Barotrauma

Barotrauma

Automatic Reactor Controller HTS
54 Comments
Lammert  [author] 8 Jun @ 4:47am 
They just mean your navigation terminal isn't getting enough power and you will generally experience this anytime the power requirement goes up very quickly, it's nothing unique about my controller in particular.
Batteries can usually help out here to cover the shortage until the reactor catches up.
DEVNZ.Smalljaw 6 Jun @ 2:21am 
Hey Lammert! Loving the power system, gonna use it on every sub I make now.

I had one question, the micro-second power flickers that occur when you go from small energy requirements to high energy requirements, like starting the engine moving. Are they just part of the function of the system, or have I wired something in wrong?

No trouble at all if they are, as I love this system it has made my Power system worries just fade away and makes life easier.
DEVNZ.Smalljaw 3 Jun @ 6:36am 
Hey! I used your power system in my newest creation, and I must say.. it is bloody amazing. Keep up the good work.
PapaFenn 6 May @ 3:30pm 
Now i just need to figure out how to convert this to the 40k mod since the 40k mod doesnt want to play nice
PapaFenn 6 May @ 3:26pm 
Also thanks for the extremely quick response Lammert
PapaFenn 6 May @ 3:26pm 
I figured out the problem, ALOT of the wiring and code was removed because i was using the 40K conversion mod. AS SOON as i went back to vanilla, the circuit box was working. I've been banging my head on a wall for the last week trying to get it or any other reactor controller to work and yet a simple fix was all i needed.
Lammert  [author] 6 May @ 1:41pm 
I can't really tell where you've gone wrong just from that, sorry.. Try the assembly in the sub editor so you don't have to build it yourself and/or use the electrician's goggles to find out where the problem is.
PapaFenn 6 May @ 12:43pm 
For some reason, this never works for me. I have followed the wiring guide and steps but it never activates
Biggis Dickus 10 Feb @ 11:12am 
I found a solution to my problem if anyone else has it. I used the blueprints mod and copied the item assembly in the sub builder, I was then able to use that it import the circuit into a circuit box in my game and build the circuit and setup the reactor.
Biggis Dickus 10 Feb @ 10:27am 
I don't understand, why cant this circuit box be built at the fabricator?
Pee Warmer 20 Jan @ 5:29pm 
The best is to just wire a toggle to performance mode so it moves to 100% turbine rate
Pee Warmer 20 Jan @ 4:38pm 
Have this in combination with automatic reactor shutdown upon meltdown - after the latest December update the game might want to kill your junction boxes by aggresively trying to adjust the reactor.
microwave 14 Jan @ 11:10am 
I think i figured out the problem. It was performance fix on singleplayer, probably limiting the updates of the controller
microwave 14 Jan @ 10:24am 
Oh yeah, also tested it on the r-05 mercury sub, and wired it up with the blueprints mod, same thing (sub editor)
microwave 14 Jan @ 10:18am 
Is it just me or is the controller suddenly just SO slow on singleplayer and sub editor? (havent tested on multiplayer yet)
Video if you want to see: https://drive.google.com/file/d/1yXM2-fbPeobOTvEq8HrzdLDBGTLD32HI/view?usp=sharing

This suddenly just began happening and i have no idea why. On this clip, everything was wired up a while ago and it worked correctly at the time. Any ideas?
Kyo0x 3 Jan @ 12:36am 
Oh yeah I see what the circuit box actually is now!
Kyo0x 3 Jan @ 12:09am 
Can this be built if you don't have the v2 PF or V2 Box?
Onikage-056, God of Animatronics 4 Nov, 2024 @ 9:44am 
Have to assemble it manually, either by placing the components on the back wall of the reactor room or in a circuit box (recommend this.)
Biggis Dickus 20 Sep, 2024 @ 8:56am 
I am new to baro, how do i install this on a campaign sub?
zaz 19 Sep, 2024 @ 2:47pm 
thanks man
Lammert  [author] 19 Sep, 2024 @ 11:30am 
I recommend you check out the item assembly in the editor after subscribing, but have added an image where component values are labeled. Where no label exists the default values have been used.
zaz 19 Sep, 2024 @ 9:07am 
where are the min max settings for modules? as if one screenshot is not enough
Aidowl 16 Sep, 2024 @ 11:15pm 
best ARC just got better!
Lammert  [author] 16 Sep, 2024 @ 10:00am 
I was in the midst of updating, sorry!
SelkN 16 Sep, 2024 @ 9:21am 
Is it me, or do the pictures on this guide keep changing without the "updated" date reflecting that?
Lammert  [author] 19 Aug, 2024 @ 11:56am 
The min is -4.1 and the max +4.1 yes, to reduce component count my turbine setting scales from 0 to 5000 and is then divided by 50 at the end before going back into the turbine pin on the reactor.

