Barotrauma

Barotrauma

Jovian Radiation Rework
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Update: Aug 25, 2024 @ 4:22am

Server always saves settings to it's folder

Also added all commands to server so you could run them without client

Tell me if anything breaks

Update: Jul 23, 2024 @ 7:06pm

Fixed Captain's talent "Travelling Tradesman" doesn't give +20% item sell value

It's vanilla bug but i think it plays important role in games with radiation and should be fixed here

Updated Hard settings description
I tried to beat campaign on those 5 times and succeeded only once, so i think it's rather impossible than hard
Also i think you strictly need Selllable subs if your're playing on abyssal

Added Vanilla preset, it's used to clean up vanilla setting on game end
It turned out that if you play with rework then disable this mod and enter some vanilla save, game will turn all outposts into abandoned and brick the save
Because i used CriticalRadiationThreshold = -1 to point out that it's not used
and vanilla game reads it as all outpost should be abandoned and game doesn't reset this value when you load or create new campaign
So i'll clean it up

Update: Jul 10, 2024 @ 1:02pm

small tweaks to default ambience
it's now "0,127,255" * 1 and flickering is more noticeable

added CriticalOutpostRadiationAmount, outposts this deep in radiation will be destroyed

It's like vanilla CriticalRadiationThreshold which is world steps in radiation to be destroyed

CriticalRadiationThreshold just doesn't work well with changing radiation step
When radiation slows down steps will be smaller and outpost closer to the front will die
When with CriticalOutpostRadiationAmount outposts will die on some fixed distance from front

Currently game uses both
IsCriticallyRadiated =TurnsInRadiation > CriticalRadiationThreshold or Radiation.Amount - MapPosition.X > CriticalOutpostRadiationAmount

If either is set to -1, it is ignored

Also added rad_debug command, it's for me, you don't need that


Update: Jul 9, 2024 @ 6:35am

Added hard preset

Update: Jul 8, 2024 @ 12:16pm

RadiationSlowDown is now deprecated
Set it to 0 and don't use ever again
Use TargetSpeedPercentageAtTheEndOfTheMap instead

Idea behind RadiationSlowDown was that levels further in the campaign becomes longer and takes more time to traverse
Thus radiation should slow down to compensate for this

It depended only on Amount:
Increase = (RadiationStep - RadiationSlowDown * Amount ) * steps

And completely ingored step size and map width

TargetSpeedPercentageAtTheEndOfTheMap
Is independed of step or map size and easy to understand

on TargetSpeedPercentageAtTheEndOfTheMap=1 speed remains constant

on 0.5 rad speed will be halved in the end

on -1 i think radiation will stop in the middle of the map

Update: Jul 7, 2024 @ 12:24pm

StartingRadiation now works (yay)

Detached radiation steps from world steps
"WorldProgressStepDuration", "WorldProgressMaxStepsPerRound" now don't affect world (xd)

Added options for continuous radiation progression

Radiation increase amount is actually decimal and = (round duration /WorldProgressStepDuration) * RadiationStep

Note if you set WorldProgressStepDuration to 1 (minute), everything else will be in minutes, which is convinient

SmoothProgress - if false then increase amount is rounded down to nearest int as in vanilla

OutpostTimeMultiplier - you can make time go slower on outposts

GracePeriod - Actually vanilla feature to which i just gave a name
It's a period of time where radiation don't progress, but only on outposts or if you docking back
It's meant for cases where you forgot something important and must dock back and start again

ProgressOnSaveLoad - if true, radiation moves even on save load

In vanilla save loading doesn't progress world and radiation
so if you stuck you could just drown guards indefinitely until you get rich enough to continue

That's not the theme of this party
If you stuck you should just accept defeat, die and start new

You could just use some selfdiscipline, if you don't have one you can set this to true

and yes, it uses grace period


Also changed default settings to harder ones, shouldn't affect yours

Update: Jul 4, 2024 @ 4:10am

Added presets

Now you can save and load settings with rad_save and rad_load commands

And i don't have to recompile this whole thing to change 1 value in default settings (yay)

They are saved to ModSettings\Jovian Radiation Rework\Presets

rad_save is clientside so you can steal settings from a server

If you find good settings you can save them and give them to me, i'll add them to the mods setting presets

You can also add your name and description to them in any text editor

note: author name and description is not synced in multiplayer because then msg size may exceed packageSplitSize and i'm too lazy to handle that

Update: Jun 23, 2024 @ 4:43pm

added 2 settings:

RadiationSlowDown = 0.0075f
Now, rad amount increase = (RadiationStep - Amount * RadiationSlowDown) * steps
idea is that in later biomes levels are longer so it'll take you more steps to advance,
To compensate this radiation is now slowed down with time
Not physically accurate but simple solution
so now radiation has a limit (RadiationStep == Amount * RadiationSlowDown)
for context when whole map is covered Amount ~= 7000

KeepSurroundingOutpostsAlive = true
in vanilla surrounding outposts kept alive to prevent "buggy behaviour"
It might look unnatural so you might want to disable it
On the other hand alive outposts might become abandoned on arrival

Some poor excuse for balance changes:
RadiationDamage 0.037 -> 0.0275
TooMuchEvenForMonsters 300 -> 400
RadiationToAmbienceBrightness 0.001 -> 0.00075
CriticalRadiationThreshold 0 -> 5
RadiationStep 100 -> 90

This is just default setting, if you want to apply them type rad_reset

Outposts are not destroyed instantly, so some missions might lead into radiation
you should be able to safely complete 1 mission in rad zone if you have hazmat suits
I managed to die to radiation in second biome on abyssal, so i think RadiationStep 100 might be too fast

Update: Jun 22, 2024 @ 9:15pm

now you recieve 50% less radiation inside sub
controlled by FractionOfRadiationBlockedInSub setting

Added some settings to control abmience in irradiated zones:
RadiationToAmbienceBrightness
MaxAmbienceBrightness
AmbienceColor

fixed halo being white in levels with bright ambience
see https://github.com/FakeFishGames/Barotrauma/discussions/14150

Update: Jun 20, 2024 @ 9:20am

moved from xml to json

XmlSerializer caused immense loading time if you had a lot of c# mods enabled

Mod is now compiled, source code is in mod folder

also added rad_load command it loads settings from file