Barotrauma

Barotrauma

Hazardous Reactors
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Foxtrot39  [developer] 24 Jul, 2021 @ 5:26am
Current "In progress" mod change (read only)
Here will be posted what is currently being worked on
Last edited by Foxtrot39; 7 May, 2023 @ 4:55pm
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Showing 1-15 of 26 comments
Foxtrot39  [developer] 24 Jul, 2021 @ 5:27am 
Live

-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
Last edited by Foxtrot39; 26 Jul, 2021 @ 4:39pm
Foxtrot39  [developer] 25 Jul, 2021 @ 9:19am 
Live

-Fix whatever has broken the afflictions -done


Last edited by Foxtrot39; 26 Jul, 2021 @ 4:39pm
Foxtrot39  [developer] 25 Jul, 2021 @ 2:36pm 
Live

-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

Last edited by Foxtrot39; 26 Jul, 2021 @ 4:41pm
Foxtrot39  [developer] 26 Jul, 2021 @ 4:35pm 
Live

-Single storage fuel rod transport crate intended for beacon mission -done
Last edited by Foxtrot39; 27 Jul, 2021 @ 12:22pm
Foxtrot39  [developer] 31 Jul, 2021 @ 10:11pm 
Live

-Geiger counter sound matching reactor radiation leak - done

-Tweaks to reactor skill check repair (some electrical added) -done

Last edited by Foxtrot39; 2 Aug, 2021 @ 7:59pm
Foxtrot39  [developer] 2 Aug, 2021 @ 7:59pm 
Live

-EK armory suit patch addon -done

-Visual Variety modpack addon -done
Last edited by Foxtrot39; 5 Aug, 2021 @ 8:26am
Foxtrot39  [developer] 5 Aug, 2021 @ 7:33am 
Live

-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
Last edited by Foxtrot39; 15 Aug, 2021 @ 3:19pm
Foxtrot39  [developer] 15 Aug, 2021 @ 4:00pm 
Live

-Fix pirate staying in reactor room causing them to be dead before the players reaches them -done
Last edited by Foxtrot39; 22 Aug, 2021 @ 12:08pm
Foxtrot39  [developer] 22 Aug, 2021 @ 12:10pm 
Live

-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
Last edited by Foxtrot39; 31 Aug, 2021 @ 8:31am
Foxtrot39  [developer] 31 Aug, 2021 @ 9:00am 
Live

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


Last edited by Foxtrot39; 1 Sep, 2021 @ 3:30pm
Foxtrot39  [developer] 10 Sep, 2021 @ 2:06pm 
Live

-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
Last edited by Foxtrot39; 11 Sep, 2021 @ 11:31am
Foxtrot39  [developer] 8 Oct, 2021 @ 9:24am 
Live

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
Last edited by Foxtrot39; 4 Nov, 2021 @ 10:25am
Foxtrot39  [developer] 9 Nov, 2021 @ 5:22pm 
"Crisis updated"

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

Last edited by Foxtrot39; 5 Dec, 2021 @ 9:55am
Foxtrot39  [developer] 2 Dec, 2021 @ 10:27pm 
Live

-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
Last edited by Foxtrot39; 5 Dec, 2021 @ 9:59am
Foxtrot39  [developer] 20 Jan, 2022 @ 10:12pm 
Live

-Various fixes regarding sprites and/or their transparency

-Potential issues with contamination resistance

-New affliction description depending of its severity
Last edited by Foxtrot39; 14 Dec, 2022 @ 2:32pm
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