Barotrauma 潜渊症

Barotrauma 潜渊症

Oops No Stations
75 条留言
LeCrazyy  [作者] 9 月 29 日 上午 3:15 
What could go wrong
Lyn 9 月 29 日 上午 3:06 
Time for Neurotrauma, Immersive Repairs, No Stations and Hungry Europans... :barotrauma:
LeCrazyy  [作者] 8 月 6 日 下午 2:50 
hehe
3LDINO 8 月 6 日 下午 12:55 
the description of this page alone made my day
LeCrazyy  [作者] 7 月 9 日 下午 3:41 
It def changes up how you play a bit, one day one hard mode is finished that will be amplified I hope. :captainsmooth:
John Dick 7 月 9 日 下午 3:40 
That's feels so simple, but so different from base game, I like it!
Newton's Third Law 6 月 12 日 上午 9:54 
That makes sense, thanks!
LeCrazyy  [作者] 6 月 12 日 上午 2:08 
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 6 月 11 日 下午 9:16 
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  [作者] 6 月 11 日 下午 3:56 
Dont believe its possible to make submarines cost resources, no support for it unlike upgrades.
Newton's Third Law 6 月 11 日 下午 3:23 
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  [作者] 6 月 1 日 上午 4:16 
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 5 月 31 日 下午 11:23 
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  [作者] 5 月 31 日 下午 10:47 
Pirate vessels dont even exist in vanilla anymore btw. Faction vessels require a station to be nearby too which is uh, yeah.
tehswordninja 5 月 31 日 下午 9:44 
Pirate vessels would be a nice addition to the experience, if its possible to keep them around.
LeCrazyy  [作者] 4 月 5 日 上午 5:11 
New summoning item :captainsmooth:
DrBruhman 4 月 5 日 上午 5:07 
spawning upgrade man with event tied to something
LeCrazyy  [作者] 4 月 5 日 上午 5:06 
The only other problem would be upgrades
LeCrazyy  [作者] 4 月 5 日 上午 5:06 
I see
DrBruhman 4 月 5 日 上午 5:04 
gates is the thing restricting traversal between biomes, removing them will skip removal of paths that are not gates
LeCrazyy  [作者] 4 月 5 日 上午 5:00 
Huh, and does that not brick moving between biomes?
DrBruhman 4 月 5 日 上午 4:59 
GateCount="0,0,0,0,0,0" can remove gates and outposts assigned to them so there will be less stations in your no stations mod
LeCrazyy  [作者] 3 月 30 日 上午 6:14 
was hungry
LeCrazyy  [作者] 3 月 30 日 上午 6:14 
I ate the stations
Cookie 3 月 30 日 上午 12:22 
what happened
LeCrazyy  [作者] 2024 年 10 月 24 日 上午 2:35 
Cheers and yeah even I agree that this mod makes the game more boring lol. It's more of a it can be done so it was done mod. I will be aiming to make hard mode more interesting but that's not nearly finished.
pavel4win 2024 年 10 月 24 日 上午 1:52 
Thanks for the great mod. You did a great job.
I played for several days. Went through cold caves and European ridge. But alas, I have got bored. Still, half of the gameplay is cut for the mere fact of being on your own supply. How about leaving all the quests, just prohibit trading with merchants. Of course, this is not about this mod. You can make a new mod. Without buying goods at stations. Or just let the prices in the store be 1000 times higher.
Aether 2024 年 10 月 4 日 上午 11:05 
Dammit. I would really have loved a mod like what I described.
heheboi 2024 年 10 月 4 日 上午 8:37 
Oops no thugshakes
LeCrazyy  [作者] 2024 年 10 月 4 日 上午 2:18 
There is beacon stations (and abandoned with the addon), but they dont generate new stations, even if they did, they way this works behind the scenes is despawning the npcs in them, so the new stations would be almost empty.
Aether 2024 年 10 月 3 日 下午 6:33 
Question : Is there any beacon station?

