Barotrauma

Barotrauma

Hazardous Reactors damage patch for neurotrauma
90 Comments
Divisionic 30 May @ 10:54am 
Hi, just wanted to share that putting this Mod above every other Hazardous Reactors patch (and generally every other Patch you have, really) will put a stop to spontaneous combustion of the Station Reactor.
Foxtrot39  [author] 17 Apr @ 10:47am 
If the items got the same identifier yes otherwise I doubt it
GameOne 17 Apr @ 10:44am 
Does this work with NT community fork?
Nigir:Er 12 Aug, 2024 @ 4:02pm 
Ok thanks for the quick answer!
Foxtrot39  [author] 12 Aug, 2024 @ 3:59pm 
Not in the near future, I'm looking into modifying the base mod affliction to streamline them, see if it improve performances

No point of changing the patch until that part is done
Nigir:Er 12 Aug, 2024 @ 3:40pm 
Well I dont know if its already mentioned or if its intended but, DNA damage from the hazardous reactors mod causes the vanilla internal damage affliction which is not a part of the neurotrauma mod. (you can still heal it but it uses the vanilla methods which conflicts with the neurotrauma mods purpose.) @Foxtrot39 do you have plans to change the damage types inflicted by HR's reactors with this patch?
<†>Baigle1<†>™ 1 Jul, 2024 @ 11:45pm 
Neutron and high energy ions will also inflate and turn metals into weakened foams over several sievert-weeks, aside from the EM causing local voltage and material damage over time, as well as ions physically damaging nanometer-scale logic gates if of an extreme intensity. A radiated robotrauma char could also retain and transmute lasting radioactivity to the dismay of human crew, but at a much lower intensity than primary sources.

Good idea. A simple set of upgrades using ceramics, simple alloy changes, and nanomaterials could completely shield and allow highly efficient absorption and usage of fuel rods if you wanted to have your char eat them as food/energy. They would technically last for many months or years, even at low conversion efficiencies, so they can be somewhat overpowered, but that is realistic considering the energy quantities, after all.
New York Man 16 May, 2024 @ 5:07pm 
I mean I'm askin cause I hate how I can't eat my crews fuel rods and fulgurium batteries when im at like 12% hunger lol. But if you want the radiation to interact with the robots just make it have slow movement or backwards controls since when radiation hits electronics, it causes certain functions to not work properly like causing a camera to get a static effect.
Foxtrot39  [author] 16 May, 2024 @ 3:11pm 
Depend how hard to rework the radiation interaction is for robot

Then I doubt its gonna go well performance wise
New York Man 16 May, 2024 @ 9:26am 
Plans on making a robotrauma patch for hazardous reactors?
Foxtrot39  [author] 9 Mar, 2024 @ 9:24am 
Well I went through the files and the deterioratio nrate is the same across the mods
Foxtrot39  [author] 9 Mar, 2024 @ 8:42am 
likely yeah
Echo 9 Mar, 2024 @ 2:14am 
There has somewhat recently been an update to the base mod that changed the deterioration speed, so it is most likely that the patch needs an update to reflect those changes.
Foxtrot39  [author] 6 Mar, 2024 @ 9:01am 
the patch require me to override the reactors, if a mod change how fast they deteriorate (or I didn't updated the deterioration rate from my base mod) it will do that
Ravu4 6 Mar, 2024 @ 12:18am 
I haven't noticed anyone else mention this but, the patch seems to cause devices to deteriorate very quickly, including reactor, engine and junction boxes. Also despite the reactor being in full condition on round start, it still inflicts radiation sickness to nearby characters and immediate 100% heat stroke risk. Leads to being unplayable since you have only a few seconds to get into a Hazmat suit before you succumb to seizures and die quickly, and even if you do that, the devices break so quickly you'll not be able to operate the sub properly.

The load order I'm using to replicate this is :
Patch
HazEnh Reactors
Enhanced
Hazardous
Neurotrauma

Moving the patch underneath Hazardously Enhanced seems to nullify this, but now I cannot tell if the patch does anything at all.
Echo 23 Oct, 2023 @ 12:47am 
Regarding the mod not being able to be loaded:
The workshop name of the mod needs to match whatever is in the filelist.xml as name=
The Steam page says "Hazardous Reactors damage patch for neurotrauma" but in the filelist.xml you got name="Hazardous Reactors + advanced medecinneurotrauma patch".

Match the two (and remove the "altname" tag while you're at it) and the mod can be loaded without problems on dedicated servers.
Foxtrot39  [author] 21 Oct, 2023 @ 5:53am 
fine il disable the EK xml for the time being
orthos 21 Oct, 2023 @ 2:27am 
So I just testet the "Hazardous Reactors unofficial damage patch" and it is working on the lighthouse servers. I just used the original "Hazardous reactors" mod and just put the "hazardous reactors unofficial damage patch" right on top of it. I had no trouble to load EK Reactors and use it and also the AI had no problems with reactors on outposts (no fires). So for now its working.
orthos 21 Oct, 2023 @ 2:01am 
SOLUTION FOR PROBLEMS ON SERVERS (Expacially Lighthouse servers - former Trusted seas) The problem with the original patch on the lighthouse servers (former trusted seas):
the Lighthouse Server Mod Manager recognizes the original patch (this patch here from foxtritt) and also updates it but as soon as you start the server the mod is not shown in the lobby and therefore gets not activated in the game. So actually you are not able to play with neurotrauma or the EK reactors.

