Barotrauma

Barotrauma

Hazardous Reactors
1 028 kommentarer
Foxtrot39  [skaper] 28. juli kl. 8.24 
Code wise the game doesn't support picking up item on the floor and directly transfering it into another held container I.E the tongs

We tried that

Reactors are better handled exclusively by player as bot simply keep dropping and running away from rods as they're coded to flee danger

If I could code bots to not remove/replace fuel rods it would solve a few issues in that regard but AI stuff ain't something I know anything about in baro
codie_ralph 28. juli kl. 4.51 
I would like to point out a few problems the rod tongs can't pick the roads up if they're dropped on the floor I would like to see slightly more variety when it comes to ways in the early game I had a bot drop a nuclear rod on the floor and cook the whole submarine I couldn't pick it up with the tongs it vaporized everyone and I am very salty:steamsalty:
SeaverBeaver  [skaper] 27. juli kl. 16.42 
I haven't changed anything in that regard. Nuclear Cartridges are from Enhanced Reactors.
Foxtrot39  [skaper] 27. juli kl. 4.45 
maybe Seaver changed something
OAKENSHIELD43 27. juli kl. 4.39 
So it seems instead of regular fuel rods Nuclear Cartridges need to be used instead in the Exosuit and the Rapid Fissile Accelerator.. I saw no mention of nuclear cartridges in any of the mod documentation. Can you update the mod documentation to include them please @Foxtrot39 ?
OAKENSHIELD43 27. juli kl. 3.54 
Hey Folks, I've been having an issue with exosuits and the rapid fissile accelerator not taking fuel rods as ammunition and power using this mod. Are is anyone aware of any fixes?
Foxtrot39  [skaper] 21. juli kl. 8.16 
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 21. juli kl. 0.06 
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 20. juli kl. 18.17 
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 20. juli kl. 10.46 
10 burned outposts out of 10
Foxtrot39  [skaper] 18. juli kl. 11.18 
Just tested out, no issue found with exosuits
PBL 18. juli kl. 8.48 
does any1 else have an issue with fuelrods not going into the vanilla exosuits?
Foxtrot39  [skaper] 3. juli kl. 5.29 
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 3. juli kl. 0.42 
hello i got a question can we use reactor controllers with this mod ?
SeaverBeaver  [skaper] 26. juni kl. 11.46 
Use showperf in the console if/when the lag appears so we can get some actionable information
Foxtrot39  [skaper] 26. juni kl. 9.19 
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<†>™ 26. juni kl. 0.45 
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<†>™ 26. juni kl. 0.24 
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<†>™ 26. juni kl. 0.16 
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 30. mai kl. 11.39 
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  [skaper] 30. mai kl. 11.28 
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 30. mai kl. 10.57 
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  [skaper] 29. mai kl. 11.49 
@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 29. mai kl. 6.20 
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 28. mai kl. 16.28 
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 22. mai kl. 19.37 
Okay thanks. I like the mod tho so Ill just get more players
Foxtrot39  [skaper] 22. mai kl. 8.25 
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 22. mai kl. 0.07 
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 18. mai kl. 15.48 
lemme double check because i'm 99% sure its vanilla
Foxtrot39  [skaper] 18. mai kl. 15.43 
Since when is there a vanilla fuel trolley?
Inferno | M.D.F 18. mai kl. 13.41 
(we just fried our electrical engineer)
Inferno | M.D.F 18. mai kl. 13.41 
please add compatibility with the vanilla fuel truck/trolley?
Foxtrot39  [skaper] 8. mai kl. 4.40 
Forbid intereaction with reactor on every round start, should do it
RED 7. mai kl. 20.37 
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  [skaper] 3. mai kl. 9.09 
Guess I need the mod list you're using otherwise im out of ideas why you've got such problem
Богатыръ 2. mai kl. 15.48 
No, I don't use it.
Foxtrot39  [skaper] 28. apr. kl. 16.23 
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 28. apr. kl. 0.53 
I've noticed this problem on other vanilla boats too.
Богатыръ 28. apr. kl. 0.52 
the standard reactor on the vanilla submarine r29
Foxtrot39  [skaper] 23. apr. kl. 0.37 
just answered that in mod related question discussion thread
HarryRocks101 22. apr. kl. 22.08 
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  [skaper] 20. apr. kl. 8.52 
Which reactor are you using and does it contain corium?
Богатыръ 20. apr. kl. 5.25 
The reactor has been completely repaired, the problem has not disappeared
Foxtrot39  [skaper] 18. apr. kl. 9.19 
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 17. apr. kl. 21.46 
A fully functioning reactor emits a large amount of radiation, what should I do?
Foxtrot39  [skaper] 13. apr. kl. 6.39 
Can't remember what it fixed, but I think it was resolved and no longer needed
⛧some pink fox⛧ 13. apr. kl. 6.17 
what happened to the dynamic eropa pach?
Tempestin 9. apr. kl. 19.26 
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  [skaper] 27. feb. kl. 8.26 
May rollback version in the near future, seems the unitended changes that went with the fix are causing performance hog
Foxtrot39  [skaper] 25. feb. kl. 16.23 
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)