Barotrauma

Barotrauma

Jovian Radiation Rework
Showing 11-20 of 27 entries
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Update: 28 Nov, 2024 @ 11:12pm

Classic steam bug

Update: 28 Nov, 2024 @ 11:09pm

Rewrited everything from scratch because it was incomprehensible eldrich horror in form of spaghetti

Made electronics degrade in radiation

Open gaps now cancel submarine protection

Added RadiationToMonstersMult which is how much more or less mostrers will spawn in radiation

made ambience visible earlier and untangled oscillation amplitude from maxbrightness

Update: 22 Oct, 2024 @ 2:54pm

Updated to 1.6.17.0

Update: 25 Aug, 2024 @ 4:22am

Server always saves settings to it's folder

Also added all commands to server so you could run them without client

Tell me if anything breaks

Update: 23 Jul, 2024 @ 7:06pm

Fixed Captain's talent "Travelling Tradesman" doesn't give +20% item sell value

It's vanilla bug but i think it plays important role in games with radiation and should be fixed here

Updated Hard settings description
I tried to beat campaign on those 5 times and succeeded only once, so i think it's rather impossible than hard
Also i think you strictly need Selllable subs if your're playing on abyssal

Added Vanilla preset, it's used to clean up vanilla setting on game end
It turned out that if you play with rework then disable this mod and enter some vanilla save, game will turn all outposts into abandoned and brick the save
Because i used CriticalRadiationThreshold = -1 to point out that it's not used
and vanilla game reads it as all outpost should be abandoned and game doesn't reset this value when you load or create new campaign
So i'll clean it up

Update: 10 Jul, 2024 @ 1:02pm

small tweaks to default ambience
it's now "0,127,255" * 1 and flickering is more noticeable

added CriticalOutpostRadiationAmount, outposts this deep in radiation will be destroyed

It's like vanilla CriticalRadiationThreshold which is world steps in radiation to be destroyed

CriticalRadiationThreshold just doesn't work well with changing radiation step
When radiation slows down steps will be smaller and outpost closer to the front will die
When with CriticalOutpostRadiationAmount outposts will die on some fixed distance from front

Currently game uses both
IsCriticallyRadiated =TurnsInRadiation > CriticalRadiationThreshold or Radiation.Amount - MapPosition.X > CriticalOutpostRadiationAmount

If either is set to -1, it is ignored

Also added rad_debug command, it's for me, you don't need that


Update: 9 Jul, 2024 @ 6:35am

Added hard preset

Update: 8 Jul, 2024 @ 12:16pm

RadiationSlowDown is now deprecated
Set it to 0 and don't use ever again
Use TargetSpeedPercentageAtTheEndOfTheMap instead

Idea behind RadiationSlowDown was that levels further in the campaign becomes longer and takes more time to traverse
Thus radiation should slow down to compensate for this

It depended only on Amount:
Increase = (RadiationStep - RadiationSlowDown * Amount ) * steps

And completely ingored step size and map width

TargetSpeedPercentageAtTheEndOfTheMap
Is independed of step or map size and easy to understand

on TargetSpeedPercentageAtTheEndOfTheMap=1 speed remains constant

on 0.5 rad speed will be halved in the end

on -1 i think radiation will stop in the middle of the map

Update: 7 Jul, 2024 @ 12:24pm

StartingRadiation now works (yay)

Detached radiation steps from world steps
"WorldProgressStepDuration", "WorldProgressMaxStepsPerRound" now don't affect world (xd)

Added options for continuous radiation progression

Radiation increase amount is actually decimal and = (round duration /WorldProgressStepDuration) * RadiationStep

Note if you set WorldProgressStepDuration to 1 (minute), everything else will be in minutes, which is convinient

SmoothProgress - if false then increase amount is rounded down to nearest int as in vanilla

OutpostTimeMultiplier - you can make time go slower on outposts

GracePeriod - Actually vanilla feature to which i just gave a name
It's a period of time where radiation don't progress, but only on outposts or if you docking back
It's meant for cases where you forgot something important and must dock back and start again

ProgressOnSaveLoad - if true, radiation moves even on save load

In vanilla save loading doesn't progress world and radiation
so if you stuck you could just drown guards indefinitely until you get rich enough to continue

That's not the theme of this party
If you stuck you should just accept defeat, die and start new

You could just use some selfdiscipline, if you don't have one you can set this to true

and yes, it uses grace period


Also changed default settings to harder ones, shouldn't affect yours

Update: 4 Jul, 2024 @ 4:10am

Added presets

Now you can save and load settings with rad_save and rad_load commands

And i don't have to recompile this whole thing to change 1 value in default settings (yay)

They are saved to ModSettings\Jovian Radiation Rework\Presets

rad_save is clientside so you can steal settings from a server

If you find good settings you can save them and give them to me, i'll add them to the mods setting presets

You can also add your name and description to them in any text editor

note: author name and description is not synced in multiplayer because then msg size may exceed packageSplitSize and i'm too lazy to handle that