Barotrauma

Barotrauma

More Outposts for Europa
135 Comments
COALITION MUDRAPTOR  [author] Jul 19 @ 12:22pm 
Ok Rebel, I'll check that out right now, thank you very much.
COALITION MUDRAPTOR  [author] Jul 19 @ 12:21pm 
Hey Libra, I've always put the DE at the end of my entire list of mods, it's never given me any problems.
Rebel Jul 2 @ 9:51am 
In the traitor transport mission called "Zealots Among Us" the Location name in the Description is not displayed correctly only saying [Location 2] Instead of the actuall location name
Libra Jun 30 @ 2:20am 
Should this mod be placed below or above DE?
COALITION MUDRAPTOR  [author] Jun 23 @ 1:02pm 
There are missions where the Templars are generated, but the outposts are usually those from the base game or some that I have created, the game literally mixes them when generating them. :captainsmooth:
[TLP] lucazz'tuoi Jun 23 @ 5:51am 
i was thinking was from your mod since usual i found the knights in the outpost
COALITION MUDRAPTOR  [author] Jun 22 @ 9:17pm 
Hey Lucas, I did see the messages you sent me on Discord. I'm actually surprised you found me. But anyway, back to the door stuff, the structure in the image isn't mine. I don't usually decorate the outside of outposts because they're not visible, and I don't usually add that red light you showed me. Maybe it's one of the new vanilla modules they added. (I was also checking the latest modules I added months ago and they don't match the ones in the image either) :captainsmooth:
[TLP] lucazz'tuoi Jun 22 @ 2:42pm 
i did send it to your discord i think
COALITION MUDRAPTOR  [author] Jun 22 @ 12:50pm 
Hey [TLP] lucazz tuoi, that's fine, upload it there and send me the link so I can see it.

https://imgur.com/upload
[TLP] lucazz'tuoi Jun 22 @ 12:32pm 
il add you and show you the screenshot
COALITION MUDRAPTOR  [author] Jun 22 @ 12:08pm 
Hey [TLP] lucazz tuoi, do you remember which abandoned room it was? I was checking the generation of abandoned outposts while playing and I can't find the error you mentioned. :captainsmooth:
[TLP] lucazz'tuoi Jun 19 @ 3:23pm 
in the abbandoned outpost the door where the water flow cant be used, and if an enemy is behind that door you have to break the wall under him
COALITION MUDRAPTOR  [author] Jun 18 @ 11:05pm 
The radios are no longer on by default, it is really annoying to have the song repeat when entering and leaving your area. :barotrauma:
[TLP] lucazz'tuoi Jun 17 @ 8:39am 
the new update change the music you hear when you enter the outpost "and it reset when you move around"
COALITION MUDRAPTOR  [author] Jun 13 @ 1:23pm 
I already understood what you said, the price is good, but the English translation had an extra 0 haha, Thanks [TLP] lucazz'tuoi :captainclown:
[TLP] lucazz'tuoi Jun 12 @ 4:41pm 
i mean you added another 0 for 3 thorium rod, is like 7500 when it should be 750,
COALITION MUDRAPTOR  [author] Jun 12 @ 3:31pm 
Hey [TLP] lucazz´tuoi ,The base price of a Thorium Fuel Rod is 250 ; NPCs often charge a little more for their faction's reputation. The machine sells it to you at the factory price. :captainsmooth:
[TLP] lucazz'tuoi Jun 12 @ 9:29am 
thorium fuel rod if you buy 3 of them form the npc it cost 7500, while 4 only cost 1000 "the robot dispender inside this faction"
Havel L. Krik May 30 @ 8:40am 
But he used to.
COALITION MUDRAPTOR  [author] May 30 @ 8:35am 
Hey Havel, Reiss doesn't join the crew, he lives in the outposts as a security agent against separatists haha:captainclown:
Havel L. Krik May 30 @ 7:47am 
I would like to report that the c=Captain Reiss is not added to the crew when completing the mission A Group of Spies.
Havel L. Krik Apr 5 @ 12:34pm 
Error to report -
Failed to connect waypoints between outpost modules. No waypoint in the bottom gap of the module "HuskDistrict_Module_01".
Havel L. Krik Mar 16 @ 10:20pm 
It seems that Templar Zealots to not consider their helmets to be diving masks and will swap to wearing one when I flooded the station.
Also, for the unique looking Makeshift armor, can you buff its stats?
Havel L. Krik Mar 16 @ 3:47pm 
Then I have some unknown bug to report - I do not receive the Captain (Name Here) after completing his Spy Assassination Mission
COALITION MUDRAPTOR  [author] Mar 16 @ 1:36pm 
I didn't do it, my friend Havel. How strange that this is happening to you. I don't touch the vanilla code of the game.
Havel L. Krik Mar 15 @ 2:00am 
Did you remove the NPC reward for the Spy Assassination? I've noticed that I don't get the captain for completing it.
Comrade.Omega Mar 14 @ 2:59pm 
yep it was the TSM causing the proble
COALITION MUDRAPTOR  [author] Mar 13 @ 10:49pm 
It might be a possibility, I'm not familiar with the mod, I just found out about it from you. Have you tried this mod without TSM Missions? Perhaps that's the reason why the Templar missions aren't showing up.
Comrade.Omega Mar 13 @ 3:20pm 
there no mission on their station could that be beacuse i got T.S.M Missions and TSM stuff?
COALITION MUDRAPTOR  [author] Mar 11 @ 9:56pm 
You can receive missions from them at Templar stations. Their managers are located there. :DSTsmallbird:
Comrade.Omega Mar 11 @ 6:36pm 
also how do i get reputation with the templars. i dont see any mission giver in thier stations
Havel L. Krik Mar 6 @ 9:01pm 
You did not answer my question, but happy to have helped.
COALITION MUDRAPTOR  [author] Mar 6 @ 7:55pm 
The colored exosuits are mostly decorative, they have the same function as a normal exosuit, just in different colors in case someone would like to have a red or blue one, etc. (It's also the first customized item I created, it served as practice for me to understand how to create items).

