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Inability to define a specific Beacon/Wreck as part of a mission

Open JeroonBosch opened this issue 10 months ago • 3 comments

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

JeroonBosch avatar Feb 25 '25 13:02 JeroonBosch

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

Image

ubertpendragon avatar Feb 26 '25 08:02 ubertpendragon

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

ubertpendragon avatar May 24 '25 10:05 ubertpendragon

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.

NotWendy avatar May 24 '25 13:05 NotWendy

Addressed in https://github.com/FakeFishGames/Barotrauma-development/issues/6769, closing

Regalis11 avatar Aug 15 '25 05:08 Regalis11