I kinda want a version where there is very few stations, but I can fix beacon stations, clear abandoned outposts, and slay abyssal monsters in order to make space for new stations to be built & populated.

I want to start with a barren wasteland and leave a bountiful civilisation behind me as I make the trip to the Eye of Europa.
LeCrazyy  [作者] 2024 年 1 月 8 日 上午 7:56 
aside from wreck corpses I haven't touched wrecks in this mod, so should be same as vanilla.
LeCrazyy  [作者] 2024 年 1 月 8 日 上午 7:56 
Course as a plan B you can bribe the first biome gate watchman
LeCrazyy  [作者] 2024 年 1 月 8 日 上午 7:55 
They get more common the more to the right you are, which does make the first biome a bit of a pain for RNG tbh
Kara Vaki 2024 年 1 月 7 日 下午 3:33 
I'm not sure if this is an issue or not, but me and my crew have yet to encounter a single wreck besides mission based ones, we were using wreck locator which gives out SOS signals from wrecks by the way
LeCrazyy  [作者] 2023 年 12 月 27 日 下午 1:52 
Out of mod scope, feel free to make an addon for it tho
DrBruhman 2023 年 12 月 27 日 上午 10:50 
@LeCrazyy, assign waypoints to faction then, is there a problem.
LeCrazyy  [作者] 2023 年 12 月 27 日 上午 9:26 
Pirate vessels dont exist anymore :captainsmooth:
Anyway, faction vessels supposedly can only spawn when going towards the exit biome stations if you are at hostile rep. I never experienced it in testing though personally.
Zappy The Floof 2023 年 12 月 27 日 上午 2:27 
how does this mod handle missions such as pirate vessels?
LeCrazyy  [作者] 2023 年 12 月 11 日 上午 8:48 
Indeed, you are :captainsmooth:
Gaming Alex 2023 年 12 月 11 日 上午 8:43 
Look mom, I'm famous!
LeCrazyy  [作者] 2023 年 11 月 30 日 上午 4:15 
It could be done, the easiest way to do that would be to remove the files in my mod that remove npcs (There is an affliction, an item and the npcoverrides, changing the affliction is the bare minimum to not delete them, but removing the others means less bloat). Then edit the locationtypesoverride.xml to include changeto portion from the vanilla locationtypes that switches None nodes to Station nodes. (Barotrauma/Content/Maps/locationtypes.xml")
This does mean that already existing stations (aka the one you spawn in) will have npcs
Graf Fobos 2023 年 11 月 28 日 下午 11:46 
That's why I'm talking about the patch. So that stations appear rarely and gradually, and lighthouses become meaningful. If we connect this with Dynamic Europe, then we can try to make the spawn gradual. A construction site for a few days, then a small outpost, and then a large or medium station. I don’t know how difficult it is to do this in XML, but it would turn out to be a really cool game mode. I already have plans for the next RP campaign for my people with your mod, but with such a patch it would take on a new meaning.
LeCrazyy  [作者] 2023 年 11 月 9 日 上午 3:51 
It would pretty much ruin the whole aspect of "rely on yourself" instead of buying everything
LeCrazyy  [作者] 2023 年 11 月 9 日 上午 3:50 
It would be very easy to make stations appear, however further modifications would have to be made as currently no npcs spawn in these stations.
Graf Fobos 2023 年 11 月 9 日 上午 3:13 
Is it possible to add an addon with functional beacons? When the beacon is activated, stations begin to appear, as in the last location. Essentially, this will create a new game mode and allow you to create a plot for RP campaigns.
LeCrazyy  [作者] 2023 年 10 月 26 日 上午 5:50 
True true
M12 2023 年 10 月 23 日 上午 1:27 
fortnite balls
LeCrazyy  [作者] 2023 年 10 月 18 日 上午 1:49 
On my way to my local convenience store (The wreck) to use my discount vouches (Plasma Cutter) and get some groceries (An entire ships worth of gear)
heheboi 2023 年 10 月 18 日 上午 1:47 
So called difficult to obtain when 578386 diving masks on wrecks