Barotrauma

Barotrauma

Hazardous Reactors
Showing 131-140 of 145 entries
< 1 ... 12  13  14  15 >
Update: 26 Jul, 2021 @ 10:06pm

Fixed missing sprite for stored utility suit

Update: 26 Jul, 2021 @ 4:28pm

Differential explosion depending if fuel was in the reactor or not; tweaked reactor explosion range and effect accordingly

Fixed suit or Potassium Iodide stoping DTPA to have any effect (spaghetti code on my side)

Fixed missing vanilla suit protection vs contamination (forgot to activate the xml), can't do diving mask as it ignore the modifier I put on it

Contamination also deal some DNA damage

Fixed reactor giving contamination when it shouldn't at an extremely fast rate

Tweaked radiation sickness : now decays over time

Learned that I didn't needed to update mod to add new XML for testing, expect less random update with broken content

Potential bug : rods don't get depleted on meltdown

Update: 25 Jul, 2021 @ 2:29pm

Lead plated vest no longer act like a bulletproof vest (modified resistances against other damages)

EK utility suit patched to protect against contamination

Fixed reactor no catching fire under 10% condition with a rod inside

Tweaked reactor affliction proc time to be a bit more performance friendly

tweaked rod stats and corrected them using the wrong colour scheme

Update: 25 Jul, 2021 @ 10:46am

-Fixed major issue with the radiation affliction caused by an attempt to slow down player depending of radiation sickness

Update: 24 Jul, 2021 @ 7:52pm

Potassium iodide also protect vs contamination

Fixed lead plated vest making you run like sonic instead of slowing you down

Update: 24 Jul, 2021 @ 7:28pm

Radiation sickness is no longer visible with med scanner, very slowly decay over time

Added contamination system, full body suit and closed breathing apparatus helps to protect against it

Warning this make a soft incompatibility with any non patched diving suits as they don't protect against it

Changed Potassium Iodide resistance strength so it has a min of 40% and max of 90%

Fixed a flaw causing "Chernobyl 2 Electric Boogaloo" to occure when repairing a destroyed reactor

Fixed fuel rods stoping glowing once depleted

Slightly altered Iodine icon color courtesy of Krzeszny, make's it a tad more different from carbon

Added lead plated vest courtezy of Billy Barnacle for the sprite

Removed fulgurium batteries and bars from all but research station, pumped up the price by a significant margin and restricted to 1 of each max if they even sell it

Halved reactor passive radiation AOE rnage

Update: 20 Jul, 2021 @ 5:14pm

Radiation revamp 2.0 "invisible death"

No more affliction icon and TV static visual telling you're irradiated, moved burn damage and nausea to mid-high radiation level.

It has 4 stages by step of 25% affliction the 2 first stage give very subtile clue the other 2 stages make it obvious with nausea and burn, each give out dna damage

Med items

Changed decription a bit to reflect their slow action (so you don't think its broken)

Update: 20 Jul, 2021 @ 9:10am

Med items change

DTPA : Effect duration lowered to 60s

DNA stabiliser : Effect duration lowered to 60s (because affliction reach 100% at 80 value)

Fuel rods change

Put rod avaiability on par with vanilla game : thorium may only be bought at cities and fulgurium can only be obtained via wreck loot/crafting

Update: 19 Jul, 2021 @ 3:01pm

On new campain

-Patched incendium/thorium and fulgurium rod to no longer spawn on player sub

-Reduced ammount of DNA stabilizer spawning in med locker

Medical item change

-DTPA & DNA stabilizer : duration extended from 10s to 2min but effects halved making them slow acting drugs with more potency overall

-Outpost reactor implementation done

Update: 19 Jul, 2021 @ 9:22am

Fixed wrong path for reactor electrocution sound