Barotrauma

Barotrauma

Enhanced Reactors
680 Comments
Stage 4 malignant brain tumor 10 Jul @ 10:50am 
thank you for helping with that
_]|M|[_  [author] 10 Jul @ 3:17am 
@Stage 4 malignant brain tumor: That is intended. You require the Nuclear Cartridge to power exosuits. This change was made back in may because you always required a fuel rod crate, tongs and a hazmat suit to exchange fuel rods from exosuits, but modded exosuits might not let you interact with their inventory if not wearing it, making changing the rods extremely dangerous as you then can't equip a hazmat suit.
The cartridge does not spread radiation so recharging the suit isn't a health hazard anymore.
unable to put fuel rods into exosuits, it might be a compatibility issue with other mods tho
_]|M|[_  [author] 8 Jul @ 12:32pm 
@Marik: Another mod seems to be overriding the reactors. Place Enhanced Reactors higher in your load order. ER needs to be above other mods that are also overriding reactors to function with the exception of compatibility patches specifically designed to be placed above it. Make sure to follow load order instruction on the workshop pages.
Marik 7 Jul @ 11:32pm 
does anyone know why reactors just leak radiation everywhere despite being fully repaired and nothing happening?
Ill literally walk next to it in the sub editor with a hazmat suit and get radiation sickness?
Is that intended??
_]|M|[_  [author] 7 Jul @ 11:01am 
@LeadOnTaste: Most likely not. I barely have any free time nowadays so I focus on creating actual mods rather than patches unless I require them myself. I'm lacking the time to maintain all these patches. More than half of my workshop mods are just compatibility patches and I fail to keep them up to date already.

@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.
Sanders 7 Jul @ 10:40am 
Is deconsol supposed to be used with a chemical sprayer/painter? I can't seem to put it in anything but the fixed decontamination shower object.


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).
LeadOnTaste 4 Jul @ 3:26am 
Will there be a compatibility patch for the Firefighter Suit from EK Utility? It has rad protection, so having contamination protection would be good too, same as probably a compatibility patch for non-pressurized Hazmat Suit to work with Immersive Diving Gear - giving it a helmet would be nice.
Scp-Apollo-9k 2 Jul @ 1:03am 
_]|M|[_ thank you for the help i can now get into the crate and go back to having fun with this mod thank you again:steamthumbsup:.
_]|M|[_  [author] 30 Jun @ 9:02am 
@Ghoster: It's literally not as I've played just yesterday. You're most likely using an incompatible mod or the wrong mod load order.
Ghoster 30 Jun @ 8:40am 
Nah this mod is bugged, Im taking heavy radiation through the hazmat suit.
Ghoster 30 Jun @ 7:03am 
how do we activate the reactor ? is it by putting 4 rods in it or by something else ?
_]|M|[_  [author] 30 Jun @ 2:19am 
@Scp-Apollo-9k: Your mod installation might be broken. Reinstall the mod from the ingame mod menu (RMB on the mod -> view details -> circular arrow top right to reinstall)
I just played a bit yesterday to test some stuff for the deathwish mod collection and had no issues interacting with the crate.
Scp-Apollo-9k 29 Jun @ 5:26pm 
I don't know if you have played recently but i think the update they did recently broke the fuel crate box i can no longer get into there inventory in the submarine editor or in game. you can put stuff in it still but but i have not found away to get it back out. i have even removed every other mod i have and tried it with it being the only one and i still cant get into or get the fuel.
_]|M|[_  [author] 29 Jun @ 6:28am 
@Nexi: Then you're using the wrong mod load order. Some other mod is overriding reactors, causing the radiation to not be contained. You need to figure out which mod that is and put ER above it in your load order to fix the issue.

@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.
Nexi 29 Jun @ 6:22am 
this mod just makes my game unplayable
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
PBL 19 Jun @ 11:01am 
I like the premise of this mod and it workd nicely, but my npcs never use the tongs to pickup the depleted rods and get burned. i tried having only one person on pick-up>reactor duty but even at some points, like during crisis some1 else might end up picking it up. and placing it god knows where. Is this normal or am i doing something wrong?
dorly 18 Jun @ 3:05am 
@EdensFxll Do these performance issues appear in PVE missions with DE? I have them on missions to destroy submarines.
EdensFxll 17 Jun @ 7:35pm 
From my understanding, there is currently a conflict between DE and ER since the update. Is there any known amount of time before this may get patched? The issue seems to be DE trying to find the fuel rod ID and tanks performance.
_]|M|[_  [author] 17 Jun @ 3:09am 
@Roadent: I should've checked the comments before pushing the update. It's a good idea. I might add that in a later update then.

@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 :captainsinful:
小师弟·disciple 16 Jun @ 2:12pm 
Invisible hazmat? I'd love to see my character sometime instead of fat ugly yellow blob all the time- or at least the face.
Roadent 15 Jun @ 8:16am 
Tested: "Danger Zone" now unlocks the "Volatile Fulgurium Fuel Rod" and "Volatile Fulgurium Fuel Rod (recycle)" recipes for crafting. ✅
Roadent 10 Jun @ 4:05pm 
I have a suggestion - I'd make the Unlimited Power talent increase the quality of crafted Geiger Counters by 1.
Roadent 5 Jun @ 3:46am 
@_]|M|[_
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. 👍
Tub a Dub Dub 5 Jun @ 12:54am 
Is there a way to have bots decontaminate in the shower like players can. We have a bot managing the reactor but eventually they'll wander and get the rest of the crew sick since that bot is contaminated.
vanguard 4 Jun @ 10:23am 
I messaged you on discord with a video and some details. :
_]|M|[_  [author] 4 Jun @ 9:47am 
@vanguard: I need more info. Which reactor is your sub using, what fuel rod is inside it, what other mods/patches are you using and do you still have the issue if you only load this mod alone?
vanguard 4 Jun @ 4:07am 
I'm getting the same thing. The reactors are leaking, the moment I step into the reactor room I almost instantly die.
_]|M|[_  [author] 4 Jun @ 3:39am 
@Bearox: I'm unable to reproduce your issues. Did you make sure the load order was still correct after updating the mod? The add-on works as intended as well.
Did you play with any patches? They might need to be updated by their authors.
_]|M|[_  [author] 4 Jun @ 3:36am 
@Roadent: Thanks for the report! Will be fixed with the next update :steamthumbsup:
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.
Bearox 4 Jun @ 12:38am 
Your new update made the mod unplayable we get, random radiation, stupidly contagious, wont heal even with cheats, had to unsub, it was more enjoyable bef
Roadent 30 May @ 6:25am 
I found a bug - Danger Zone doesn't unlock the Volatile Fulgurium Fuel Rod for crafting anymore.

