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World / Map Total Conversion

DynamicEuropa

Rebuilds Europa as a living world: 20+ specialised outposts that grow, get attacked, can be taken over or destroyed; spreading monster lairs and husk swarms; a biome overhaul; integrated pirate content; and food/roleplay flavour. Your routing and faction choices drive the whole campaign.

Fresh campaign required Never remove mid-campaign Total conversion · very bottom
What it is
A campaign-mode world overhaul by hUbert / _]|M|[_ / MasonMachineGuns. Official wiki: dynamiceuropa.wiki.gg.
Load position
The very bottom of the list (everything else loads above it).
Hard rules
Requires a fresh campaign on first install and must never be removed from an ongoing campaign — doing so kills the map. Locations only update behind the sub, not ahead.
Bundled
Integrates Pirates Ahoy! content and a subset of Hungry Europans food/drinks.

🌏The location system — 7 outpost families

Regular outposts come in 7 families, each split into tiers. The family decides which services exist; higher tiers add more (missions, stores, NPCs, crew-for-hire, sub upgrades). Not every outpost offers every service — a clinic has no hire/store/upgrades — so plan routes.

FamilyPurpose / servicesTier examples
HabitationGeneral colonist settlements; broadest service mix at higher tiersHamlet → Village → Town → City (tier names)
MilitaryArm/upgrade the sub & crew; spare weapons/security; can deploy Military Forces to clear nearby Feeding GroundsCamp → Base → Fortress
MedicalHealing & medical goods; no hire/store/upgrades at clinic tierClinic → Hospital
ResearchLabs / study stations; research servicesLab / Study
MiningResource extractionMine
IndustrialProduction / manufacturingFactory
FoodCurrently just Hydroponics (grow plants, feed Europans); offers missions, hire, foodHydroponics

Other notes: Construction Sites & Surveys are special outposts that can't be reactor-destroyed (flood them 50% instead). Outposts can come under monster attack, and an outpost exposed to Jovian radiation for ~10 rounds becomes an Abandoned Outpost. Job boards only offer a job ~20% of the time (tunable with the cheat-spawned DE-Configurator).

Faction-specific & special locations

Outpost takeovers

1
Build faction reputation (and reach ≤ −30 reputation with the enemy faction for takeovers to appear).
2
Your first takeover is a mission from a Sergeant NPC; clear it.
3
The Sergeant gives you a radio; activating it lets you start manual takeovers thereafter.
4
Eliminate the defenders. Known quirk: flooding/explosives may register as Mission Failed — finishing enemies in melee is the reliable route.

💥Outpost destruction

  1. Bring explosives (detonator, grenades).
  2. Kill every NPC at the station.
  3. Blow up the reactor.
  4. With every NPC dead and the reactor destroyed, the station is marked destroyed.
  5. Exception: Construction Sites & Surveys can't be reactor-destroyed — flood them to ≥50% instead.

🐛Monster lairs, feeding grounds & husk swarms

Pirates Ahoy! (integrated)

Three signature mission types, all with stronger-hulled, bigger-crewed pirate vessels and ~double the payout of vanilla pirate missions:

There are 11 collectible music CDs (40s–2:30 mono loops). Pirate outposts work like habitation outposts with city-tier + pirate goods. Signature vessel: the Warden.

🍽Hungry Europans integration

DynamicEuropa bundles a small subset of Hungry Europans foods/drinks for flavour. For the full experience — butchering, cooking, hunger/thirst, the Chef job — install the full Hungry Europans mod and place it ABOVE DynamicEuropa. Full HE adds a Meat Cleaver (butcher any corpse, incl. husks; husk meat makes husks neutral to you), ingredient-buff meals, optional Hunger/Thirst and NEEDS systems, alcohol/gardening reworks, and kitchen stations. Note: Performance Fix can distort food/thirst values; Neurotrauma needs a patch.

Practical campaign tips

Incompatibilities & load order

DE overrides a lot. Without a patch, expect conflicts with mods that add missions, modify/add factions, add hireable characters, or edit the map/biomes. Compatibility-patch collection: id 3440594332.

Load ABOVE DynamicEuropa (dev-confirmed)

  • Any DE compatibility patch
  • Enhanced Husks
  • Enhanced Reactors
  • Immersive Repairs
  • Hungry Europans

Load order doesn't matter (dev-confirmed)

  • Artifacts & Ruins Enhanced
  • Barotraumatic (+ Creature Pack)
  • Improved/Enhanced Husks
  • More Level Content
  • Neurotrauma
  • LuaCsForBarotrauma

Wreck & beacon mods are "generally always compatible." Mods with custom traders are usually NOT compatible (placed below DE you may keep the mod minus its trader).

Sources

PreviousNeurotrauma