Barotrauma

Barotrauma

Enhanced Reactors
 This topic has been pinned, so it's probably important
_]|M|[_  [developer] 14 Oct, 2023 @ 7:55pm
Suggestions and Feedback
Leave your ideas and concerns here for me to adress!
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Showing 1-15 of 60 comments
ALE199 15 Oct, 2023 @ 6:21pm 
Ok so after a bit of testing I think that hiding the radiation is not that impactful, especially when you get the visual hint of radiation I think you should be able to see it since well, you can see it on your screen it's no different then getting the notification. like when you got it low level, you don't know you have it it's perfect but at high level it should just show.

Kinda like Husk infection, you don't know you have until it's almost done.
Television 16 Oct, 2023 @ 11:05am 
is the "Track carbon intake" affliction being visible on the health scanner and health UI intentional?

it looks weird
_]|M|[_  [developer] 16 Oct, 2023 @ 11:08am 
Originally posted by Television:
is the "Track carbon intake" affliction being visible on the health scanner and health UI intentional?

it looks weird
Ahhh no that's not intentional... Forgot to disable visibility after debugging it...

Edit: It is fixed now.
Last edited by _]|M|[_; 16 Oct, 2023 @ 1:12pm
EarthQuaker 20 Oct, 2023 @ 4:01am 
I'm trying the mod together with Neurotrauma, it seems to me that the damage from the radiation is too intense and immediate: if someone passes near a fuel rod they die in a few seconds. A cumulative effect could be more interesting, perhaps with different afflictions (hair loss, susceptibility to infections, etc.) especially if integrated with Neurotrauma.
The extent of the electrical damage caused by the junction boxes also seems excessive to me, especially the range of the damage and the visual effects.
Another thing that would be interesting is Cherenkov radiation, which could make reactor damage visible especially if submerged
WorldMachine 21 Oct, 2023 @ 6:42am 
i'd say change the geiger's durability goin down system because it was nearly 50% without leaving the first outpost, just sitting around the sub reactor room which had the reactor offline for like 2-3 minutes
C4K3P0P 27 Oct, 2023 @ 1:00pm 
Maybe i'm just a dirty casual, but i wasn't a fan of radiation/heat concerns while inside a station between rounds. Those times are generally a moment to take a breather for me, and having to make sure i have a hazard suit on whenever i had to talk to a merchant bummed me out. Overall i think the mod is real cool though, and i like the new differentiation between contamination and radiation sickness.
_]|M|[_  [developer] 27 Oct, 2023 @ 1:14pm 
Originally posted by C4K3P0P:
Maybe i'm just a dirty casual, but i wasn't a fan of radiation/heat concerns while inside a station between rounds. Those times are generally a moment to take a breather for me, and having to make sure i have a hazard suit on whenever i had to talk to a merchant bummed me out. Overall i think the mod is real cool though, and i like the new differentiation between contamination and radiation sickness.
That is not intended. Did you spend hours on the outpost and the reactor broke down?
C4K3P0P 28 Oct, 2023 @ 9:41am 
Originally posted by _|M|_:
Originally posted by C4K3P0P:
Maybe i'm just a dirty casual, but i wasn't a fan of radiation/heat concerns while inside a station between rounds. Those times are generally a moment to take a breather for me, and having to make sure i have a hazard suit on whenever i had to talk to a merchant bummed me out. Overall i think the mod is real cool though, and i like the new differentiation between contamination and radiation sickness.
That is not intended. Did you spend hours on the outpost and the reactor broke down?

No. It was as long as it took for me to brows and buy stuff from the submarine engineer. I bought some upgrades and was walking back and was like "why am i covered in 3% burns?". Was able to recreate it on other saves as well with the heat stroke warning kicking on as soon as i enter the station room with a reactor in it.
RapidLeopard 28 Oct, 2023 @ 6:16pm 
To follow up on our previous exchange in the mod page comments -- I think it was because I was confused by the sudden addition of the contamination system, since that's around when we started noticing these things.

Do outpost doctors cure contamination? It doesn't appear to be so. Maybe some decontamination mechanic would help here since it feels like there's little way to fix being contaminated other than taking iodide and waiting. I think nerfing the duration of contamination or providing some more direct way of removing it would be greatly beneficial.

I think the debug mode is a fantastic idea, cheers for that. Is it a separate mod to subscribe to?

Cheers, I love the work you're doing! :)
_]|M|[_  [developer] 29 Oct, 2023 @ 1:38am 
Originally posted by C4K3P0P:
Originally posted by _|M|_:
That is not intended. Did you spend hours on the outpost and the reactor broke down?

No. It was as long as it took for me to brows and buy stuff from the submarine engineer. I bought some upgrades and was walking back and was like "why am i covered in 3% burns?". Was able to recreate it on other saves as well with the heat stroke warning kicking on as soon as i enter the station room with a reactor in it.
I couldn't reproduce the issue. In fact it seems like reactors on outposts are somehow protected and can't spread radiation. The only thing they seem to spread is heat. I've waited for like 15min on multiple outposts and even damaged their reactors to cause them leaking, but even then there was no radiation whatsoever. The only reactor that was able to spread radiation was the player's reactor.
_]|M|[_  [developer] 29 Oct, 2023 @ 1:40am 
Originally posted by RapidLeopard:
To follow up on our previous exchange in the mod page comments -- I think it was because I was confused by the sudden addition of the contamination system, since that's around when we started noticing these things.

Do outpost doctors cure contamination? It doesn't appear to be so. Maybe some decontamination mechanic would help here since it feels like there's little way to fix being contaminated other than taking iodide and waiting. I think nerfing the duration of contamination or providing some more direct way of removing it would be greatly beneficial.

I think the debug mode is a fantastic idea, cheers for that. Is it a separate mod to subscribe to?

Cheers, I love the work you're doing! :)
Yes it's separate patch linked in the description. It's a good thing I made it because it made me realize I forgot to make antirad cure contamination. So that'll be fixed with the next patch and you'll be able to completely cure it with that :steamthumbsup:
EarthQuaker 29 Oct, 2023 @ 12:30pm 
I like the new contamination system. Perhaps it could be a good idea, if possible, to introduce sensors applicable to the walls that can detect the presence of radiation and possibly wire them with alarm systems. Furthermore, a TFD Foam solution could be used, to be applied to the sprayer, to quickly decontaminate people (and corpses) without however reducing sickness
EarthQuaker 29 Oct, 2023 @ 12:44pm 
Certainly more difficult to apply, but it would be interesting to introduce (perhaps in the long term) the neutron absorption mechanism: dense objects made of metals (or the structure of the submarine itself) could absorb the neutron flow coming from a very damaged reactors (or neutron bombs? ^_^) and also become a source of mild radioactive contamination. For gameplay reasons, TFD Foam can be made useful for cleaning such objects that suffer from secondary contamination
_]|M|[_  [developer] 30 Oct, 2023 @ 11:08am 
I like the ideas, but sadly it's not possible for detectors/items to detect radiation as it is purely affliction based and affliction can only target characters. I once tried making the sprayer decontaminate others, but this was unsuccessful. I'll probably try it again since I want to do add-ons for the mod for more complex stuff while leaving the current less complex mod intact.
Karvode 31 Oct, 2023 @ 4:39am 
Is it possible to code some sort of a radiation detector as a geiger counter or an entity that holds a geignrer and at least just produces values 0—no radiation 1—radiation?
Not exactly like vanilla deyectors but I think it should work fine.
Maybe it could even have a power in wird required
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