Barotrauma

Barotrauma

Jovian Radiation Rework
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Update: 23 Jun, 2024 @ 4:43pm

added 2 settings:

RadiationSlowDown = 0.0075f
Now, rad amount increase = (RadiationStep - Amount * RadiationSlowDown) * steps
idea is that in later biomes levels are longer so it'll take you more steps to advance,
To compensate this radiation is now slowed down with time
Not physically accurate but simple solution
so now radiation has a limit (RadiationStep == Amount * RadiationSlowDown)
for context when whole map is covered Amount ~= 7000

KeepSurroundingOutpostsAlive = true
in vanilla surrounding outposts kept alive to prevent "buggy behaviour"
It might look unnatural so you might want to disable it
On the other hand alive outposts might become abandoned on arrival

Some poor excuse for balance changes:
RadiationDamage 0.037 -> 0.0275
TooMuchEvenForMonsters 300 -> 400
RadiationToAmbienceBrightness 0.001 -> 0.00075
CriticalRadiationThreshold 0 -> 5
RadiationStep 100 -> 90

This is just default setting, if you want to apply them type rad_reset

Outposts are not destroyed instantly, so some missions might lead into radiation
you should be able to safely complete 1 mission in rad zone if you have hazmat suits
I managed to die to radiation in second biome on abyssal, so i think RadiationStep 100 might be too fast

Update: 22 Jun, 2024 @ 9:15pm

now you recieve 50% less radiation inside sub
controlled by FractionOfRadiationBlockedInSub setting

Added some settings to control abmience in irradiated zones:
RadiationToAmbienceBrightness
MaxAmbienceBrightness
AmbienceColor

fixed halo being white in levels with bright ambience
see https://github.com/FakeFishGames/Barotrauma/discussions/14150

Update: 20 Jun, 2024 @ 9:20am

moved from xml to json

XmlSerializer caused immense loading time if you had a lot of c# mods enabled

Mod is now compiled, source code is in mod folder

also added rad_load command it loads settings from file

Update: 19 Jun, 2024 @ 2:11pm

Added setting, lets pray this crap will work

Fixed abandoned habitation outpost displayed as normal
fixed gate outpost ignoring radiation

Those are vanilla "Doesn't seem to be a bug"(c) Regalis11
see this discussion https://github.com/FakeFishGames/Barotrauma/discussions/14149
i hope my fix is correct

small adjustments to radiation color

Update: 17 Jun, 2024 @ 10:18am

Added dummyitem to make mod enforced among clients in multiplayer

Small change to background light brightness to prevent: https://github.com/FakeFishGames/Barotrauma/discussions/14150

Update: 17 Jun, 2024 @ 2:35am

added flickering cyan ambient light in irradiated zones

the brightness of this light corresponds to the radiation at this point

Update: 16 Jun, 2024 @ 3:15pm