Barotrauma
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Hazardous Reactors
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15 juil. 2021 à 9h39
11 nov. à 8h32
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Hazardous Reactors

Description
Avaiable patches down in the description

Supported languages FR/EN ; PTBR/RU currently outdated

Github link if anyone want to contribute

https://github.com/Foxtrot39/Hazardous-reactor-main-mod

FAQ/troubleshooting and patches in the mod description read before asking

Content & description


This mod aims to overhaul nuclear reactors by making them a lot more dangerous to operate, somewhat like ITA tried to do but I found the reactor aspect somewhat lackluster, this mod I made is aiming to remedy this

-Reworked reactor, with custome meltdown and repair failure effects

-New afflictions

-Reworked radiation

-New items

PSA

The mod make reactor room dangerous, if the sub use it as a sort of crossroad it will cause serious issues as when it gets damaged it will quickly irradiate anyone without adapted protection

Do NOT add the mod mid campain without following instructions below or prepare to have a massive game freez followed by the entire sub being on fire as all rods become active an get kicked out any container they where stored in

If you still want to add mid game : sell all but 4 fuel rods and put all 4 remaining rods inside the reactor

Not suited to be used with bots as they can't handle rods without causing fire everytime, you can bypass this issue by ordering them to not interact with the reactor at every round start.

Reactor operating manual : this is the ingame manual, spawn in cabinet and can be bought at any station.

The manual doesn't update itself, decon and recraft it to update it


Detailed mod info here, due to steam blocking Google doc link copy paste it in your browser directly

https://docs.google.com/document/d/1hIkECTNdNHFigStPyrIsGRvook07WmLUKbe4n-HS3E4/edit#heading=h.rukg85h6soll

FAQ/common troubleshooting

Q: Why are my junctions continuously breaking in seconds?

A: You have a heated fulgurium rod or one of its variant outside a container somewhere on your sub

Q: How do I safely repair the reactor as it randomly blow up in my face?

A: Standard procedure is as following :

If reactor is still in overall good condition with a engineer jobgear (radiation protection) :

1.Turn off reactor and wait until its lights are out => reduce repair failure to 0%

2.Repair reactor

If reactor is badly damaged wear a diving suit (PUCS grants high resistance) and iodide potassium before proceeding as usual to prevent getting instantly fully irradiated/contaminated

Q: Why can't I store fuel rods anywhere?

A: Fuel rods, in order to work like I intended, are restricted to a few containers only due to coding restrictions : fuel transport crate, EK fuel truck and the single unit fuel carrier.

Note the last item allow you to store rods in any container accepting toolbelts

Q: Why can't I craft the warhead?

A: The rods needs to be above 50% condition, the game doesn't handle minimum condition requirement above 0% so it doesn't tell you.

Q: Why can't I use ruined oupost reactors with fuel rods other than uranium/thorium?

A: Station reactor while playing can't be affected by override even if the reactor used is overriden. Beacon stations on the other hand do work with them.

Q: The mod is working but I can't repair the reactor before radiation leaks start to go out of control, why?

A: The game since the modding refractory update save the repair section of the reactor in the sub file, wich bypass my override and make it default to vanilla value

Q: Why is reactor not working with fuel (fission gauge bar totaly red)?

A: Improper installation of Lua for barotrauma, after activating Lua:

-Host a game

-In lobby open console (F3) and enter "install_cl_lua"

-A text box should tell you to restart the game to complete installation

Compatibility patches/infos

EK mods : all diving suits compatible by default

EK dockyard (reactors & diesel engine) : to be done

Baracraftable+ : compatible

Visual variety pack :

https://steamproxy.com/sharedfiles/filedetails/?id=2564921308

Enhanced armement patch :

https://steamproxy.com/sharedfiles/filedetails/?id=2912049119


Advanced medecin / Neurotrauma : patch avaiable to make the damage relevant again (visual variety pack reactor error can be ingored if not used, just didnt want to make more patches than necessary)

https://steamproxy.com/sharedfiles/filedetails/?id=2655920928

BAO : now defacto compatible due to it being a core package

ITA patch: (Only prevent to obtain incompatible item for now)

https://steamproxy.com/sharedfiles/filedetails/?id=2724006781

Dynamic Europa pirate mission crash on loading error

https://steamproxy.com/sharedfiles/filedetails/?id=2986444948

Special thanks to

Baro modding discord and all the people who gave me small bits of help here & there