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. ^_^
_]|M|[_  [author] 26 May @ 9:05am 
@toetruckthetrain: Yes. They now use the nuclear cartridges as fuel instead of fuel rods. Existing exosuits that currently contain a fuel rod will automatically replace that fuel rod with a nuclear cartridge. This should also work for modded exosuits, as long as they have the "deepdivinglarge" tag on them and are running on items with "divingsuitfuel" tag like the vanilla exosuits.
toetruckthetrain 25 May @ 8:17pm 
new update, are exosuits better yet?
_]|M|[_  [author] 25 May @ 8:09am 
@Parboleum Loyce: Dang it... I'll fix that today and check for other items that may check for fuel rod identifiers. Items from other mods will have issues if they use <RequiredItem identifier=""> but it's easily fixed by swapping it with <RequiredItem items="">
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 :steamthumbsup:

@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
Krev 25 May @ 3:13am 
The May 24th update seems to have broken the Enhanced Reactors - Baroverhaul patches.

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?)
Parboleum Loyce 24 May @ 5:47pm 
Caught the same problem again with the cheap railgun shells.

Gonna definitely have to do a once-over on everything that uses fuel rods in its recipe
YellowKnight 24 May @ 12:36pm 
Respect for actually writing the patch notes :steamthumbsup:
_]|M|[_  [author] 24 May @ 12:30pm 
@Parboleum Loyce: Nope, it was just me being silly and forgetting to change the identifiers to the new identifiers of the modded fuel rods in its recipe. It's fixed now :steamthumbsup:
Parboleum Loyce 24 May @ 12:14pm 
new nuclear cartridge recipes (at least the uranium one) isn't working with a full rod or a rod just put into the reactor.

i believe this is because the maximum condition isn't set in the recipe so it requires a 90% rod specifically, not 100-90%
MopxyxH 24 May @ 12:13pm 
Sorry, my mistake. Wrong mod order.
MopxyxH 24 May @ 11:56am 
With immersive diving gear enabled and a patch for it and Enchanted Reactors, the exosuit works as before and does not require cartridges
_]|M|[_  [author] 23 May @ 3:40pm 
@CUCUMBER_COW: Do they become locked or why can't your take them out of the crate? To get rid of them you can either put the crate with the rods into a depth charge loader and launch the contents into the ocean, grab each fuel rod and toss it out of the airlock or recycle them at a fabricator by filling them with new material or crafting them into depleted fuel.

@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.
Bletalia 23 May @ 12:34pm 
how do you pick up a rod thats fallen onto the floor with the tongs, i hate having to put it in my hands to put it in the tongs
CUCUMBER_COW 22 May @ 6:31pm 
how do you recycle old fuel rods? i cant seem to remove them from fuel rod crates
_]|M|[_  [author] 19 May @ 10:20am 
I think I'll make the nuclear cartridge be the valid fuel for the exosuit to give it more use than just being the mag for the rapid fissile accelerator. Of course it will be craftable by everyone then instead of being locked behind the engineer talent.
_]|M|[_  [author] 19 May @ 10:10am 
@toetruckthetrain: Yeah I agree I should've added something for exosuits a long time ago. I keep forgetting since I never play with them. I've noted it onto my todo and will work something out for the next update :steamthumbsup:
toetruckthetrain 19 May @ 1:31am 
what i guess im really trying to say here is please, god please add a separate item specifically for the exosuit that can go in your inventory, a fuel rod can be made into, doesnt blast you with radiation because the exosuit doesnt have anywhere near the rads resistance required to properly swap out fuel rods, and maybe, just maybe, stack, or i might have to kill the assistant again
toetruckthetrain 19 May @ 1:30am 
listen, this mod is great and it makes reactor much more interesting, and i need you to keep in mind that i really like this mod throughout this rant because its got a lot of emotion behind it, but im a mechanic brawler main, and this mod turns the exosuit into one of the most fun pieces of equipment in the game into a heavy piece of scrap metal that makes you wholly dependent on daddy engineer to handle the fuel rod that kills you if you ever try to put it in any fuel rod box that isnt completely empty, not to mention the fact that you cant carry extras on you, so say bye bye to ever leaving the sub with it on again to actually use the brawler talents you used FOUR LEVELS ON against enemies because if you do youre gonna find yourself completely immobile while a mudraptor youre supposed to be the best at killing has its way with you because you didnt want to just let a whole 25% fuel rod deteriorate down to 0 in one of daddy engineer's spicy boxes
_]|M|[_  [author] 18 May @ 11:21am 
@fudsthebest: The "Nuclear Option" talent from the engineer will unlock it. However if you're playing with a mod that changes talents and which affects that talent, you'd need a compatibility patch to have that talent still unlock the item recipe.