Barotrauma

Barotrauma

DynamicEuropa
3,611 Comments
_]|M|[_  [author] 3 hours ago 
@Great Blue: Outposts without a merchant will instead allow talking to the reactor operator to buy fuel rods (tho they cost a bit more) to prevent soft-locking the campaign.
Great Blue 12 hours ago 
My one complaint so far after trying this for the first time and still going through is the game early on is almost impossible to get a start going, its hard to find places that sell crewmembers, resources are so scarce (which make sense from a lore standpoint) but you run out of fuel very fast due to uranium being 100x harder to find early on.
Ulysses 15 hours ago 
bozo is probably using auto-doors mod (lazy ahh) and/or main sfb
hUbert 2  [author] Aug 24 @ 7:58am 
post screenshots of bugs on discord
Human1I Aug 24 @ 7:36am 
also, there are some modules, where must be ladders, but they arent there. i can send you screenshot, if you need.
about lights: they have no power. the junction boxes have no power at all.
hUbert 2  [author] Aug 24 @ 7:19am 
Are the lights off or do they not have enough power?
Human1I Aug 24 @ 6:34am 
we found a bug, or something, i dont know. for some reason, lights at the outpost are gone. we must use flashlights to see something in the buildings.
i suppose it could be because of enhanced reactors, but load order is correct. help, please
filya Aug 23 @ 2:26am 
просто за доставку или убийство дают 1+ репутации хотя не должно быть больше или это дальше будет увеличение?
filya Aug 23 @ 2:22am 
Такой вопрос по поводу репутации нормально что за задание дают 1+ репутации за задание или дальше будет увеличиватся количество
Protogens 101 Aug 22 @ 7:58pm 
@Sill its not crashing, just drastic rubber banding. i have a BUNCH of mods, i tried disabling almost all of them reenabling them one by one, pretty sure i trhink dynamiceuropa was the last one i re-enabled. pretty much fine until DE enabled. so then i just wanted to be sure. i think only had DE and RT really the only things enabled, MASSIVE rubber banding
Sill Aug 21 @ 6:31pm 
If you're getting a DE_AbandonedAirlock crash, it might be because of this mod https://steamcommunity.com/sharedfiles/filedetails/?id=3234874852
Protogens 101 Aug 15 @ 11:45pm 
so i found something. apparently Dynamic Europa and Robotrauma (im pretty sure BOTH the original AND the remake fork) throw more hands than Idubbz and Doctor Mike in the ring, resulting in MASSIVE rubber banding, even for the host. i dont think theres a patch

been looking for the root cause for this for im pretty sure months by now, finally glad i found it :)
oreokat Aug 15 @ 10:30am 
nevermind - it was just updating. Turns out the mod is pretty big lol
hUbert 2  [author] Aug 15 @ 10:19am 
Reinstall if it doesnt
oreokat Aug 15 @ 10:17am 
neither does HE
oreokat Aug 15 @ 10:16am 
this mod doesn't show up in my modlist anymore?
hUbert 2  [author] Aug 14 @ 12:53pm 
You have another mod or patch that can change outpost generation using old identifiers that are no longer used
What can I do with this bug?

Error in outpost generation parameters. Trying to place 1 modules of the type "DE_AbandonedAirlock", 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.
hUbert 2  [author] Aug 10 @ 1:34pm 
Big update released for HUNGRY EUROPANS, check it out!

https://steamcommunity.com/sharedfiles/filedetails/?id=2954998725
MooRay Aug 4 @ 9:39am 
Сука ответил
MooRay Aug 4 @ 9:39am 
Должно быть поидее
Cago Aug 2 @ 9:49am 
суки ответьте
Cago Aug 2 @ 9:49am 
бездна есть?
KIT_KATTEN Aug 1 @ 3:54pm 
like when taking it over it shows the items being stolen from the sepratists but when they surrender it then classes it as stealing from the colaliton even tho they say you can loot it and then you have loot that is stolen from both and you cant tell the difference untill you get told hey but that back and lose rep
KIT_KATTEN Aug 1 @ 3:50pm 
hey when stealing from a sepratist base while taking it over makes all items stolen take company rep instead of sepratist rep after completing the takeover
hUbert 2  [author] Jul 31 @ 1:44pm 
In the meantime I've been working on Hungry Europans, expect an update soon for that mod
hUbert 2  [author] Jul 31 @ 1:43pm 
There aren't enough room types to my liking, but I kind of burnt out on making outposts. Maybe one day more modules will be added


