Barotrauma

Barotrauma

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Hazardous Reactors damage patch for neurotrauma
   
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File Size
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935.734 KB
15 Nov, 2021 @ 4:59pm
8 Sep, 2024 @ 6:22am
36 Change Notes ( view )

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Hazardous Reactors damage patch for neurotrauma

Description
Adapt rod & reactor damage to players so they stay dangerous, otherwise they deal near to no damage


Doesn't modify Advanced medecin/neurotrauma at all

Due to an ongoing issue the EK support is disabled until resolved


Load order :



-Hazardous reactor NT patch

-Hazardous reactor

If for whatever reason you mod cant be loaded on your server try this reupload

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3052934503

90 Comments
Divisionic 30 May @ 10:54am 
Hi, just wanted to share that putting this Mod above every other Hazardous Reactors patch (and generally every other Patch you have, really) will put a stop to spontaneous combustion of the Station Reactor.
Foxtrot39  [author] 17 Apr @ 10:47am 
If the items got the same identifier yes otherwise I doubt it
GameOne 17 Apr @ 10:44am 
Does this work with NT community fork?
Nigir:Er 12 Aug, 2024 @ 4:02pm 
Ok thanks for the quick answer!
Foxtrot39  [author] 12 Aug, 2024 @ 3:59pm 
Not in the near future, I'm looking into modifying the base mod affliction to streamline them, see if it improve performances

No point of changing the patch until that part is done
Nigir:Er 12 Aug, 2024 @ 3:40pm 
Well I dont know if its already mentioned or if its intended but, DNA damage from the hazardous reactors mod causes the vanilla internal damage affliction which is not a part of the neurotrauma mod. (you can still heal it but it uses the vanilla methods which conflicts with the neurotrauma mods purpose.) @Foxtrot39 do you have plans to change the damage types inflicted by HR's reactors with this patch?
<†>Baigle1<†>™ 1 Jul, 2024 @ 11:45pm 
Neutron and high energy ions will also inflate and turn metals into weakened foams over several sievert-weeks, aside from the EM causing local voltage and material damage over time, as well as ions physically damaging nanometer-scale logic gates if of an extreme intensity. A radiated robotrauma char could also retain and transmute lasting radioactivity to the dismay of human crew, but at a much lower intensity than primary sources.

Good idea. A simple set of upgrades using ceramics, simple alloy changes, and nanomaterials could completely shield and allow highly efficient absorption and usage of fuel rods if you wanted to have your char eat them as food/energy. They would technically last for many months or years, even at low conversion efficiencies, so they can be somewhat overpowered, but that is realistic considering the energy quantities, after all.
New York Man 16 May, 2024 @ 5:07pm 
I mean I'm askin cause I hate how I can't eat my crews fuel rods and fulgurium batteries when im at like 12% hunger lol. But if you want the radiation to interact with the robots just make it have slow movement or backwards controls since when radiation hits electronics, it causes certain functions to not work properly like causing a camera to get a static effect.
Foxtrot39  [author] 16 May, 2024 @ 3:11pm 
Depend how hard to rework the radiation interaction is for robot

Then I doubt its gonna go well performance wise
New York Man 16 May, 2024 @ 9:26am 
Plans on making a robotrauma patch for hazardous reactors?