Barotrauma

Barotrauma

DynamicEuropa - Long Levels Patch
34 Comments
ahhh back to hell we go <3
ØG 18 Mar @ 1:58am 
Should have specified if this is safe to install and use on an existing D.E. campaign...
Title Fight Enjoyer 20 Feb @ 3:46pm 
is this compatible with existing campaigns?
NotWendy  [author] 17 Feb @ 3:54pm 
Wiki is correct, it just doesn't specify the settings for each biome on that page. I'm speaking about the actual "create hole to abyss" parameter of the editor, which is disabled in Cold Caverns.
What is enabled is the hole in the right wall of the level, which can be used to access the abyss.
The mod does disable that hole. The usual purpose of it is to allow players to re-enter the level reliably if they appoach the level's right border from the abyss.
@NotWendy Not meaning to be rude, but I copy-pasted that out of Barotrauma wiki. What you say suggests the wiki is wrong. But... before using this mod I always saw a gap at the end of the level, even in cold caverns, even on very first mission if I recall correctly. After using this mod thou, I haven't seen a single gab in cold caverns.

Am I just imagining things? If yes, then please ignore what I said. I will go and try a vanilla playthrough of at least first two missions now =O

I didn't even need to finish very first mission and could enter the Abyss at the end of the level...
NotWendy  [author] 17 Feb @ 2:53pm 
The holes are not supposed to appear in Cold Caverns, by design, both in the base game and in the mod. In later biomes they do appear, but due to how level generation works, I can't always force the hole to be directly below the outpost. Sometimes it gets misplaced, with the outpost being father to the right than the hole to the abyss.
Hello again! I think I found something. According to Barotrauma wiki:

"The Abyss is the area beneath the main route of a level, often extending well below crush depth. It is accessible through "holes" in the passage walls, either in the floor or next to the outpost at the end of the level. The hole next to the end outpost is guaranteed to spawn in every level, but depending on the biome, there may be more or fewer gaps in the floor that lead to the Abyss."

I haven't seen any of these holes that are supposed to be at the end of the level. I have gotten through two maps...
@NotWendy Thank you! Kinda thought all levels would be 3km long =O
NotWendy  [author] 15 Feb @ 5:22am 
It starts with about 1.7km long levels in Cold Caverns. And the biome with the longest levels is the Great Sea.
Question, will all levels be 3km long? Because Cold Caverns are still about 1km length for me =O
NotWendy  [author] 15 Feb @ 3:15am 
Should be safe. Worst-case scenario - it won't do anything. Best-case scenario - the game will actually use the new settings when generating levels.
Egor4kOwO 15 Feb @ 2:19am 
Safe to add late in campaign?
NotWendy  [author] 9 Feb @ 3:17pm 
Yeah, should be. I don't think either of those have any files that'd overlap with this mod's level generation parameters.
Hello there! Is this mod compatible with:
DynamicEuropa - Large Map Size Patch and
DynamicEuropa - Stations From Beyond Outpost Pack?
Witch ~ 5 Feb @ 5:15pm 
Addin this in secret to troll my mates
NotWendy  [author] 5 Feb @ 3:35pm 
Dynamic Europa is mentioned both in the "required items" section and at the end of the description. Yes. Yes, you do need it.
Wheapon 5 Feb @ 2:36pm 
Do i need D.E. to play it?
NotWendy  [author] 4 Feb @ 11:58am 
I'm personally using it to make my campaigns not as lightning fast as they normally are, having beaten the game many times.
But considering that most people can't even manage to beat a single campaign with normal level sizes, I think most of the crews who installed this mod are not going to have a good time. I kind of alluded to that in the description.
Witch ~ 4 Feb @ 6:48am 
Why would anyone want that?!!?
NotWendy  [author] 3 Feb @ 12:37am 
It goes from roughly 1.7km in Cold Caverns to up to almost 4km in Great Sea, with it being the biome with the longest levels. Wastes are up to 3.5km long, if I remember correctly.
The length of the level isn't the only thing that affects the traversal time, as the more dangerous biomes take longer to get through.
I'm playing through a campaign with this mod at the moment, and will see how those later levels feel and whether making them any longer can be justified.
guns 2 Feb @ 8:09pm 
Does this mod add 5 km distances in later biomes? How much does the distance change throughout the campaign?
godfallout10 2 Feb @ 6:02pm 
Will this allow multiple wrecks to spawn per map?
hUbert 2 2 Feb @ 1:38pm 
>:(
NotWendy  [author] 1 Feb @ 12:03pm 
Through level editor. Accessible by typing the "leveleditor" command into the debug console (F3).
Drim 1 Feb @ 11:58am 
How did you get those screenshots of the caves?
The Pizza is Aggressive 1 Feb @ 7:00am 
I host with this having a total of 16gb of ram and it runs just fine as long as I don't have many things open in the background
Boluga 31 Jan @ 5:21am 
How much ram is needed?
Alfons Åberg 29 Jan @ 5:52pm 
Ram
Aggressive_Pizza 29 Jan @ 11:02am 
just put the RAM in the bag bro
RustedRegime 29 Jan @ 3:18am 
Just download more Ram bro.
NotWendy  [author] 28 Jan @ 1:39pm 
Hell if I know. Load into a level in mission mode with this mod installed and find out how well it runs.
SENPAI!! [Only Two Genders] 28 Jan @ 1:03pm 
How much i need RAM for this?
The Pizza is Aggressive 26 Jan @ 6:43pm 
FINALLY, I loved the long levels from old dynamiceuropa
RustedRegime 26 Jan @ 6:37pm 
Has the Balatro gotten to your mind? for what purpose?????