Barotrauma

Barotrauma

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More Abandoned Outposts Chaos
   
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10 Jan @ 3:33pm
10 Jan @ 4:04pm
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More Abandoned Outposts Chaos

Description
Updated version of More Abandoned Outposts

Why is this a seperate mod?
Not everyone want to almost only have Abandoned Outposts everywhere so I made this seperate version.
It's way more chaotic as the name suggests and that's why I made it.

Note: I haven't done much or any testing yet.

How does this work now?
  • All normal Outposts have a chance to turn Abandoned under conditions:
    • +10% if 2 moves away on the map from an Abandoned Outpost
    • +15% if 1 move away on the map from an Abandoned Outpost
    • is NOT 1 move away on the map from a: City / Military / Mine / Research; if is nearby one of these locations, the Outpost will not transform
    All of these can trigger once the location has beeen discovered on the map.
    Examples in the pictures (if they are not there then I still didn't make them)

  • There are no empty spaces, if they exist - they are quickly turned into Abandoned Outposts once discovered. (unless saved by a special location nearby, like a miracle)

  • All objects on the map have a good chance to have a beacon station in between them, instead of only empty spaces having that chance. (only applies if the campaign was started with the mod enabled)

Load order?
  1. More Abandoned Outposts Chaos
  2. any other mod that overrides the mentioned stuff™

What does this mod override?
  • locationTypes.xml
    • "None" Location
    • "City" Location
    • "Outpost" Location
    • "Abandoned" Location
    • "Military" Location
    • "Mine" Location
    • "Research" Location
9 Comments
thunkinator 12 Jul @ 11:57am 
Can actually confirm, this works 100% with DynamicEuropa. It's just not gonna be AS numerous, but there's still a noticable amount of abandoned outposts.
Racc  [author] 20 Jun @ 12:16pm 
the mods are not related to eachother in any capacity - aka: no, they won't conflict
Aragog 20 Jun @ 10:57am 
will it conflict with stations from beyond?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2585543390
Racc  [author] 2 Jun @ 5:51am 
Yes. Although missions give a temporary immunity to being changed to another outpost variant after an abandoned outpost mission. But the overall answer is still yes.
Racc  [author] 19 Feb @ 1:19pm 
I doubt that it does. Can't deny, won't confirm.
thunkinator 19 Feb @ 9:18am 
Does this have compatibility with DynamicEuropa?
Eldirtch 21 Jan @ 6:44am 
Hey, that works for me! I've got a bunch of friends that like outpost combat, but they're few and far in between by default. It looks like this mod is just what we need, and as long as it doesn't break the campaign in progress that's plenty enough for me. Still thank you for explaining (again) how it will handle mid-campaign saves.
Racc  [author] 21 Jan @ 6:37am 
In short - yes. But some things -no
Like the description says but I'll just repeat myself:
It will change empty spaces to Abandoned Outposts and those can cause more Abandoned Outposts to spawn nearby, but it won't cause half of the map to turn into Abandoned Outposts as soon as it's enabled. It can happen but it's like rolling a dice every time you start a mission to see if the affectable ones change.
Eldirtch 20 Jan @ 7:00pm 
Nice, works mid campaign?