Jlobblet for proof reading my dump of a code more than once and teaching me some xml basics

ITA mod team, due to my fuel rod system being basically the same as theirs without workarounds I can use to avoid plagiarism I can't take credit for that work

Pунᛟльв helping me with a rather big flaw with the reactor

MasonMachineguns & Da_Morgan for ideas and bug reports

Krzeszny for the mod frontpage image

Geraiz for critical volatile rod sprite

The Ninja Scout for helping me to fix stuff

EK mod series author, due to lack of communication to report bug I integrated some assets into the mod : incendium rod and fuel rod truck

Hellcats server members : bug report & feedback

Milord for continuous feedback and suggestion

Polaris for Brazilian Portuguese translation

gamerice4 russian translation

Evil Factor help with Lua

Ghostsheet helping with lua based code addition & other stuff
Discussions populaires Tout voir (11)
297
19 aout à 8h22
ÉPINGLÉ : Bug report section
Foxtrot39
115
17 aout à 5h29
ÉPINGLÉ : Mod related questions
Foxtrot39
112
29 aout à 20h43
ÉPINGLÉ : Suggestion/feedback section
Foxtrot39
1 052 commentaires
Foxtrot39  [créateur] Il y a 2 heures 
The rod spawn event is tied to the reactor so if another mod change the reactor it may disable the code spawning it

Mind the reactor needs to be running when detonated to spawn them
Laptop Il y a 13 heures 
I have put the rod inside the reactor and detonated it, for some reason, it isnt spawning a supercritical rod. We are running a few mods, could that be interfering with it spawning
Laptop 6 nov. à 8h28 
Thanks, helps alot.
Foxtrot39  [créateur] 3 nov. à 8h29 
Supercritical only occure if you had a volatile fulgurium or an incendium rod in the reactor

The reactor must EITHER overheat until a fuel meltdown occure (this doesn't blow up the reactor) or detonate a running reactor with it inside

Letting the reactor detonate from overheat will blow up the rod as they spawn not too long before the reactor blows

Then the rod do have a time limit as they burn up but you have a few minutes to get it

IMHO I recommend using your own reactor to make them as long the fabricator is linked to a battery to use it

Without PUCS its not an option to even attempt to grab one
Laptop 3 nov. à 7h32 
How does retrieving a super critical rod work? I've detonated a enemy sub's reactor quite a few time and there is no supercritical rod waiting for me there when I come back to it after it explodes. Does it disappear after a short while or is it just not spawning due to mod conflict?
Foxtrot39  [créateur] 23 oct. à 9h00 
Yeah talked with seaver about it, its not an issue its a consequence due to how the rod are made within the mod
Engi Man 23 oct. à 0h30 
also, the icon issue kind of persists, you can hover over a dropped fuel rod and the holo of the broken sprite is visible, its tilted just like in the icon
Engi Man 23 oct. à 0h15 
reactor burning from nothing is a incompatability with immersive repairs or anything that overrides how reactors work apart from hazardous
fix is simple, load hazardous above them
Foxtrot39  [créateur] 19 oct. à 7h11 
Might have a solution about the mission but hell, chain events coding will take some serious time to archieve, let alone having a chance to test it due to its nature

The event alone is 15-20x longer code wise than the mission code itself and will need a few extra files on top for the text options

And not sure I can even lock it behind a faction specific NPC on a faction specific station
Foxtrot39  [créateur] 19 oct. à 5h37 
Not sure how lock some mission behind a specific faction, those are old dating from before station had dedicated faction attached to them

Will fix the genade