Barotrauma

Barotrauma

Jovian Radiation Rework
 This topic has been pinned, so it's probably important
Nupaska  [developer] 19 Jun, 2024 @ 3:17pm
Settings explained
Theory
Settings are not linked to saves, they are global
In multiplayer clients take host settings, only host or client with all permission can change them

Radiation amount is how deep is here in radiation in map units
Radiation amount for location is Front.X - Location.X
Radiation amount for entities on a level is between start and end location amount - radiation blocked by the depth of the water

Vanilla
CriticalRadiationThreshold
After this many steps in radiation outposts will become abondoned, if < 0 then ignored
MinimumOutpostAmount
Even when all map is covered with radiation last MinimumOutpostAmount will remain alive
StartingRadiation
Radiation start from this amount on new saves
RadiationStep
How much radiation moves per 1 step
AnimationSpeed
How fast radiation movement is animated on the map, lower - faster
RadiationDamageDelay
Radiation damages things in this interval (in seconds)
RadiationDamageAmount
Amount of damage inflicted each RadiationDamageDelay
MaxRadiation
After this radiation should stop, -1 to disable
BorderAnimationSpeed
Edge noise animation speed
RadiationAreaColor
Color of irradiated area on the map
RadiationBorderTint
Color of edge noise

Progress
WorldProgressStepDuration
Radiation moves in steps, 1 step every WorldProgressStepDuration minutes
WorldProgressMaxStepsPerRound
Max steps per round
KeepSurroundingOutpostsAlive
If true, outposts around you won't become abandoned in radiation
SmoothProgress
false - radiation moves in discrete steps, true - moves continuously with the same speed
ProgressOnSaveLoad
Should radiation move after you spent some time on outpost and save loaded
GracePeriod
If you quit, dock back or start a new mission in less than this minutes radiation won't move
OutpostTimeMultiplier
On outposts amount of spent time is multiplied by this
TargetSpeedPercentageAtTheEndOfTheMap
Radiation will slow down to this fraction of it's normal speed during campaign, to compensate for longer late game levels
CriticalOutpostRadiationAmount
Outpost this deep in radiation will become abandoned, a bit more consistent than Vanilla.CriticalRadiationThreshold, if < 0 then ignored

Mod
WaterRadiationBlockPerMeter
Radiation amount in the level is decreasing with depth, this much per meter
RadiationDamage
Applied damage = RadiationDamage * radiation amount at this point, Vanilla.RadiationDamageAmount is ignored by the mod
TooMuchEvenForMonsters
This deep in radiation monsters won't spawn, -1 to disable
FractionOfRadiationBlockedInSub
Submarine hull is blocking this portion of radiation, open gaps reduce this protection
HuskRadiationResistance
Husked crewmembers with recieve damage * HuskRadiationResistance
RadiationToAmbienceBrightness
Brightness of ambience per radiation amount
MaxAmbienceBrightness
Maximum ambience brightness
AmbienceNoiseAmplitude
Amplitude of ambience brightness oscillations
AmbienceColor
Color of radiation ambient light on the level
UseVanillaRadiation
If true all Mod settings will be ignored and game will run vanilla code
ElectronicsDamageMultiplier
Damage to electronics condition per radiation amount
MaxDamageToElectronics
Maximum one time damage to electric devices
RadiationToMonstersMult
Changes amount of monsters spawned in radiation per radiation amount, 0 = unchanged, <0 = less monsters, >0 = more monsters
MaxRadiationToMonstersMult
Maximum multiplier for monsters amount, no more than x MaxRadiationToMonstersMult
Last edited by Nupaska; 8 Feb @ 12:18pm