DE isn't going to get updates until the Baro DLC update releases, because I'm waiting for some of the new features that come with it
✨ Stefan2042 ✨ Jul 31 @ 12:30pm 
And finally... I'm truly grateful to all the people who have developed and continue to develop this mod. Seriously, thank you for what you've created, and I wish you continued success in the future ♡
✨ Stefan2042 ✨ Jul 31 @ 12:30pm 
Nevertheless, I'd love to know - is there any information available about updates and future content in general? If so, where can I check/follow for updates?
✨ Stefan2042 ✨ Jul 31 @ 12:29pm 
Specifically the rooms - after running through them a couple times, you start recognizing the patterns, and it becomes saddening to see the same things every time you visit an outpost, whether abandoned or not - you just know the next one will have roughly the same room layouts, just arranged differently... I don't want to sound demanding because I understand this mod represents colossal work, and asking for more than what's already here would be rude!
✨ Stefan2042 ✨ Jul 31 @ 12:29pm 
I really love this mod, but each time I play, I feel like there's a lack of variety in structure generation (not referring to new bases/colonies/shipyards - though I wouldn't mind seeing larger structures like a Citadel, Command Center, Prison Complex, Military-Science Arsenal, XenoClinic, or Medical Hub (why? Maybe as a third tier for medical settlements?)... and I could go on with this list forever, but I'm afraid that would just be me pushing my ideas of how I'd like to see the mod develop, so I'll stop here)...
Dominus Jul 29 @ 1:02am 
the temporary reinforcement lent by the coalition or separatist before accepting a station take over needs to be a standalone feature where you can actually hire them mercenaries/soldiers for an x amount of time in exchange for a huge amount of money (10-25k marks) with different packages from lightly armed to heavy machine gunners (costing more) just to simulate true to lore station wars with way more gunfire and deaths
_]|M|[_  [author] Jul 26 @ 6:08am 
@Mushy: Make sure to convert them to mono sounds.
I used Audacity for this in which case it can be found in
Tracks -> Mix -> Mix Stereo Down to Mono
Mushy Jul 26 @ 6:05am 
How did you make your .ogg's for the music compatible with surround sound, I made my own cd's and they just blare out no matter how far I go even when I set limits and just changed the .ogg files in a working cd?
Yeetus Cheetus Jul 21 @ 1:31pm 
oh nvm i found turns out i just havent checked changelogs in a while
Yeetus Cheetus Jul 21 @ 1:29pm 
The only major mod im using is this one
Yeetus Cheetus Jul 21 @ 1:29pm 
How do I use zealot robes? I got zealot robes yet i still died to husk infection
Piss Addict Jul 21 @ 4:18am 
why did you fuck up morphine you proud of yourself?
Piss Addict Jul 20 @ 8:01am 
why are outposts full of nothing?
hUbert 2  [author] Jul 18 @ 12:22am 
Wear a clown outfit, get inside, shoot
Comrade Smartass ☭ Jul 18 @ 12:20am 
Can someone explain the use of the "clown delivery system"?
_]|M|[_  [author] Jul 9 @ 9:43am 
@Aesculapius: Yeah low rep with coalition will allow for interaction with the pirates unless you're at -12 rep or below with the bandits faction
Aesculapius Jul 9 @ 9:40am 
@_]|M|[_ so first of all i need to have coalition rep near 0-30 ?
_]|M|[_  [author] Jul 9 @ 9:38am 
@Aesculapius: Your issue is being friendly with coalition. Pirates hate them and if you do business with them, the pirates won't do business with you.
Aesculapius Jul 9 @ 7:28am 
Hello, @hUbert 2. I’ve run into a problem: when playing with friends, we really wanted to improve our reputation with the pirate faction. But in the starting regions, there wasn’t a single Separatist outpost (we had to go through at least 5 stops before reaching them). As a result, we can’t do business with the pirates, even though our reputation with all factions is nearly maxed out (Coalition, Separatists, Clowns).
When we arrive at Pirate Heaven, we only get a dialogue where the pirates are already hostile toward us.
Is there a way to make it so we can interact with the pirates, even though they already have a hostility trigger toward us?:captainclown:
BrotherVarga Jul 7 @ 6:22pm 
tried to play with the big rubber duck out side while docked it freaks out when dropped or thrown. it glitches all over the place( ever seen the bridge glitch in RDR2?) . was funny to watch mind
hUbert 2  [author] Jul 7 @ 5:23am 
It looks like a sync issue between server and client, not much I can do here sorry, make sure you update your mods on both client and server
Natsuk Jul 7 @ 4:53am 
at Barotrauma.Networking.GameClient.ReadDataMessage(IReadMessage inc) in <DEV>/Barotrauma/BarotraumaClient/ClientSource/Networking/GameClient.cs:line 821
at Barotrauma.Networking.P2PClientPeer.Update(Single deltaTime) in <DEV>/Barotrauma/BarotraumaClient/ClientSource/Networking/Primitives/Peers/P2PClientPeer.cs:line 255
at Barotrauma.Networking.GameClient.Update(Single deltaTime) in <DEV>/Barotrauma/BarotraumaClient/ClientSource/Networking/GameClient.cs:line 522
-----------------------------------------------------
if i host and my friends try to join its fine they can join as normal couldnt find any solutions online
Natsuk Jul 7 @ 4:53am 
hello im getting this error while im trying to play with dynamic eurpo multiplayer whit my friends
while im tyring to join:
------------------------------------
Error while reading a message from server.
Level equality check failed. The level generated at your end doesn't match the level generated by the server, (client value Outposts:2ADBA376, server value Outposts: 2D383ACA, level value count: 19, seed: VN29djyy, missions: mudraptornest, sub: R-29 (320FBA3, mirrored: False). Round init status: WaitingForStartGameFinalize.
at Barotrauma.Networking.GameClient.ReadStartGameFinalize(IReadMessage inc) in <DEV>/Barotrauma/BarotraumaClient/ClientSource/Networking/GameClient.cs:line 1037
gev220 Jul 7 @ 3:59am 
thx for update