Barotrauma

Barotrauma

Hazardous Reactors
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Update: 18 Nov, 2021 @ 11:15am

Safety & Crisis update

Scraped workshop page in favour of a google doc for more in depth information

Fixes

-Small minor fixes

-Reactor no properly appear on the status monitor

-Volatile fulgurium event error ( lightcomponent is not a container error)

New features

-Dry and wet meltdown, defined by if reactor was flooded or not when it breaks

Wet meltdown are safe as in the reactor break and fuel being lost but without other effects

Dry meltdown will always trigger Worst Case Scenario Meltdown such as explosion, EMP effect and casual loss of half the sub hull

-Crisis meltdown scenarios

-"Hot rod" affliction with icon, no more dying holding rods without knowing why for newcomers

-Repair failure are now dependent of the contained rod, to avoid game code bug (failure can occur when it shouldn't be able to) I added a "dud" (vanilla mechanical repair failure) when no fuel is inside.

-Wreck reactor now emit radiation and has a chance to have a new item inside when looted.

New items

-A new impact sensitive explosive compatible with railgun shells

-Crisis items : super critical alien rods and corium

-Fuel transport cylinder, a lightweight singe slot storage solution to carry rods with both hands free, also secure them for storage in standard lockers and cabinets, may be used for more than just storing fuel.

-More crap no one will likely read in the in game manual item



Changes

-Modified skill requirements for the mod's medical item see google doc for more info

-DTPA description to make it clear its an accessible alternative to anti-rad, can now be used twice per item.

-Changed fuel crate crafting cost

Reactor tweaks

-Lowered electrical connection skill check from 55 down to 45

-Tweaked 1 radiation effect

-Repair threshold increased to 80 condition or lower (modifié)
12 novembre 2021

Update: 10 Nov, 2021 @ 6:57pm

Removed

-Currently unused code for a planned feature

Fixed

-Override error on the particle prefab

Update: 8 Nov, 2021 @ 12:24pm

-Removed a codeline that wasn't meant to be present

Update: 8 Nov, 2021 @ 12:19pm

Fixed

-Reactor radiation not working

-Geiger effect of the reactor being active when it shouldn't be

-Rod being active when they shoudn't be

Removed

-Rod quality as increase in their durability would lead them to be permanently active

Changed

-Durability loss of incendium on impact down to 5 from 20

Update: 6 Nov, 2021 @ 6:39pm

Reverted change to reactor as hotfix

Issue being electrical failure on reactor can occure even when its turned off leading to simply being nigh impossible to ever repair it without havign the skill, meaning early game was simply impossible

-Rod carrier crate can now hold stack of 4 items

Since there are no other storage option for rods they got expanded for QoL reason

Update: 6 Nov, 2021 @ 9:51am


-Lead plated vest, the way body armor work with radiation made it actually give no real protection as exposed limbs would still give you the full dosage of radiation

Changed

-Reactor now affected by the engineer PHD talent perk

To do so I had to remove the mechanical skill check, in exchange I increased engineer skillcheck to 150

-Fulgurium and volatile variant rod changed active effect to deal heavy damage to junction boxes instead of forcing item voltage to 0

Reason being the check for all nearby electrical item tanked performances to unplayable levels when the rod wasn't contained

Update: 5 Nov, 2021 @ 10:45am

Fixed

-Reactor PDA opening fuel storage instead of the reactor

-Status effect error for fuel rod xml post meltdown when using incendium or volatile fulgurium

Update: 4 Nov, 2021 @ 10:24am

Among the Ancient update

-Nerf to incendium rod

The high heat generation make the reactor with just one rod run below 10% fission making the rod last a lot longer than planned so I tried to discourage their use without taking out their utility for fuel efficiency

Lower its durability from 150 down to 50 to reflect the "faster" burnout of the rod compared to others in its description

Made it also slightly damage the reactor every second and burn slightly neaby entities

A flare sound loop let you know when incendium is inside the reactor

-Radiation sickness now has a build in geiger counter sound effect, sound starts at 25% radiation sickness

-Lower thorium rod durability down to 300 from 400

-Updated the in game manual to reflect the changes

-Changed lights effect on the reactor : the overheat lights now only shows up when the reactor condition is critical

-Visual & sound effect for reactor coolant rupture right before and after going critical (stage 1 only), serve as cue to why you take burn damage at this point


Updated the new items from Among the Ancient update

-All rods : added quality the new system and the code to allow them to be used with the fission accelerator ( couldn't fire the weapon otherwise )

-Nuclear salt bomb (or whatver its called) after emitter also give out contamination

-Slipsuit : self patched as it take the combat suit stats with the new "variantof" parameter introduced in the update

-Volatile fulgurium rod : is roughly half the respective strength of incendium and fulgurium but also carries over many of their drawbacks

Changed its crafting template to use fulgurium and incendium

-Depleted rod : should be now allowed to be crafted with incendium rods too

-PUCS : contamination immunity added


Removed

-Utility diving suit : Removed since PUCS can fill that role now

-Super Critical rods : Due to a code bug introduced with the update I removed them until the devs patch it


Fixed

-All diving suit models when worn

-Rod active effect

- No more burn damage when reactor is offline under 25% condition

Update: 25 Sep, 2021 @ 8:53am

-Fixed outpost reactor bot safety not working leading to bots getting irradiated

-Cleaned the bloodvomit decal a bit, should now be only blood

-Anti rad updated to treat contamination too

Update: 13 Sep, 2021 @ 12:13pm

-Fixed (?) radiation doing damage when it shouldn't with damages it wasn't supposed to have, added back the grain effect to max radiation level (stage 4 & 5)

-Changed DNA damage to apply damage a bit later after the icon show up and its death sequence when it reached 100%

Honeslty no idea what the bug was but just changing value back & forth seems to have fixed it