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The cartridge does not spread radiation so recharging the suit isn't a health hazard anymore.
Ill literally walk next to it in the sub editor with a hazmat suit and get radiation sickness?
Is that intended??
@Sanders: Yes it's intended to put it in the sprayer. You most likely have another mod placed above Enhanced Reactors that also affects the sprayer. Hover your mouse over the sprayer in your inventory to see the mod name in purple and then make sure to follow load order instruction. If unsure/not listed, place Enhanced Reactors above the mod currently overriding the sprayer.
It would be nice to hose people down before they track radiation throughout the ship (or spray NPCs, who frequently manage to open the reactor door the exact moment I'm swapping fuel rods and then run around aimlessly contaminating others, can't seem to get them in the shower).
I just played a bit yesterday to test some stuff for the deathwish mod collection and had no issues interacting with the crate.
@PBL: Bots are stupid unfortunately and it is recommended to let players handle the reactor. To have a bot operate it, you need to have a fuel rod crate shelf right next to the reactor with a fuel rod crate inside it. Then have the bot prioritize cleanup before handling the reactor. That way when they swap fuel rods, they instantly clean up the dropped fuel rod. It's however still not optimal and they may still sometimes fail to do it properly. Nothing I can do unfortunately.
@EdensFxll: It was caused by a change in DE which has been fixed shortly after. Everything should be fine again.
every outpost dies fro radiation poisoning. killing all traders and mission givers and then they spread the radiation to me unless i go into the outpost with a hazmat suit because the reactor is right next to the traders in some outposts
@小师弟·disciple: You're not really supposed to wear it constantly. I hope your captain isn't forcing you to wear it all the time
Oh, my bad. It wasn't clear to me that the Geiger Counters were rechargeable. I assumed that they were a one-time-use item - use it up, deconstruct it, fabricate a new one. :P
Ok, makes way more sense now. 👍
Did you play with any patches? They might need to be updated by their authors.
As for the geiger counter, it doesn't need a fulgurium battery. It accepts any item that is tagged as "mobilebattery" so from the vanilla game both fulgurium and regular batteries are supported and the game will just visually cycle through the items in the recipe. I received a lot of positive feedback from testers in the early days about the geiger counter being recharged directly instead of having to swap batteries so I'm unsure if changing it is a good idea.
Also, is there a reason why the Geiger Counter uses a (Fulgurium) Battery Cell when crafting, and has its own condition that depletes upon use? Could you instead have it carry a battery inside it, like with the Flashlight, Sonar Beacon and other such items?
Loving the mod, btw. Much more vanilla-friendly than Hazardous Reactors. ^_^
So in case someone stumbles upon a mod that has issues with crafting when using ER, suggest them to do this little adjustment to fix it
@Krev: Yeah those patches need updating. It's exactly what I've written above in this comment.
If you for example see <RequiredItem identifier="thoriumfuelrod" ...> just replace it with <RequiredItem items="thoriumfuelrod" ...> in the xml files and it should start working again.
Make sure to copy the mod into your LocalMods folder in your Barotrauma directory and then fully remove the steamworkshopid="..." and expectedhash="..." attributes from the filelist.xml in your local copy
I'm getting duplicates of all fuel rods+recipes - is there any way to fix that on my end? (like editing the identifier in the patch xml or something?)
Gonna definitely have to do a once-over on everything that uses fuel rods in its recipe
i believe this is because the maximum condition isn't set in the recipe so it requires a 90% rod specifically, not 100-90%
@Bletalia: Sadly not possible. The game is programmed to have every item pass through your player inventory first before it can enter another inventory... No way for me to change that unfortunately.