Inability to define a specific Beacon/Wreck as part of a mission
Discussed in https://github.com/FakeFishGames/Barotrauma/discussions/15676
Originally posted by ubertpendragon February 25, 2025 We have the possibility to make manually triggered Beacon/Wreck missions (as given by a NPC), but it's impossible to define a SPECIFIC beacon/wreck to be spawned in the level. It still picks a random wreck out of the pool.
This robs modders of the ability to make unique beacon/wreck encounters
There is code for forcing a beacon, defined in BIOMES
ForceBeaconStation="Content/Map/BeaconStations/BeaconStation_AlienResearch.sub">
There is code for forcing a pirate ship, defined in MISSIONS
<SubmarineTypes>
<Submarine path="%ModDir:2532991202%/EnemySubmarines/Pirates/U-41SPartyPirate.sub"
I assume it wouldnt be too hard to force a beacon/wreck .sub file
Something I didnt consider would be to prevent those beacons/wrecks to appear in the random pool, although setting min/max difficulty to 0 might work
Note that even with a custom mission defined, with its own custom event, it will not stop regular beacon events from triggering, which means mudraptors may end up spawning inside the cool custom beacon that was planned and eat your NPCs
It'd be nice if we could tag beacons and wrecks the way we tag outpost modules, so that those tags could then be used when defining the pool of structures for a mission.
Addressed in https://github.com/FakeFishGames/Barotrauma-development/issues/6769, closing