Barotrauma

Barotrauma

Enhanced Reactors
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Update: Oct 23, 2023 @ 8:18am

- Forcing a repair threshold of 75 to all reactors on all submarines used in your campaign to allow repairing it when it starts leaking on custom submarines that may normally use a lower threshold.
- Fixed fuel rods becoming active in reactors that are turned off, but are receiving power from the station you're docked at. This happened due to the fuel rod checking for voltage rather than temperature.

Update: Oct 22, 2023 @ 1:52am

- Added "Nuclear Cartridge". Used as ammo for the "Rapid Fissile Accelerator" instead of fuel rods. Crafted from any kind of fuel rod. Requires the "Nuclear Option" engineer talent.
- Adjusted "Geiger Counter" to be able to turn it on and off as to not drain battery when not needed.

Update: Oct 19, 2023 @ 7:37am

- Fixed bots getting stuck while trying to repair a reactor, but not starting the repair.
- Increased radiation resistance of the "Hazmat Suit" from 80% to 90%.
- Increased min. effectiveness of "Potassium Iodide Tablets" from 25% resistance to 35% resistance and increased their max. duration from 10min to 15min. 1 Tablet = 5min
- Adjusted junction boxes to not zap you even if failing the repair, check if they are not powered.
- Adjusted reactors to not explode when trying to repair them while they're on. Instead a reactor will enter a temporary critical state in which you have to constantly repair it as it'll constantly take damage in this state. If you're too slow, you'll blow.
- Junction boxes can now zap any nearby characters standing within 1m next to it if someone failed a repair check while it was powered.

Update: Oct 16, 2023 @ 1:11pm

- Fixed "Track Carbon Intake" affliction being visible.
This affliction is used to check how many carbon tablets you swallowed to apply damage on excessive use and was supposed to be invisible.

Update: Oct 16, 2023 @ 10:31am

- Renamed "Overheating" to "Heat Stroke Risk".
- Added "Activated Carbon Tablets". Can be used to cure low amounts of poisoning and radiation. Excessive use can be harmful.
- Added custom icon for heat stroke risk affliction.
- Added sweating particles to maximum heat stroke risk.
- Added back the radiation sickness icon on higher dosage since your screen graining is a dead giveaway anyways. The icon is only visible to yourself so other crewmembers still have to check you with a geiger counter or health scanner to figure out if you're irradiating them.
- Added poison and damage resistances to the hazmat suit.
- Added russian translation by Plasma.
- Changed heat stroke risk to decrease faster when cooling off in water.
- Made bots immune to damage from heat stroke risk. It will still show as an affliction on them but deal no damage except to players to prevent NPCs on outposts getting cooked by the reactor during longer visits.
- Made active fuel rods distract monsters like flares.
- Fixed PUCS throwing a missing texture error when contained in a diving suit cabinet.
- Fixed heat stroke risk affliction showing the wrong description to others.
- Fixed makeshift armor giving heat stroke risk resistance when it was supposed to make you more susceptible to it.

Update: Oct 14, 2023 @ 2:12am

- Added a check to fuel rods which disables their effects when no character is within 100m to save on performance when tossing away multiple used fuel rods within the same level.
- Adjusted crafting and deconstructing recipes of containers. No more free lead and steel when buying fuel rods.
- Made fuel rods stackable inside containers again. Exceptions are inside player inventory, fuel rod tongs and fuel rod crates.

Update: Oct 13, 2023 @ 11:57pm

- Added heat resistance to safety harness, boiler suit, PUCS and exosuits.
- Added heavier footstep sounds to exosuits to make them feel less like a costume.
- Fixed exosuits not shielding off radiation from contained fuel rods.
- Fixed geiger counter still working with 0% condition.
- Changed junction boxes to trigger malfunction effects at 50% condition and lower. (Previously 64.99%)
- Stack adjustments to some items to bring it in line with the upcoming Treacherous Tides update.

Update: Oct 12, 2023 @ 5:54pm

- Fixed radiation stacking when multiple people with radiationsickness are nearby. Now multiple people are treated as one source with the highest irradiating person taking priority in applying the radiation sickness.

Update: Oct 12, 2023 @ 10:50am

- Added item descriptions directly to the items to allow them to show up in english for untranslated languages.
- Added "Potassium Iodide Tablets" to spawn once in the player submarine reactor cabinet.
- Adjusted "Potassium Iodide Tablets" price to fit its crafting requirement prices. (Increased from 30mk to 160mk)
- Changed chance for junction boxes to electrocute or start a fire to reduce the chance of multiple junction boxes going off at the same time.
Previous values: 2/10 chance to electrocute | 1/10 chance to start a fire.
New values: 2/20 chance to electrocute | 1/20 chance to start a fire.
- Excluded wrecked junction boxes from using these effects. They now act like vanilla junction boxes.
- Fixed "Radioactive Material Crate" and "Radioactive Material Container" missing in the translation file.

- Public Release

Update: Oct 5, 2023 @ 11:45am

- Added radiation to ores and minerals in a 1.5m radius.
- Added "Radioactive Material Crate". Has 9 slots for radioactive material only.
- Added "Radioactive Material Container". Has 6 slots for radioactive material only. (Ores are excluded)
- Adjusted "Potassium Iodide Tablets" sprite a bit to fit better into the game.
- Switched around radioactivity values of "Thorium Fuel Rod" and "Fuel Rod" (uranium) as thorium is less radioactive than uranium.
- Directly implemented "Nuclear Reactor (Mini)", "Nuclear Reactor (Small)" and "Slow Nuclear Reactor (Small)" from EK Dockyard.
- Fixed reactors not creating different sized explosions depending on the fuel rod contained if the reactor hits 0 condition.
- Fixed reactors sometimes breaking without an explosion when trying to repair them while they're active.
- Fixed "Volatile Fulgurium Fuel Rod" not immediatly considered active after crafting.