Barotrauma

Barotrauma

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Enhanced Reactors - Reactor Management (Add-On)
   
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25 Oct, 2024 @ 5:12pm
2 Jun @ 3:21am
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Enhanced Reactors - Reactor Management (Add-On)

In 2 collections by _]|M|[_
Barotrauma Deathwish
63 items
Casual Ironman Campaign
17 items
Description
IMPORTANT INFO:
This add-on is not compatible with bots! The reactor needs to be managed by a player!

It is recommended to not hoard empty fuel rods! Either drop them into the ocean, deconstruct them or refill them to reduce the performance impact if you're playing without lua installed.

An Enhanced Reactors Add-On:
You like the gameplay aspect of Enhanced Reactors, but you want just a little more to the reactor gameplay? Then the Reactor Management Add-On with its craftable reactor modules and fuel rod adjustments might be what you're looking for!

Fuel Rod Adjustments:
Fuel Rods have been reworked once more to provide less overall power for the reactor. That basically means depending on the fuel rod, you'll need multiple of them to have your reactor output its full power capacity.
Here's a list of how they've been adjusted in relation to the maximum power of the reactors:
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  • Reactor & Outpost Reactor:
    - 1x Uranium Fuel Rod: 20%
    - 1x Thorium Fuel Rod: 35%
    - 1x Fulgurium Fuel Rod: 50%
    - 1x Volatile Fulgurium Fuel Rod: 100%

  • Reactor (Mini):
    - 1x Uranium Fuel Rod: 50%
    - 1x Thorium Fuel Rod: 80%
    - 1x Fulgurium Fuel Rod: 125%
    - 1x Volatile Fulgurium Fuel Rod: 250%

  • Reactor (Small):
    - 1x Uranium Fuel Rod: 40%
    - 1x Thorium Fuel Rod: 70%
    - 1x Fulgurium Fuel Rod: 100%
    - 1x Volatile Fulgurium Fuel Rod: 200%

  • Slow Reactor:
    - 1x Uranium Fuel Rod: 30%
    - 1x Thorium Fuel Rod: 40%
    - 1x Fulgurium Fuel Rod: 65%
    - 1x Volatile Fulgurium Fuel Rod: 130%
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To compensate for having to use multiple fuel rods, their lifetimes have also been adjusted as follows:
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  • Uranium Fuel Rod:
    - From 100hp to 200hp.
  • Thorium Fuel Rod:
    - From 200hp to 300hp.
  • Fulgurium Fuel Rod:
    - From 150hp to 350hp.
  • Volatile Fulgurium Fuel Rod:
    - From 200 to 300hp.
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Your fuel rod consumption will still be somewhat increased unless you make use of fulgurium or volatile fulgurium fuel rods.

Reactor Modules:
All reactors now feature an additional slot for modules.
Modules can only be crafted and require expensive and harder to get materials, making them mid- to late-game items.
Modules can be stored in crate shelfs and can be swapped in and out of the reactor whenever you want, even when the reactor is turned on. There are no dangers to module swapping.
There are currently 4 modules available:
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  • Extra Turbine:
    Increases the effectiveness of fuel rods, resulting in less fuel rods required to reach the maximum power output.

  • Extra Shielding:
    Fully prevents radiation from leaking out of the reactor, should it be damaged.

  • Fail-Safe CPU:
    Adjusts the reactor to prevent it from entering a critical state after an unsuccessful repair attempt, basically allowing you to repair the reactor while it is on.

  • Meltdown Preventor:
    Fully prevents a meltdown and the accompanied nuclear explosion, but the module will be destroyed in the process.
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Load Order:
- Enhanced Reactors - Reactor Management (Add-On)
- Enhanced Reactors
34 Comments
_]|M|[_  [author] 7 Jul @ 11:05am 
@Engi Man: That problem has been fixed a month ago. If you're still experiencing it, it might be caused by a mod conflict. Are you using any other reactor mods alongside this?
I've tested with vanilla submarine combat missions as well as DynamicEuropa pirates and outposts and found no issues.

The way it works is the game loads an event in the background that checks for enemy and outpost reactors, then deletes all fuel rods from them and places a special fuel rod into them, that provides 100% power output and doesn't drain. For the player it looks and acts like an empty fuel rod when interacted with.
Engi Man 7 Jul @ 3:12am 
addon is cool but has a big problem with npcs, every enemy sub or npc subs are always out of power because of low efficency fuel rods. since game is built upon 1 uranium rod can power the sub, it breaks npc sub stuff
_]|M|[_  [author] 2 Jun @ 3:22am 
@Chasquis: Thanks for reporting this! It's now fixed :steamthumbsup:
Chasquis 31 May @ 8:50am 
As an additional note, this means the uraniumfuelrod_er can still be used to power exosuits.
Chasquis 31 May @ 8:49am 
Hello again Herr M, with only Enhanced Reactors and this Add-On there are now two basic Fuel Rod recipes available. The Add-On...adds...item uraniumfuelrod, and Enhanced Reactors has uraniumfuelrod_er. Crafting the non-duplicated rod recipes gives the items from the Add-Ons.

So perhaps there was a slight switcheroo there.
Nuke's Top Guy 20 May @ 8:01pm 
does swapping modules instantly melt down and detonate the reactor for anyone else?
DarkMein 19 May @ 1:25pm 
Yeah... I've taken a look at the code while trying to check why one of my players was being constantly dropped with timeouts... and yeah, it's a mess.

I have made it work even while the numbers doesn't make sense, thanks anyway for your help, at least now I have a little more difficulty by the need to manage different types of rods and the need to switch them as if a thorium rod completyelly depletes, the power output drops considerably.
_]|M|[_  [author] 19 May @ 10:06am 
@DarkMein: No idea honestly. That sounds like Barotrauma is once again just being weird with its spaghetti code behavior :captainsinful:
DarkMein 19 May @ 8:56am 
Ok _]|M|[_, the reinstall step has worked, no need to change the mod load order at all, something was wrong and the reinstall through the mod menu has correcetd it, now I can see the special slot, I assume the new fuel behaviour will also work.

The only thing that I currently do not understand is how the new rod fuel efficiency works, per example, I have a reactor capable of providing 7200w with the upgrades (vanilla reactor with 4 rod slots), if I use 2 thorium rods, I get a max of 3400w (but 35+35=70%, so I expected to get 7200*0.7=5040w), then if I insert an additional uranium rod the reactor reaches 7000w (35+35+20=90%, 7200w*0.9=6480w)

So on first case I get less power than expected, on second case I get more power than expected...it doesn't make sense, why does adding a single uranium rod improve the performance so much? What is wrong about my calculations?
_]|M|[_  [author] 18 May @ 11:15am 
I've just tested. It's working perfectly fine for me.
I only had Enhanced Reactors and this add-on active while testing and everything was working as intended both with and without lua installed.
I recommend fully reinstalling both mods via the mod menu ingame
Mods -> click RMB onto the mods -> View Details -> Top right corner click the circular arrow to reinstall it.