Barotrauma

Barotrauma

DynamicEuropa
3,600 Comments
Protogens 101 15 Aug @ 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 15 Aug @ 10:30am 
nevermind - it was just updating. Turns out the mod is pretty big lol
hUbert 2  [author] 15 Aug @ 10:19am 
Reinstall if it doesnt
oreokat 15 Aug @ 10:17am 
neither does HE
oreokat 15 Aug @ 10:16am 
this mod doesn't show up in my modlist anymore?
hUbert 2  [author] 14 Aug @ 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] 10 Aug @ 1:34pm 
Big update released for HUNGRY EUROPANS, check it out!

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2954998725
MooRay 4 Aug @ 9:39am 
Сука ответил
MooRay 4 Aug @ 9:39am 
Должно быть поидее
Cago 2 Aug @ 9:49am 
суки ответьте
Cago 2 Aug @ 9:49am 
бездна есть?
KIT_KATTEN 1 Aug @ 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 1 Aug @ 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] 31 Jul @ 1:44pm 
In the meantime I've been working on Hungry Europans, expect an update soon for that mod
hUbert 2  [author] 31 Jul @ 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 ✨ 31 Jul @ 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 ✨ 31 Jul @ 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 ✨ 31 Jul @ 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 ✨ 31 Jul @ 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 29 Jul @ 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] 26 Jul @ 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 26 Jul @ 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 21 Jul @ 1:31pm 
oh nvm i found turns out i just havent checked changelogs in a while
Yeetus Cheetus 21 Jul @ 1:29pm 
The only major mod im using is this one
Yeetus Cheetus 21 Jul @ 1:29pm 
How do I use zealot robes? I got zealot robes yet i still died to husk infection
Piss Addict 21 Jul @ 4:18am 
why did you fuck up morphine you proud of yourself?
Piss Addict 20 Jul @ 8:01am 
why are outposts full of nothing?
hUbert 2  [author] 18 Jul @ 12:22am 
Wear a clown outfit, get inside, shoot
Comrade Smartass ☭ 18 Jul @ 12:20am 
Can someone explain the use of the "clown delivery system"?
_]|M|[_  [author] 9 Jul @ 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 9 Jul @ 9:40am 
@_]|M|[_ so first of all i need to have coalition rep near 0-30 ?
_]|M|[_  [author] 9 Jul @ 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 9 Jul @ 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 7 Jul @ 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] 7 Jul @ 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 7 Jul @ 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
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if i host and my friends try to join its fine they can join as normal couldnt find any solutions online
Natsuk 7 Jul @ 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 7 Jul @ 3:59am 
thx for update
hUbert 2  [author] 6 Jul @ 10:29pm 
very small update that fixes error messages and missing mission text, wish I had more content but I'm cooking on Hungry Europans instead
gev220 6 Jul @ 3:30am 
you can update the mod, it doesn't work with the new hotfix and the game crashes.
hUbert 2  [author] 5 Jul @ 11:44pm 
There isn't much to do in hydroponics currently without HE
T'erissk 5 Jul @ 9:41pm 
@CloakTheMailman You can potentially get seeds and pomegranate stuff. SOME outposts may have a cafeteria to grab food from (purchase) for some buffs temporarily.
CloakTheMailman 5 Jul @ 4:53pm 
What's the benefits of visiting hydroponics? It says there's food here but I don't have hungry europans
autopsy hassan 1 Jul @ 2:41pm 
seems like it's not working with the new hotfix...
BrotherVarga 1 Jul @ 7:08am 
hey yo there is mud-raptor racing? that is awesome
只会一点点 30 Jun @ 12:45am 
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Poly 28 Jun @ 9:03pm 
what reputation is needed to be able to get the mission to attack a different faction's base? i got rep 100 with the jovian separatists, and -60 with the coalition, and have been going about from military base to military base and it hasnt really given me a mission to attack a coalition base yet
randomeman2468 27 Jun @ 8:14pm 
what are cd used for? also how will this mod change with the new update dlc?
hUbert 2  [author] 25 Jun @ 10:54pm 
Yes, we can't do partial NPC overrides so we have to override the entire outpostnpcs1 set