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-Fix reactor going Chernobyl 2.0 when repaired after a meltdown -done
-Implement contamination affliction system -done
-Tweaks making radiation sickness never show up in med scanner or on health interface -done
-Patch diving suit to grant protection from contamination and diving mask for partial protection- done (diving mask ignores modifier so I can't give it any resistance)
-Add lead lined vest granting limited radiation sickness protection -done
-Fix rod not glowing at condition = 0 -done
-Fix whatever has broken the afflictions -done
-Make 2 different explosion scenarios for the reactor: one with and one without fuel in the reactor - done
-Fix potassium iodide and suit stoping DTPA effects-done
-Fix base game suit not shielding vs contamination -done
-Reactor not depleting rods when exploding and acces to UI when broken -unknown, happen even after clean install for me without mod on
-Fix sprite error on diving suits -done
-Fix excessive contamination gain near reactor- done
-Single storage fuel rod transport crate intended for beacon mission -done
-Geiger counter sound matching reactor radiation leak - done
-Tweaks to reactor skill check repair (some electrical added) -done
-EK armory suit patch addon -done
-Visual Variety modpack addon -done
-Fulgurium rod EMP effect (VERY time consuming as I need to add all target identifier manualy)
Unable to make the effect trigger only when activated due to coding restriction, will instead be a feature to always have its effect on
-Portable Geiger counter - scraped, impossible due to game coding restriction
On hold
-Fuel rod stored in the wrong container no longer stoping their effect - Not possible with current code
-Fix pirate staying in reactor room causing them to be dead before the players reaches them -done
-Restrict containers allowed to store fuel rods -done
-Special additional effect to the reactor explosion depending what fuel rod was inside - done
-Tweaks to incendium rod to make it impact sensitive - done
-Rework diving suit radiation resistance (restrict wich ones give full immunity) -done
-Minor tweaks to reactor - done
-Find a replacement for the damaging status effect I use to remove the ringing sound it now cause since last update- done
Rework of dna damage & radiation
-Radiation has nausea at earlier stages but remove nausea's visibility from med scanners and health menu - done
-Severly reduce chromatic aberation from radiation to make it a lot harder to identify, increased burn damage from radiation - done
-Add bloody nausea after 50% dna damage causing blood loss and organ damage along screen vision effects - done
-Affliction tweaks - done
-Severly reduce and increase DNA stabilizer's potency and effect duration respectively (still heals for the same amount in the end) to make it fit the delicate task of restoring genetic material, failing to use the item properly may be fatal, let a skilled doc handle it
You may only find 1 per station at the vendor -done
-Add a ITA like document used to inform newp layer about the mod feature the "do and do not" of it -done
Managed to undertsand how to use the wreck log book and its text formating
-Remove EK utility dependency (intergrated needed items) for compatibility and bug fixing reason -done
Among the Ancient update
-Nerf to incendium rod : the high heat generation make the reactor with just one rod run below 10% fission making the rod last a lot longer than planned so i try to discourage their use without taking out their utility for fuel efficiency
Lower its durability from 150 down to 50 to reflect the "faster" burnout of the rod compared to others
Add a light burn AOE when in reactor and damage the reactor very lightly every seconds to reflect its hull melting properties and extreme heat generation potential
A flare sound loop let you know when incendium is inside of the reactor
Radiation sickness now has a build in geiger counter sound effect
=> done
-Lower thorium rod durability down to 300 from 400 => done
-Update the in game manual to reflect the changes
-New light effect on the reactor for the critical stages => a bit more complicated than thought, though I managed to move the overheat alarm light to only appear at critical stage 1 & 2 => done
It was useless for the overheating alarm with all those automated control circuits and even vanilla reactor auto system has no big trouble handling it anyway
-Visual steam jet on the reactor so it make it a bit more clear why you get burned when its critical => done
-Attempt to make reactor safe underwater : why would something meltdown when the entire ocean can keep it cooled down? => scraped, can't be done due to coding limitations
-Utility divign suit => Removed since PUCS can fill that role now
Update the new items from Among the Ancient update => might take a while
-Dirty bomb after emitter =>done
-Slipsuit => inherit combat diving suit stats so its self patched
-Volatile fulgurium rod => done
-Depleted rod with incendium => done
-PUCS suit => contamination immunity added
-Items I am not yet aware off that needs patching => looking for them
-Fission gun behaviours with the modded rod => Added the code to allow it to fire the nuclear bolt, some rods may just blow up in your face though
-Reactor => condition out pin added on the connection pannel working on fixing other broken stuff :
Burn damage when reactor is without fuel => fixed
Critical rod being broken when spawned in => Confirmed code bug, no fix
Removing critical rods from the mod until its fixed.
Only one rod spawning when both are in the reactor => likely a game code issue no fix or workaround possible
Rod active effect not working as intended => fixed
-All diving suit=> fixed model when equiped
-Talent tree for rod crafting & reactor maintenance => scraped, from what I've seen and heard to much incompatibility risks to be worthwhile
Safe reactor meltdown underwater (no meltdown explosion, reactor still destroyed and contained rods depleted) => done, apparently there was indeed a conditional avaiable for InWater instead of the extra wonky tag gymnastic I've attempted before
Safe rod radiation when under water => done (water is a good shielding material vs gamma ray and free neutron)
Make abyss suit safer vs radiation (70% resist) => done
Missing override error for particle => fixed
Change repair failure damage => done
Additional tweaks I haven't thought of => thinking
Update planned feature
-In case of "dry meltdown" (reactor not under water)
New meltdown scenario depending if alien fuel was contained or not
New meltdown scenario for standart rods
-Minor tweaks
-Depth charge (only the standart one) can be used as trash chute for random items and any rods/meltdown item
-Nausea and blood nausea : increased minimum time between vomiting to 20s and doubled its damage
-Radioprotectant : increased radiation protection from 90% to 95%
-New informative affliction to tell you you're within a rod's harmfull effect ( has no effect on its own)
Ongoing
ITA compatible standalone mod, attempting to make most of ITA compatible but ITA rod temperature system is likely gonna be thrown out the window
-Various fixes regarding sprites and/or their transparency
-Potential issues with contamination resistance
-New affliction description depending of its severity