Barotrauma

Barotrauma

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Hazardous Reactors
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12.523 MB
15 Jul, 2021 @ 9:39am
13 Jul @ 10:58pm
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Hazardous Reactors

Description
-IMPORTANT-

This Mod requires server-side Lua to function!

Instructions on how to install server-side Lua can be found here: Lua For Barotrauma



Hazardous Reactors is an overhaul mod that aims to make the life of an engineer much more interesting. It reworks the reactor and its associated items, and adds a series of new dangers and benefits to nuclear power on board a submarine.

Some features include:

  • Dynamic Reactor Damage

  • Dynamic Ionizing Radiation

  • Supercritical Warheads

  • New Afflictions

  • Extremely Hot Fuel Rods

  • Specialized Engineering Equipment

  • Radioisotope Thermoelectric Generators



In-depth guides to Hazardous Reactors can be found here: (English) [docs.google.com] (French) [docs.google.com]



-THE BASICS-

Ionizing Radiation

An invisible and potentially deadly form of energy that continuously emits from damaged reactors and uncontained radioactive material. The only way to reliably and accurately detect it is with a Geiger Counter. Engineers should keep one in their hotbar at all times. The more radioactive an object, the more dangerous it is.

The Reactor

When damaged, reactors will leak radiation at an increasing rate. Regular repairs are needed to keep the reactor in operating condition, and keep the crew safe from radiation exposure.

Do not attempt to repair the reactor with insufficient skills while it is online!
Failing the skill check will result in a steam explosion, sending you flying and damaging the reactor further. Power the reactor fully offline prior to repairing it. Once your skills are high enough, or you have bought upgrades to the reactor, you can safely repair it while it is operating.

Fuel Rods

Fuel Rods are no longer inert after they have been "activated," (i.e. their fission process has started.)
Once rods are active, they become extremely dangerous and should not be removed from containment.

Spent rods inside of a reactor should be transferred directly into containment vessels. Any direct handling of active rods should be done with tongs to prevent serious burns.

Different fuel rods have different hazards when uncontained.

  • Uranium/Thorium Fuel Rod- Emits high amounts of radiation. Will start fires if left uncontained for too long.

  • Fulgurium Fuel Rod- Emits EM pulses that will damage any electronics nearby.

  • Volatile Fulgurium Fuel Rod - Emits large EM pulses and will melt through hulls if left uncontained.

  • Incendium Fuel Rod - Emits extreme amounts of heat and will quickly start fires.

Specialized Tools

Hazardous Reactors adds a number of tools for the Engineer to use, making their lives easier and allowing for greater effectiveness on, (and off) the submarine.

  • Geiger Counter- A small handheld device that allows the accurate detection of radiation. Engineers and other personnel likely to encounter radiation should have one in their hotbar at all times. The more frequent the clicking, the more radiation is being detected.

  • Radiation Shielded Backpack- A shielded backpack with an inbuilt Geiger Counter, able to safely transport radioactive materials and other equipment an engineer needs to carry.

  • Shielded Crate / Shielded Cylinder- Devices used to safely store active fuel rods and radioactive materials.

  • Fuel Rod Handling Tongs- A set of heavy tongs, used to keep fuel rods at arms length when transferring them to and from containment. Doubles as a melee weapon, and is effected by any talents that effect crowbar damage.

  • Radioisotope Thermoelectric Generator- A type of nuclear power cell that converts heat directly to electricity. Will run on just about anything radioactive, and requires a special manual to craft and place.

Medical

At some point the engineer is going to crawl into medbay covered in burns and vomiting blood. You should know some things before you try to fix them.

-There is a possibility that the engineer in question is contaminated, possibly from exposure to dust while deconstructing radioactive materials. Ensure they are not a danger to you before treating them.



FAQ

Q: How do I safely repair the reactor without it blowing up in my face?

A: Power off the reactor, and vent pressure until the power output is zero. Once your skills are high enough, you can repair the reactor while it is running.

Q: Is Hazardous Reactors bot friendly?

A: Yes and No. Bots will happily kill themselves if left to repair or refuel the reactor on their own. If you set the bots to ignore the reactor and try to keep them out of the reactor room, there should be no issues.

Q: How can I craft a Crisis Warhead?

A: You'll need to create a supercritical rod by performing a controlled reactor meltdown. Beacon stations are an excellent way to do this.

Q: Is the mod mid-campaign friendly?

A: No, any active fuel rods will be ejected from where they are stored and cause massive fires on board the submarine.



Looking for compatibility patches? They can be found here.



-Special Thanks-

Barotrauma 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

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 Videogames

Hellcats Server Members : bug report & feedback

Milord for continuous feedback and suggestion

Polaris for Brazilian Portuguese translation

Gamerice for the Russian translation

Evil Factory's help with Lua

Ghostsheet's help with Lua based code

godnat for the French translation of the in-depth mod guide
Popular Discussions View All (11)
294
12 May @ 3:29pm
PINNED: Bug report section
Foxtrot39
113
6 Jul @ 8:26am
PINNED: Mod related questions
Foxtrot39
110
29 Apr @ 9:25am
PINNED: Suggestion/feedback section
Foxtrot39
1,030 Comments
Foxtrot39  [author] 4 hours ago 
I barely know anything about lua coding, the one who did it all is no longer working on the mod
Echo 12 hours ago 
@Foxtrot39
Since you are already using Lua you should be able to use the item.interact hook to put the item into tongs directly.
Foxtrot39  [author] 28 Jul @ 8:24am 
Code wise the game doesn't support picking up item on the floor and directly transfering it into another held container I.E the tongs

We tried that

Reactors are better handled exclusively by player as bot simply keep dropping and running away from rods as they're coded to flee danger

If I could code bots to not remove/replace fuel rods it would solve a few issues in that regard but AI stuff ain't something I know anything about in baro
codie_ralph 28 Jul @ 4:51am 
I would like to point out a few problems the rod tongs can't pick the roads up if they're dropped on the floor I would like to see slightly more variety when it comes to ways in the early game I had a bot drop a nuclear rod on the floor and cook the whole submarine I couldn't pick it up with the tongs it vaporized everyone and I am very salty:steamsalty:
SeaverBeaver  [author] 27 Jul @ 4:42pm 
I haven't changed anything in that regard. Nuclear Cartridges are from Enhanced Reactors.
Foxtrot39  [author] 27 Jul @ 4:45am 
maybe Seaver changed something
OAKENSHIELD43 27 Jul @ 4:39am 
So it seems instead of regular fuel rods Nuclear Cartridges need to be used instead in the Exosuit and the Rapid Fissile Accelerator.. I saw no mention of nuclear cartridges in any of the mod documentation. Can you update the mod documentation to include them please @Foxtrot39 ?
OAKENSHIELD43 27 Jul @ 3:54am 
Hey Folks, I've been having an issue with exosuits and the rapid fissile accelerator not taking fuel rods as ammunition and power using this mod. Are is anyone aware of any fixes?
Foxtrot39  [author] 21 Jul @ 8:16am 
Usually reactor catching fire (outside the outpost one but code wise I can't do much there due to how reactor stats are baked into the outpost module) is due to either

-Unsopprted reactor as Dead said

-Another mod override the reactor which disable the tag leading to situation 1
Dead 21 Jul @ 12:06am 
For those of you also having issues with nonvanilla/unpatched reactors lighting on fire as soon as they're started, adding a "hazardcontainment" tag to the reactor in the sub editor seems to fix it, in lieu of a proper patch for whatever mod the reactor is from.

As soon as an unpatched reactor contains an active fuel rod.. it ignites just like any unshielded container you place an active rod in, since it doesn't have the tag.