The game runs at 60 updates per second, and the reactor sliders can change 5% per second, 4.1 * 60 makes 246 (out of 5000), or just short of that 5%. Rounding does not permit me to make it 4.166.. exactly, and using a number other than 5000 (2500 would be possible, but has worse rounding) would further increase component count for negligible benefit.

While the turbine slider setting can only change by 5% per second through circuitry, output can also be increased or decreased by temperature assuming the turbine setting requirement is met, and this has a limit of 1000 degrees per second instead, where 100% output can be reached with 5000 degrees.
SelkN 19 Aug, 2024 @ 9:00am 
Also, it is also hard to tell in the picture if the Min for the subtract is "-4.1" or just "4.1". I assume it is "-4.1".

Can you please clarify?
SelkN 19 Aug, 2024 @ 8:58am 
I mean, the claims throughout are what I was referencing, but I appreciate the formula provided. I assume the 2 referenced is actually 2(Power Out). The question I had was in regards to the following:

"thus drop with a maximum speed of 20% per second (vs 2% per second for vanilla, or 5% for turbine controlled designs) while maintaining the efficiency the 100% turbine controller sacrifices"

HOW does this controller somehow work "faster" at adjusting the temperature or output faster than any other reactor controller? I was under the impression that the change rates for Reactor Controllers was hard-coded by the devs to a certain cap in an attempt to neutralize the Bang-Bang controller.

Also, the two OR Components feel like an odd inclusion, as they are only receiving input from one wire, why not just make them signal checks? They would fulfill the same function. :/
Dr. Democracy 18 Aug, 2024 @ 10:19pm 
Trust that it works, Selkn. I don’t need to know how it works exactly to tell you it’s by far the best controller which is publicly available. Fuel efficient too, which is great for our current campaign.
Lammert  [author] 18 Aug, 2024 @ 10:56am 
@Cakefake Try the prebuilt circuits to see if they work and double-check your components. I am unable to replicate your problem. Perhaps you are not using the auto-calibration mechanism? In that case you must multiply your load by a value of (2500 / Reactor's max output) instead.

@Dragon832967 There are no changes required for any reactor up to 25 000 output, above that the auto-calibration mechanism breaks because the divide component cannot be clamped to a value higher than 0 but lower than 0.1. This could be remedied through the use of a few extra components, most simply by adding a really small value to temperature before sending it into the divide component and removing its clamp value.

@SelkN It uses all the same formulas you can find on the barotrauma wiki for reactors; but for your convenience:
2 * heat potential * fission rate = heat generated
temperature = heat generated - turbine rate * 100
SelkN 17 Aug, 2024 @ 5:34am 
This guide states that the reactor controller does a lot of things, but doesn't explain the *how* this controller does things. Is there any data or formulas to back any of these claims up for independent testing?
Dr. Democracy 10 Jul, 2024 @ 8:42am 
This is the best overall reactor controller ready to go!
Dragon832967 14 Jun, 2024 @ 8:23am 
how would I make the controller be able to work with a reactor with a max output of 10000?
Cakeface 9 Jun, 2024 @ 12:27pm 
I have set the circuit up exactly as shown in the picture, yet if I the output value from the performance mode is any higher than 100-ish the reactor will put the turbine output to near 100% all of the time and overvolt all the circuit boxes
Jooseph Stoolin 26 May, 2024 @ 3:06am 
How do we make this?
Fr1zaN 15 Nov, 2023 @ 12:26pm 
Можна схему включенийе и отключенийе ряктора
Saint Sebastian 6 Sep, 2023 @ 6:37pm 
This Design coupled with a good battery buffer was unparalleled perfection. I haven't tried it recently, but our playthrough last year (before 1.0) had ships that were all outfitted with this design.
Overjay 17 Apr, 2023 @ 11:29am 
Hmm, I might add a terminal then to have the way of changing numbers in exact locations on the circuit without the need of looking for a screwdriver :)
I've installed v1 in my Typhon2 I am making to finish my campaign, will see how it goes.
Lammert  [author] 17 Apr, 2023 @ 10:53am 
On the way up it really is quite slow without performance mode due to the limitation of the rate of change of turbine since the Hoist the Sails update.
The quickest way a reactor can respond now is by setting the turbine on max, and moving just the fission slider. This design can do just that by setting the performance setting really high, but there are simpler designs if that is the only thing you will ever use.
The beauty of this one is that it is configurable for the full spectrum of turbine settings, and thus gives a flexible trade-off of efficiency vs responsiveness.

