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i would love to use new renovated version :D
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.
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.)
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.
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.
Because i got them when i started new Campaign
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 :/
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.
(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.)
- 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.
Also more small fixes for the other modules. Hopefully nothing is broken now.
- 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.
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.
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.
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.