Barotrauma

Barotrauma

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Enhanced Reactors
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4.940 MB
4 Oct, 2023 @ 10:33am
14 Jun @ 1:36pm
42 Change Notes ( view )

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Enhanced Reactors

In 2 collections by _]|M|[_
Barotrauma Deathwish
63 items
Casual Ironman Campaign
17 items
Description
A Reactor & Radiation Overhaul
Playing with client-side lua installed lowers the performance impact of this mod, but it is not needed.

Load Order:
If you're playing with Immersive Repairs:
- Enhanced Reactors
- Immersive Repairs

If you're playing with Neurotrauma:
- Enhanced Reactors
- Neurotrauma

If you're playing with DynamicEuropa:
- Enhanced Reactors
- DynamicEuropa

Just in general Enhanced Reactors needs to be above any other mod that also edits fuel rods / ores / reactors / radiation.

Features:
  • Reactors:
    All reactors have been overhauled to produce heat in their surroundings and leak radiation depending on how damaged they are.
    Attention: It is highly recommended to turn off a reactor and wait until its lights turn off before attempting to repair it! Otherwise it will enter a malfunctioning state in which it will constantly take damage for 30 seconds. If that happens you better start spamming the repair button as quickly as possible to stop it from exploding after a few seconds.
    Meltdown reactor explosions change in size and severity depending on the fuel rod contained.
    Wrecks (including modded ones) can now spawn with fuel rods inside their reactors, causing radiation to leak inside the wreck.

  • Radiation:
    Radiation has been split into two parts:

    Radiation Sickness
    Will no longer show you if you're suffering from it unless it has progressed far enough. The only clues are getting burns all over your body. It will no longer slowly heal on its own and needs active treatment.
    Use potassium iodide tablets for a bit of protection when diving into wrecks or when being near a leaking reactor or contaminated crewmate.
    Use activated carbon tablets to cure low amounts of radiation sickness.

    Contamination
    Can only be detected with a geiger counter and is spreading radiation sickness to nearby characters and can't be transmitted itself. So a contaminated person can make nearby characters sick, but can not contaminate them.
    Use potassium iodide tablets to cure low amounts of contamination.
    You can only become contaminated by a source of radiation like fuel rods, leaking reactors and radioactive materials.

    Radiation will take distance, walls and doors into account when applying to your character. This means radiation or heat will be weaker the further away you are and the more obstacles there are between you and the source.

    Things that are radioactive:
    - All Fuel Rods after their fission process was started with a reactor or exosuit.
    (Excluded are crafted depleted fuel rods)
    - Ores: Uranium, Thorium, Fulgurium.
    - Minerals: Uranium, Thorium, Fulgurium.
    - Corpses that died while contaminated.

  • Heat:
    Working near a reactor or being near an active and non-contained fuel rod will slowly overheat you. Once you're overheating you will randomly pass out and slowly burn.

  • Fuel Rods:
    All fuel rods will no longer stack inside the player inventory and can only be held in your hands. They will now start to glow and irradiate their surroundings once their fission process was started which requires them to be stored in a fuel rod crate for safe transport or disposal. In its active state a fuel rod will be too hot to handle without proper equipment and may start a fire if left lying on the floor. When not contained, the radiation emitted is strong enough to damage nearby items! The fuel rod will also passively deplete over time as the fission process can't be stopped once it's started. (Passive depletion is disabled while the fuel rod is contained within a non-broken reactor as to not break mod compatibility and beacon missions)
    Every type of fuel rod has its own strength and range for radiation with the volatile fulgurium fuel rods being the most dangerous.


  • Bot friendly:
    Bots can handle exchanging fuel rods and thus allowing you to use this mod in singleplayer, however it is important to equip the bot operating the reactor with a craftable hazmat suit and order them to also clean up items with a higher priority than operating the reactor to force them to instantly store the exchanged empty fuel rod inside the correct container.
    Bots will not equip the hazmat suit on their own.

    Without the clean up order bots will always drop empty fuel rods from the reactor straight on the ground even if suitable storage is nearby, because that's how BaroDevs intended I guess...

  • Plug & Play:
    The mod can be added and removed from a campaign at any point as all the required items can be crafted and deconstructed.

    Before removing the mod from a campaign, it is recommended to deconstruct all mod exclusive items like the fuel rod tongs, fuel rod crates, potassium iodide tablets, etc.
    If you remove the mod without getting rid of these mod exclusive items, the game will throw a few harmless errors. (just once)
    These errors can be ignored and will not reapper when saving and reloading the game.

New Equipment:
For an overview of all added equipment, please refer to the following discussion:
Equipment

So what exactly does Enhanced Reactors do differently than Hazardous Reactors?
- XML only. (No lua required)
- Bot/Singleplayer friendly.
- Adding heat near reactors and fuel rods.
- Taking walls and doors into account when irradiating or heating up the surroundings.
- Simpler, less complex radiation. (No custom afflictions from radiation)
- Preventing storing fuel rods in any mobile container other than fuel rod crates or tongs.
- Forcing you to use fuel rod tongs when exchanging fuel rods from the reactor.
- Making irradiated characters continue to irradiate the area even after they died so you better get rid of the corpses.

Add-On/Compatibility Patches:
- Reactor Management Add-On
- Baroverhaul Compatibility Patch
- Hazardously Enhanced Reactors
- Talent Merger Compatibility Patch
- Better Performance (Lower refresh rate | Obsolete when playing with client-side lua installed)

Credits:
- Lua performance enhancements by Evil Factory
- Hazmat Suit sprite originally by Udrakan
- Geiger Counter soundeffects taken from Hazardous Reactors
- EK Reactors: Original by Videogames and updated by Commisar Jon Fuklaw
- Testing and Feedback: WC?
- Russian Translation by Plasmori
- German Translation by profole
Popular Discussions View All (3)
60
25 Jan @ 5:31am
PINNED: Suggestions and Feedback
_]|M|[_
4
4 May @ 10:36am
Fuel rod create open while on ground
IrishFBall32
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.