The WarHammer techno priests? Haha, now that you mention it, there is a similarity in concept, I hadn't noticed. I don't think I'll literally introduce those characters into the faction, because I think they're outside the Barotrauma aesthetic, but their philosophy and doctrines could be adapted to the renegade templars that exist in the abandoned outposts. A culture could be created there, thanks a lot for the suggestion, friend Havel.:captainsmooth:
Havel L. Krik Mar 6 @ 7:33am 
Also, can I recommend a mod to use is this mod for the Templar faction? I think it would fix perfectly with their deification of technology.
"A Templar and a Tech Priest walk into a bar."
Havel L. Krik Mar 6 @ 7:19am 
What are your plans for all the Exosuits for the Templars?
COALITION MUDRAPTOR  [author] Mar 4 @ 7:21pm 
I added a new shop next to the old vendor, in it you can buy Vanilla items.:sotfood:
COALITION MUDRAPTOR  [author] Mar 4 @ 7:07pm 
Hi guys
You'll probably get an error in the console saying that an item is missing in the game or that 2 characters from the Templar Outposts are gone (I deleted 2 NPCs). This error will only appear if you've previously purchased a cloned item or have already loaded a Templar Outpost before, but it's harmless, just close the console and it won't appear again. This is because I've already deleted all the cloned items from the files. :captainclown:
Havel L. Krik Mar 4 @ 3:32pm 
Can you take a look at the fabricator? There are two recipes for the Advanced Splicer. One crafts with Fulgurium and one crafts without, the one crafting without Fulgurium is tagged with the More Outposts of Europa purple text.
PuzzyDiztroier Mar 4 @ 9:20am 
Yeah
Those duplicates are annoying : /
COALITION MUDRAPTOR  [author] Mar 4 @ 8:55am 
Hey Rebel! First I have to finish polishing the current faction that I added to More Outpost for Europa. There are still many things to improve so that it has content. I had not considered creating a mod of factions only, in that case I would move the templars to the new mod. In the future I will leave a discussion to talk about that topic, if I include more factions in this mod or create a new one focused only on that.:diverhusk:
Rebel Mar 4 @ 5:35am 
More Factions on Europa when ?
COALITION MUDRAPTOR  [author] Mar 3 @ 9:30pm 
If I have an idea of ​​how to fix this, I'll be working on it in the next few days. :captainsmooth:
Havel L. Krik Mar 3 @ 5:22pm 
I hope a solution can be found because this issue is annoying.
COALITION MUDRAPTOR  [author] Mar 3 @ 3:51pm 
Yes haha. Also keep in mind that when you deconstruct objects you will be given the original Vanilla materials. :captainsmooth:
RexTollBar (Reiss) Mar 3 @ 1:55pm 
I understand, barotrauma is very buggy by nature.
COALITION MUDRAPTOR  [author] Mar 2 @ 8:49pm 
It's not a bug, what happens is that one is from the mod and the other is the original (Literally as you said, friend Reíss). Unfortunately, the game does not have an optimal way to create new merchants that sell Vanilla Items uu, so I have no choice but to clone them. In other words, the item works the same, only it will be kept in another stack group. :barotrauma:
RexTollBar (Reiss) Mar 2 @ 7:14pm 
It's causing bugs in some items, like the fulgurium fuel rod, and makes some of them separate, for example, one looks like it's from the mod and the other like it's in vanilla.
Havel L. Krik Mar 2 @ 8:57am 
Excellent.
COALITION MUDRAPTOR  [author] Mar 1 @ 8:50pm 
Yes, I already fixed it, I recently sent the patch hehe. :captainsmooth:
Havel L. Krik Mar 1 @ 7:53pm 
But it was fixable?