Barotrauma

Barotrauma

Hazardous Reactors
1,022 Comments
Foxtrot39  [author] Jul 21 @ 8:16am 
Usually reactor catching fire (outside the outpost one but code wise I can't do much there due to how reactor stats are baked into the outpost module) is due to either

-Unsopprted reactor as Dead said

-Another mod override the reactor which disable the tag leading to situation 1
Dead Jul 21 @ 12:06am 
For those of you also having issues with nonvanilla/unpatched reactors lighting on fire as soon as they're started, adding a "hazardcontainment" tag to the reactor in the sub editor seems to fix it, in lieu of a proper patch for whatever mod the reactor is from.

As soon as an unpatched reactor contains an active fuel rod.. it ignites just like any unshielded container you place an active rod in, since it doesn't have the tag.
LabToast Jul 20 @ 6:17pm 
Quite confused, not sure if there's an issue in my setup (Lua perhaps installed incorrectly?), but it seems that the reactor catches fire on game start constantly, regardless of reactor settings/sub load/etc.

The only way to stop it is to rush to the reactor, grab the containment unit, and remove the fuel rod. I'd like to use this mod but nothing in the guide suggests what I may be doing wrong. Can only assume there's some bug?
Kúshni Jul 20 @ 10:46am 
10 burned outposts out of 10
Foxtrot39  [author] Jul 18 @ 11:18am 
Just tested out, no issue found with exosuits
PBL Jul 18 @ 8:48am 
does any1 else have an issue with fuelrods not going into the vanilla exosuits?
Foxtrot39  [author] Jul 3 @ 5:29am 
Should be, would need some extra work depending on what fuel rod you use (especially incendium due to its heat spike)

And don't count on a auto shutdown system, when reactor integrity is critical or a fuel meltdown occured its either manual fuel removal or explosion
Natsuk Jul 3 @ 12:42am 
hello i got a question can we use reactor controllers with this mod ?
SeaverBeaver  [author] Jun 26 @ 11:46am 
Use showperf in the console if/when the lag appears so we can get some actionable information
Foxtrot39  [author] Jun 26 @ 9:19am 
The way radiation detector work is a custome affliction applied through an explosion effect, and so already affected by range

Not sure how I would check each rod durability (would be equal to rod purity) to create a linear scale of the meltdown severity, or if its even possible to do so currently

If I tried to make a range factor for that concept it would involve two explosions and that means likely doubling server/client strains from those effects


Im using explosion to apply any radiation, so technically its already raytracing


Think I've tried multiple different approach to lessen the rubberbanding issue, haven't been sucessfull in any attempt to make significant changes

By time based could you elaborate a bit more how that would be code wise if you can?

Despite the mod I basically learned the 101 of baro modding on the go to make it
<†>Baigle1<†>™ Jun 26 @ 12:45am 
When we have a station takeover and the radiation flash occurs, the whole game becomes very laggy for the host's client and the server, mainly rubberbanding. Maybe this could be improved by using time-based rather than tick-based DisableDeltaTime and Interval properties on effects, or some other gating or conditional mechanism?
<†>Baigle1<†>™ Jun 26 @ 12:24am 
Perhaps a raycasting mechanism, or light simulation, to each character accounting for very basic material penetration could be fast, moderately accurate, and immersive. As well as formulating estimations of energy and type release, including vapor and steam expansion energy, from such an event.
<†>Baigle1<†>™ Jun 26 @ 12:16am 
I love the radio jamming feature from the vanilla game that wrecked reactors and rods create, however, I wanted to make note that any radiation that is able to ionically, mechanically via neutron, EMF, or otherwise damage or disrupt electrical oscillator circuitry generally will be highly lethal to crew, and should be picked up by the counter and be shorter range and more localized than the dangerous radiation. Going further, we can estimate the severity of a reactor meltdown and semi-critical detonation event by taking into account the mass and purity of rods, the energy of the initiator and thus the completeness and severity of the detonation which should be very low, and the penetration through materials, which under water and surrounded by steal, wouldn't be as distant or penetrative compared to what happens in game

I love the effects of the mod, they are fun to experience in multiplayer, especially with added complications like Neurotrauma and a bunch of other mods.
Divisionic May 30 @ 11:39am 
Yeah... I'll say that, I'm quite confused.

When I say "above everything else", I mean dragging it above to be loaded first.

But, as you've said it, it fixed it because another mod, Baroverhaul Enhanced Immersive Patch might be the culprit...
As when I removed the Neurotrauma Patch completely, the Reactor started to burn again.

Maybe it's not as confusing as I make it out to be.
Foxtrot39  [author] May 30 @ 11:28am 
Neurotrauma patch doesn't even touch anything on the reactor beside damage from repair failure and explosion

When you say above everything you mean as in let eveything override it?

Would fix it as another mod undo the entire reactor changes from the mod essentially disabling the reactor component of my mod
Divisionic May 30 @ 10:57am 
Hi, just wanted to share that putting the "Hazardous Reactors damage patch for neurotrauma" above every other Hazardous Reactors patch (and generally every other Patch you have, really) will put a stop to spontaneous combustion of the Station Reactor.

I don't know why, I actually forgot where I read it, too, but it just does that.

I'm an user of many patches for Immersive Repairs and Neurotrauma, and when I read (somewhere, sadly forgot where) that putting the Neurotrauma Patch for hazardous Reactors putting above all else fixed it for that person, I tried it, and now I can start an online campaign without the reactor catching fire immediately.

I tested it 5 times, and it never once started with the reactor burning.