I have therefore created an unofficial patch called (Hazardouse reactors unofficial damage patch), which is recognized by the Lighthouse servers and also loaded.

If you want to use this unofficial patch, use it instead of the original patch and load it directly from hazardous reactors.
orthos 21 Oct, 2023 @ 2:01am 
(Part 2 of the Message) Known problem: Whenever the original patch is updated, the unofficial patch must also be updated.
Due to an unexplained bug, I have to re-upload this unofficial patch to Steam every time.
The unofficial patch contains the identical files of the official patch and is only uploaded under a different Steam ID here in the workshop. However, this circumstance is sufficient for it to be loaded correctly by the lighthouse servers.
Neither Foxtrot (original author) nor I can explain this so far.

For you, unfortunately, this also means that you have to manually search for the "Hazardous Reactors unofficial damage patch" in the workshop after each update of the original patch and subscribe to it again.
So please remember, this mod is not a mod you can subscripe to and just update it ingame. You have to re-subcsribe after every update.
The Bone 20 Oct, 2023 @ 9:54pm 
its not working for me either
Msi 20 Oct, 2023 @ 8:27pm 
Didn't work
Foxtrot39  [author] 20 Oct, 2023 @ 6:09pm 
mod alone its a reupload basicaly
The Bone 20 Oct, 2023 @ 5:59pm 
is this on top of this mod or completely separate
Foxtrot39  [author] 20 Oct, 2023 @ 4:08pm 
Try this one

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3052934503

its basicaly a reupload of the same mod to fix another weird error preventing server to load it
Rgnti 20 Oct, 2023 @ 2:23pm 
Yes the patch is still busted, its the same error as before? But it has the same cause, the patch refuses to load.
Rgnti 20 Oct, 2023 @ 2:02pm 
Still appear to be getting that weird error
The Bone 20 Oct, 2023 @ 1:12pm 
It doesn't appear to be working still.
Foxtrot39  [author] 20 Oct, 2023 @ 11:09am 
no reason for the EK error to be there in the first place
Foxtrot39  [author] 20 Oct, 2023 @ 10:44am 
I updated for the sake of updating to see if its just some werid update check due to base game getting one
Msi 20 Oct, 2023 @ 10:23am 
I'm getting the same bug which is also leading me to EK 1x, which I don't have installed at all
Foxtrot39  [author] 20 Oct, 2023 @ 9:26am 
That error is usualy if I set a workshop mod dependency, which here is only my main mod that doesn't use EK reactors
Foxtrot39  [author] 20 Oct, 2023 @ 9:25am 
Using the workshop version and no issue loading even when EK for 1.x.x.x isn't active
「Kothar」 20 Oct, 2023 @ 8:37am 
I have reinstalled the mod completely and the error persists.

Foxtrot, are you totally sure the version you have is the same as the 'live' one?
「Kothar」 20 Oct, 2023 @ 8:23am 
This mod attempts to load the reactors added by "EK 1.x.x.x" as mentioned below, presumably for attempted compatibility.
Either make the mod actually check whether the EK mod is installed before trying to load things that don't exist or remove this feature entirely.
Perhaps put the EK compat into a separate mod entirely?
I don't use that EK mod so all it does currently is prevent me from using this mod.
Please thanks :demoticon:
Crim 20 Oct, 2023 @ 12:50am 
yea the mod is entirely busted
tried loading it by itself after deleting my mod folder for baro
and it will not enable at all
even just enabled neuro/hazrads+patch for both of them doesn't work
Dabako 20 Oct, 2023 @ 12:40am 
Same here, have done redownloading but it still gives me the error to load dependend mod 2954237072 that seems to be EK 1.x.x.x
Foxtrot39  [author] 19 Oct, 2023 @ 10:12pm 
I am not getting such error at all using the live version, sure deleting the whole thing and redownloading it doesn't fix it?
ApertureAwesome 19 Oct, 2023 @ 6:53pm 
Please make the EK patch a seperate mod, having it inside this mod seems to break it if EK 1.x.x.x is not installed
Crim 19 Oct, 2023 @ 6:32pm 
yea i think the recent update 100% broke the patch
The Bone 19 Oct, 2023 @ 4:45pm 
i tried it isolated with just neruotrauma, (this mod) and hazardous reactor and it still is having the same problem
The Bone 19 Oct, 2023 @ 4:40pm 
it says it depends on a package with ID "2954237072" that isnt installed
The Bone 19 Oct, 2023 @ 4:38pm 
im getting an error too
Foxtrot39  [author] 19 Oct, 2023 @ 2:04pm 
Dont get any error on my side loading the live version, try to delete the mod folder and redownlaod it
Конец 19 Oct, 2023 @ 12:06pm 
Getting an error since the update, can't add this to my load order.
Foxtrot39  [author] 12 Sep, 2023 @ 9:35am 
Having 4 different patch for one mod only isn't better

Beside the error should just appear once on start and be ingored afterwards, unless its not the case
jas777 12 Sep, 2023 @ 5:13am 
Baro complains that this mod requires EK
Foxtrot39  [author] 11 Mar, 2023 @ 6:45am 
No problem have fun
Kyrox 11 Mar, 2023 @ 6:42am 
Ah I see. I apologize for bothering you. I love your mods, and I am just a bit new with modlists and patches. Thanks for your help.
Foxtrot39  [author] 11 Mar, 2023 @ 6:40am 
As in the description the patch only make my mod (not neurotrauma or advanced medecine) damage revelent to the changes done by those mods (otherwise they barely do any damage)

So technicaly neither is required because it only modify my main mod