Barotrauma

Barotrauma

Enhanced Reactors - Reactor Management (Add-On)
34 Comments
_]|M|[_  [author] 7 Jul @ 11:05am 
@Engi Man: That problem has been fixed a month ago. If you're still experiencing it, it might be caused by a mod conflict. Are you using any other reactor mods alongside this?
I've tested with vanilla submarine combat missions as well as DynamicEuropa pirates and outposts and found no issues.

The way it works is the game loads an event in the background that checks for enemy and outpost reactors, then deletes all fuel rods from them and places a special fuel rod into them, that provides 100% power output and doesn't drain. For the player it looks and acts like an empty fuel rod when interacted with.
Engi Man 7 Jul @ 3:12am 
addon is cool but has a big problem with npcs, every enemy sub or npc subs are always out of power because of low efficency fuel rods. since game is built upon 1 uranium rod can power the sub, it breaks npc sub stuff
_]|M|[_  [author] 2 Jun @ 3:22am 
@Chasquis: Thanks for reporting this! It's now fixed :steamthumbsup:
Chasquis 31 May @ 8:50am 
As an additional note, this means the uraniumfuelrod_er can still be used to power exosuits.
Chasquis 31 May @ 8:49am 
Hello again Herr M, with only Enhanced Reactors and this Add-On there are now two basic Fuel Rod recipes available. The Add-On...adds...item uraniumfuelrod, and Enhanced Reactors has uraniumfuelrod_er. Crafting the non-duplicated rod recipes gives the items from the Add-Ons.

So perhaps there was a slight switcheroo there.
Nuke's Top Guy 20 May @ 8:01pm 
does swapping modules instantly melt down and detonate the reactor for anyone else?
DarkMein 19 May @ 1:25pm 
Yeah... I've taken a look at the code while trying to check why one of my players was being constantly dropped with timeouts... and yeah, it's a mess.

I have made it work even while the numbers doesn't make sense, thanks anyway for your help, at least now I have a little more difficulty by the need to manage different types of rods and the need to switch them as if a thorium rod completyelly depletes, the power output drops considerably.
_]|M|[_  [author] 19 May @ 10:06am 
@DarkMein: No idea honestly. That sounds like Barotrauma is once again just being weird with its spaghetti code behavior :captainsinful:
DarkMein 19 May @ 8:56am 
Ok _]|M|[_, the reinstall step has worked, no need to change the mod load order at all, something was wrong and the reinstall through the mod menu has correcetd it, now I can see the special slot, I assume the new fuel behaviour will also work.

The only thing that I currently do not understand is how the new rod fuel efficiency works, per example, I have a reactor capable of providing 7200w with the upgrades (vanilla reactor with 4 rod slots), if I use 2 thorium rods, I get a max of 3400w (but 35+35=70%, so I expected to get 7200*0.7=5040w), then if I insert an additional uranium rod the reactor reaches 7000w (35+35+20=90%, 7200w*0.9=6480w)

So on first case I get less power than expected, on second case I get more power than expected...it doesn't make sense, why does adding a single uranium rod improve the performance so much? What is wrong about my calculations?
_]|M|[_  [author] 18 May @ 11:15am 
I've just tested. It's working perfectly fine for me.
I only had Enhanced Reactors and this add-on active while testing and everything was working as intended both with and without lua installed.
I recommend fully reinstalling both mods via the mod menu ingame
Mods -> click RMB onto the mods -> View Details -> Top right corner click the circular arrow to reinstall it.
DarkMein 18 May @ 10:52am 
I think the mod is not working with the latest update, no matter the order I put it, I cannot finf the upgrade slot on the reactor, also I've not noticed any difference in power output by only using uranium rods, the max output pòwer is reached anyway.
Average Chaos 12 Apr @ 5:14pm 
@_]|M|[_ After this last major update I've noticed that my reactors are not generating power while this mod is enabled.
heheboi 31 Mar @ 8:26am 
Why in the fuck, like literally 2 out of 4 modules related to enhanced reactors and would do nothing in vanilla
Sexlander 30 Mar @ 5:07pm 
Is there a version with only the reactor modules? Good mod btw:er_heart:
_]|M|[_  [author] 30 Mar @ 10:05am 
@JangoRedpaws: There might be a mod conflict or wrong load order on your end. I'm not getting any problems on stations with the mods. Make sure to place this add-on above Enhanced Reactors and if you're playing with Immersive Repairs, make sure to place that below Enhanced Reactors.
JangoRedpaws 30 Mar @ 9:47am 
is there a way that the npc stations not to start blowing itselves or getting radiated, because its hilarious , all npc get raiation sickness
_]|M|[_  [author] 23 Feb @ 8:59am 
@tairballk: 4x uranium fuel rods only provide 80% of the reactor's max. output. Try putting at least one thorium fuel rod better in the reactor.