I'd love for the Author to potentially pin it somewhere, just so people with that specific problem are able to find it quickly.
Foxtrot39  [author] May 29 @ 11:49am 
@Roadent, guess I'll remove its suitable treatment for radiation sickness should prevent bot to use it alltogether

@Colqhoun, smoke is actually signs of overheating, reactor degrade overtime when running but faster when overheated

You should hear some buckling pipe sounds when it does though
Colqhoun May 29 @ 6:20am 
I just started a new campaign with the mod and the reactor is frequently making an alarm sound, but not like a meltdown alarm. It runs a bit cold due to logic controllers. Is running the reactor cold causing the alarm and condition damage (i see a little smoke on it)?
Roadent May 28 @ 4:28pm 
I just recently installed the mod and am trying it out;

It seems that the AI is constantly using Potassium Iodide without stop whenever their radiation sickness reaches a certain threshold, completely eating through all the med stocks. I can force them to ignore the item to make them not use it, but still...
Oooy May 22 @ 7:37pm 
Okay thanks. I like the mod tho so Ill just get more players
Foxtrot39  [author] May 22 @ 8:25am 
Can't really fix the AI on player sub, workaroud I had for other sub is making it never decay or not deplete any fuel rod inside

You can tell them to not touch it on round start so you don't have to worry about them messing it up
Oooy May 22 @ 12:07am 
The AI has no idea how to run the reactor and a player must do it. Anytime an AI is on the ship with access to the reactor they cause a meltdown
Inferno | M.D.F May 18 @ 3:48pm 
lemme double check because i'm 99% sure its vanilla
Foxtrot39  [author] May 18 @ 3:43pm 
Since when is there a vanilla fuel trolley?
Inferno | M.D.F May 18 @ 1:41pm 
(we just fried our electrical engineer)
Inferno | M.D.F May 18 @ 1:41pm 
please add compatibility with the vanilla fuel truck/trolley?
Foxtrot39  [author] May 8 @ 4:40am 
Forbid intereaction with reactor on every round start, should do it
RED May 7 @ 8:37pm 
I've got my assistant bot with orders to repair mechanics, but because the reactor has a mechanical skill check he constantly tries to kill himself by repairing it. Is there any possible way to prevent this behavior while keeping his repair command or do I just need to babysit him all the time?
Foxtrot39  [author] May 3 @ 9:09am 
Guess I need the mod list you're using otherwise im out of ideas why you've got such problem
Богатыръ May 2 @ 3:48pm 
No, I don't use it.
Foxtrot39  [author] Apr 28 @ 4:23pm 
Running any other mod affecting reactors?

If my mod is overriden, the tag used on the reactors to supress fuel rod radiation gets removed
Богатыръ Apr 28 @ 12:53am 
I've noticed this problem on other vanilla boats too.
Богатыръ Apr 28 @ 12:52am 
the standard reactor on the vanilla submarine r29
Foxtrot39  [author] Apr 23 @ 12:37am 
just answered that in mod related question discussion thread
HarryRocks101 Apr 22 @ 10:08pm 
i'm having a problem regarding the use of the fuel processor and Shielded Deconstructor as i'm unable to place them once picked up in my submarine
Foxtrot39  [author] Apr 20 @ 8:52am 
Which reactor are you using and does it contain corium?
Богатыръ Apr 20 @ 5:25am 
The reactor has been completely repaired, the problem has not disappeared
Foxtrot39  [author] Apr 18 @ 9:19am 
Its likely damaged, turn it off then repair it when you have some protective equipement

If its a fuel meltdown you're moslty boned, because corium is a death sentence without anti rad
Богатыръ Apr 17 @ 9:46pm 
A fully functioning reactor emits a large amount of radiation, what should I do?
Foxtrot39  [author] Apr 13 @ 6:39am 
Can't remember what it fixed, but I think it was resolved and no longer needed
⛧some pink fox⛧ Apr 13 @ 6:17am 
what happened to the dynamic eropa pach?
Tempestin Apr 9 @ 7:26pm 
The reactor's user manual should not be purchased in stores. Or its price should be higher. Some people abuse them,buy them and disassemble them into circuits.
Foxtrot39  [author] Feb 27 @ 8:26am 
May rollback version in the near future, seems the unitended changes that went with the fix are causing performance hog
Foxtrot39  [author] Feb 25 @ 4:23pm 
If its an isolated case not sure there is anything to be done about, as I simply cant test it on my end

Last update is still quite new so I have to wait and see if other similar reports coming in

Reactors are quite intensive on status effect and outpots reactor has always been troublesome on a variety of issues (namely starting huge fires right after loading in in some cases)
Yog-Sothoth21 Feb 25 @ 3:58pm 
Hello! We've also experienced huge fps loss on outpost. I used showperf extension and found out that outpost reactor eats a lot of fps. I see in the comments that some people don't have this problem, maybe we did something wrong? Do we need to add something to performance fix?
Foxtrot39  [author] Feb 24 @ 12:51pm 
Might have uploaded more than just the intended fix when I was looking to update the github version

If anything breaks keep me informed so I may rollback and only put out the fix
Echo Feb 24 @ 9:34am 
Posted a new bug in Bug report section which I believe breaks enemy sub encounters.
Foxtrot39  [author] Feb 18 @ 9:33am 
@Deathblade do mind there are a few things

Diving suit/mask prevent contamination (cause chronic radiation sickness and worse at high affliction)

Submerged radiation source don't contaminate and have lower range/intensity

Radioprotectant is long lasting and give a significant resistance that can stack with proper attire and other suits

DTPA (the low grade anti rad) has multiple uses
SeaverBeaver  [author] Feb 17 @ 3:52pm 
Better take precautions then
Deathblade Feb 17 @ 11:08am 
so every single wreck will release massive amounts of radiation? that sucks