Barotrauma

Barotrauma

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Oops No Stations
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6 Sep, 2023 @ 6:20am
17 Oct, 2024 @ 3:39am
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Oops No Stations

Description
Hey You! Are you tired of playing Barotrauma the way it was intended to play? Or maybe you have a deep rooted hatred for stations and the npcs that call it home?
Well why don't you try this "Gameplay Overhaul Mod" that removes (almost) all stations, the merchants within them and the mission vendor for good measure!
You will be the deciding factor on your survival! Not those pesky station dwellers!
But, how can you even beat the game without missions or stations? Well this mod makes some adjustments to make it at least playable and not completely ridiculous.





For the more savvy of you might raise a question: How can I upgrade without stations?
I have a confession to make, I physically can't remove all stations. I know, I know, I've tried to offset this with removal of merchants and mission vendors but I'm afraid I have little choice in the matter, the game physically won't let me remove the exit biome stations.
I hope you can forgive me.
And if you can, well consider giving this mod a go!

Important Note for Singleplayer players: Disable tutorials if you don't want to get softlocked, as there is no mission vendor npc to get rid off the tutorial popup telling you to "Find a way to make money".



Addons:


Download Easy Mode Addon Here



Hard Mode Coming Soon(ish)tm


Download Abandoned Stations Addon Here

Anyone is free to dive into the files of this mod and make their own edits/addons, hell let me know if you make a public one and I'll add it to a list

Credits:







This mod only works on new saves, as you already have generated the stations on existing saves.

I highly recommend starting with a sub that has a fabricator.

Overrides:
  • Location types, this is essential to set all other locations to not spawning.
  • Outpost Generation Parameters, in order to remove forced stations.
  • Sub Upgrades, so that they can be bought with materials instead of money.
  • Captain Corpse, so the classified document can be found on them to gain reputation.
Popular Discussions View All (2)
4
16 Oct, 2024 @ 5:14am
PINNED: Bugs and Compatibility:
LeCrazyy
0
7 Sep, 2023 @ 1:09pm
PINNED: Patches
LeCrazyy
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.