@Erhl'a: I've contacted the author to work on a solution. :steamthumbsup:

@Starempire42: Probably not until the game devs fix events not always triggering... Once that's fixed, I can add an event that checks for beacon stations and adjust the reactors to only require one fuel rod.
Starempire42 16 Feb @ 7:40pm 
Any chance to make it so beacon reactors don't need 3 fuel rods for just powering it up?
Erhl'a 9 Feb @ 1:13pm 
Aww. .. Mod compatibility problem.

With "More Level Content". This mod spawn living outposts, custom working beacons, pirates hidden bases e.t.s., on the level, not like station. And most of time buildings have "low voltage".
So far it hasn't broken anything. But I have a feeling there might be problems.

Maybe you should contact the author of the "More Level Content" mod and discuss possible solutions to compatibility issues?
tairballk 27 Jan @ 11:21am 
The Automatic Control of the Reactor and the Output is insane low on the Wellerman.
_]|M|[_  [author] 24 Jan @ 10:46am 
@Erhl'a: The mod already adds an event that executes on any outpost level to fill the reactors with an additional fulgurium fuel rod, but I guess that's not enough for larger stations when a submarine is also consuming energy from it.
Regarding the full fuel rods, they're of course not causing burn damage as they're not active and thus not hot, however I'll update the empty fuel rods as they also have some issues with exosuits.
Erhl'a 24 Jan @ 4:24am 
And one more problem.

Some outpost and other types of that from modds have lov voltage. Not all, but sometimes you can dock at an outpost where the reactor only has one rod.

If it's within your capabilities, it would be a nice change for the mod if the station reactors ignored this rule altogether, or were filled to a level sufficient to constantly consume power.
Erhl'a 24 Jan @ 3:33am 
Find an unaccounted detail.
When fuel rod is full OR is empty, it's not produce burning damage, when you hold it in hands.

You can to load reactor or unload without using tongs. The exception is if you touch rods that have not yet been worked out.
_]|M|[_  [author] 20 Jan @ 9:30am 
@Erhl'a: Enemy submarine's reactor should be set to not consume fuel by the author, nor break down passively. I might be able to add an event that just automatically adjusts the enemy reactors to those settings in case a submarine pack didn't make these adjustments.
Erhl'a 20 Jan @ 3:41am 
A question about PvE missions in multiplayer campaign mode.

How do bot submarines work with this mod? Are they completely dysfunctional and easy prey? Does this break the balance of submarine battles in PvE missions?
_]|M|[_  [author] 19 Nov, 2024 @ 5:41pm 
@hasher: Depends on how much power the submarine requires. If you unwire the oxygen generator or stop supercapacitors/batteries from loading, you might not need 4.
But as stated in the description, they last longer now and you're encouraged to craft the other fuel rod types as you need less of them, the more powerful they are.
Hasher 19 Nov, 2024 @ 5:36pm 
why do i need 4 fuel rods to even output ANY power at all
JangoRedpaws 11 Nov, 2024 @ 6:16pm 
npc stations ranomnly explodes
Valience 1 Nov, 2024 @ 1:03pm 
@_]|M|[_ understood. Thank you for answering so quickly!
MJ 30 Oct, 2024 @ 12:43pm 
Nice
_]|M|[_  [author] 29 Oct, 2024 @ 12:39pm 
@Valience: I don't think this is compatible with any other version than original Enhanced Reactors and would require more compatibility patches as it overrides both the fuel rods and the reactors to apply the changes which the mentioned ones are not adjusted for.
Valience 29 Oct, 2024 @ 11:50am 
Do you have any recommendations for where to load this if using with Hazardous Reactors and the Hazardously Enhanced mods for the best shot at everything working?
Who, Me? 26 Oct, 2024 @ 11:34pm 
hell yeah
ALE199 26 Oct, 2024 @ 8:58am 
oooh I like this! I hope we will see more add-on mods!