Barotrauma

Barotrauma

Hazardous Reactors
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Update: 14 Oct, 2022 @ 4:43pm

Fuel rod rework (volatile rods will be done at a later time)

Update highlight


-Fuel rod dynamic heat system, rods can be cooled to become less flamable and deactivate some active hazards similar to what Into The Abyss does

-For QoL reason the fulgurium/incendium rod inventory sprite colour vary depending on its heat level

-Increased time before a rod start a fire and added 2 different smoke effect to show how close it is to start one

-Incendium rod now drains water when hot and may occasionaly detonate if too hot, rod heats itself over time if not contained, will always burn its holder

-incendium rods cause reactor to suffer from frequent heatspikes causing it to often overheat for a second or more

-Incendium no longer cause AOE burn & flare sound when in used in reactor due to the Hoist the Sail update promoting manual reactor control

-Incendium now severly increase AOE burn from reactor going critical and shorten the time before total meltdown

-Fulgurium needs to be pre heated to be used (can be heated by the reactor), when hot will create eletric shocks stunning nearby personnel

-Fulgurium rod has fission monitoring capabilities and can regulate reactor fission rate

-Shooting the RFA too fast may cause it to catch fire, every shot will cause the rod to emit its corresponding hazard for a few seconds

Changed

-Fuel rod handling truck : Inventory slot increased from 3 to 12

-Uranium and thorium fuel are cheaper to make

-Fuel rod take longer to deconstruct but yield more lead

-Fuel rods no longer stack when below max condition

-Crisis warhead has a 5% chance to spawn in wrecks secure locker

-Enhanced crisis warhead cause max acute radiation syndrome in a 3000 range radius

-Rod hazard affliction logo colour changed to yellow

-Meltdown stage 2 now happens at 10 condition instead of 15

-Reactor now explode under water intead of doing a dud although damage & range are very limited

Localization

-Localization changes

-Russian translation by gamerice4

Fixed

-Fixed the missing rod cylinder sprite when worn in your toobelt slot

-Updated & fixed all patches hopefully (ITA is unusable though)

Addition

-New sprite for crisis warhead

-Craftable geiger counter with new sprite done by SeaverBeaver

-Added a special mission between military and research outposts

Update: 7 Aug, 2022 @ 7:48am

Removed

-Bunch of png after fixing file path thanks to Dan Murphy

-Radiation sound from all items and afflictions beside reactors, should also lower audio induced lag by limiting sound to just as many instances as there are Geiger counters instead of any radiation source thanks to Ghostsheet

Added

-Geiger counter which now does just that (holding it also passively checks you for radiation sickness)

-Radiation/contamination AOE when deconstructing ore containing fissile materials

Changed

-Fuel truck/crate lowered movement penality from 50% to only 25%, removed the storage cylinder movement penality completely

-Updated manual accordingly

Localization changes

Update: 20 Jul, 2022 @ 10:52am

Fixed

-Typo in corium's description in the english localization

-Coding error preventing ARS buffer to work causing small doze to never decay and accumulate until slight irradiation would trigger ARS

Update: 14 Jul, 2022 @ 1:24am

Re-uploaded mod files due to suspected file corruption

Changed

-All suit updated to match the changes done to vanilla one (I was 2-3 update behind the latests changes)

Removed

-A bunch of PNG for suits now the file path to fetch them from base game works

Update: 10 Jul, 2022 @ 9:25pm

Changed

-Fissile material (thorianite, uranium and depleted rods) are now mildly radioactive and storable inside the fuel crate to shield crew from its radiation

-Removed fuel rod from engineer spawning loadout ( vanilla job only)

-Changing the fuel crate accordingly and renaming it

-Reduce max fuel rod avaiability in outpost to 4 max

Fuel rods are the last thing one ever run out after the first few levels, changes are made to force some level of scarcity by making hording them or the material to make them a bit more difficult wich in turn would also promote to use the other rod types

-Added info about the fissile materials now being radioactive in the manual

-Rods no longer spawn in a secure crate, or any container for instance.

Spawning in a secure container basicaly make buying a single rod give free ressources and current code can't work with other crate without making the secure one totaly redundant

-Updated localization, check the dedicated thread for details

Fixed

-Scrap savant perk not showing fulgurium/incendium options

-Pirate sub small pump set to "idle" instead of pumping water out

-Abyss suit locker sprite being offset

Update: 12 Jun, 2022 @ 1:01pm

Fixed

-Lua fix affecting pirate sub and outpost reactors (will now only target the player sub)

Update: 11 Jun, 2022 @ 8:54am

Changed


-Changed the tag of the RFA gun from fuel to battery to prevent triple output with the "Nuclear Option" talent

-Lowered reactor degradation immunity timer from 420s down to 240s

-Removed some outdated code lines from all reactor rods

Update: 5 Jun, 2022 @ 12:51am

Fixed

-Missing depleted fuel decon output leading to "Extended research" perk to be unusable

-Lua fix for reactor repair issue where the game would insist to keep using vanilla values over my mod's values, there should be no need to edit the sub in the editor anymore

Skill requirements, repair time and threshold are applied to all reactors every round start

Lua for Barotrauma is required to use that fix

Update: 31 May, 2022 @ 10:52am

Attempt at fixing the repair threshold issue with Lua so there is no need to edit a sub anymore

Due to issues doing closed testing I have to do it live

Update: 28 May, 2022 @ 6:03pm

Localisation

-Fixed some translations still appearing in english only