On the way down it should always be quick, but you have to make sure you put a lot of fuel rods in. The slider can always only move 5% per second, you want that 5% of fission change to be as meaningful as possible for the best responsiveness.
Overjay 17 Apr, 2023 @ 10:35am 
It's all good now, I've resubscribed and force updated all mods, so I have all files now.

I've tried V2 with Typhon2 and I dunno, maybe I simply need to get used to it. I just don't understand why it wont really work without Performance thing turned on, I thought it could work without it turned on... and it just doesnt. But that may be due to me messing someting up, although I checked everything and I am pretty sure I did assemble it correctly.

In any case - thanks for details, I will toy with this more. Maybe paste the circuit in sub editor too, just to be safe that I have not made any mistakes.
Lammert  [author] 17 Apr, 2023 @ 10:06am 
That is very odd indeed. I have given it a re-upload and can confirm it tells me it contains 5 files, being the file-list and the 4 assemblies.

I hope it will work for you now. Both versions should be in there with the full compact circuit and an explanatory one.

If you do not like how v1 one works, you might not like v2 as it is functionally the same concept with the addition of the automax calculation and getting rid of a few components by using a different number base.

Other things you can play around with are clamp values on the adder to set a minimum/maximum turbine configuration, multiplying load before going into the circuit for over- or undervoltage, or combining it with vanilla automatic mode (some caveats to that.. can't use performance mode and need a lot more heat to have decent functioning of fission drops).
Overjay 17 Apr, 2023 @ 8:07am 
Huh, this is odd then. I have subscribed to this mod a few days ago, definitely after 12th of April. I will try resubscribing, thanks.

I have been trying setting up v1 and v2 using screenshots, and I got v2 to work once :) I am now doing it again, since I wanted to try v1, and did not like how it worked, so I am back to toying with v2 again.

Thanks for explanation, will toy with settings some more.
Lammert  [author] 17 Apr, 2023 @ 6:24am 
If you are only seeing one assembly you may not be up to date on the mod? I am using the published version and definitely have all four of them.

You cannot increase the turbine slider by more than 5% per second through circuitry. A temperature controlled reactor with the turbine always at 100% can do 20% per second if you have sufficient rods installed. The performance mode in this design is a configurable hybrid.
Overjay 17 Apr, 2023 @ 3:18am 
What does "performance" mode even do? I saw it sets turbine output higher in reds, but that hardly does much?
Overjay 16 Apr, 2023 @ 11:54am 
There is only one circuit in item assemblies here. The first one. Others are not present.
Lammert  [author] 12 Apr, 2023 @ 4:41am 
For the v2 circuit, there is no need to configure anything related to the reactor's maximum output at all. In the old one you need to adjust the bottom left memory component.
tp664066 11 Apr, 2023 @ 10:14pm 
Hello! After I upgrade Reactor, do I need to adjust the circuit part?
Renj 29 Oct, 2022 @ 6:46am 
This ARC is hands-down the best.

New play-through with mates and we've gone through 3 different arc's so far. This one wins and is staying on the sub. Really easy picture to copy the layout and wires for adding in during a campaign.

Cheers for making it.
Lammert  [author] 28 Oct, 2022 @ 1:14pm 
Thank you for your kind comments.
Yumemirareru 28 Oct, 2022 @ 12:58pm 
I've only really started playing recently (post the much-discussed nerf), but I've been trying a whole bunch of ARC designs and this one works the best by far. The only one that is maybe more responsive is the one that keeps the turbine at 100 all the time, but you can configure this one to do that in high performance mode too.

I'm really curious about how it's exploding your reactor. Well I guess that's answered and I now know one of the pitfalls to avoid.