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Don't force Outpost spawn inside a hull (Allow custom starter outpost)#16936

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ubertpendragon wants to merge 1 commit intoFakeFishGames:masterfrom
ubertpendragon:REGALIS-I-BEG-OF-YOU-ENABLE-MY-STARTER-OUTPOST-ITS-BEEN-TOO-LONG
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Don't force Outpost spawn inside a hull (Allow custom starter outpost)#16936
ubertpendragon wants to merge 1 commit intoFakeFishGames:masterfrom
ubertpendragon:REGALIS-I-BEG-OF-YOU-ENABLE-MY-STARTER-OUTPOST-ITS-BEEN-TOO-LONG

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@ubertpendragon ubertpendragon commented Feb 13, 2026

When determining where to spawn the crew in outposts, the game checks for a valid spawnpoint INSIDE A HULL

This check is useless, as you will always put spawnpoints inside hulls anyway.

/// <summary>
/// Returns the potential crew spawnpositions for the crew in the loaded outpost
/// </summary>
public List<WayPoint> GetOutpostSpawnpoints()
{
return WayPoint.WayPointList.FindAll(wp =>
wp.SpawnType == SpawnType.Human &&
wp.Submarine == Level.Loaded.StartOutpost &&
wp.CurrentHull != null &&
wp.CurrentHull.OutpostModuleTags.Contains("airlock".ToIdentifier()));
}

Removing this check will finally allow me to add a cool cinematic starter outpost intro to the campaign by spawning players in the descending shuttle.
I'm even willing to give you the whole thing for vanilla if you make it work

image image

https://cdn.discordapp.com/attachments/668819422919524352/1372243853498912838/StarterTeleport.mp4?ex=69909dad&is=698f4c2d&hm=8c11d69a11df110f9b3908b3b457e5cc0be234db4fb127d79a9b5bdbae6d89ff&

if you place your spawnpoints out in the open water and the crew dies on loading it's a skill issue
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