of friends and we seem to have ironed out most of the issues.
The only problem I found which I couldn't quite solve had to do with the vanilla modules being built really badly, creating tiny pressurized gaps in the doors between modules, in rare cases.
I'll look into it some more, but if I can't solve it on my end, I'll just create a pull request with fixes to vanilla and those will eventually get merged into the base game.
Viidhh 5 Mar, 2024 @ 9:01am 
I've checked my editor and it seems DE doesn't have abandoned outpost modules, maybe there's no problem XD. I'll write comments if there's a problem with waypoints or etc.