Barotrauma

Barotrauma

Enhanced Reactors
660 Comments
小师弟·disciple 4 hours ago 
Invisible hazmat? I'd love to see my character sometime instead of fat ugly yellow blob all the time- or at least the face.
Roadent Jun 15 @ 8:16am 
Tested: "Danger Zone" now unlocks the "Volatile Fulgurium Fuel Rod" and "Volatile Fulgurium Fuel Rod (recycle)" recipes for crafting. ✅
Roadent Jun 10 @ 4:05pm 
I have a suggestion - I'd make the Unlimited Power talent increase the quality of crafted Geiger Counters by 1.
Roadent Jun 5 @ 3:46am 
@_]|M|[_
Oh, my bad. It wasn't clear to me that the Geiger Counters were rechargeable. I assumed that they were a one-time-use item - use it up, deconstruct it, fabricate a new one. :P
Ok, makes way more sense now. 👍
Tub a Dub Dub Jun 5 @ 12:54am 
Is there a way to have bots decontaminate in the shower like players can. We have a bot managing the reactor but eventually they'll wander and get the rest of the crew sick since that bot is contaminated.
vanguard Jun 4 @ 10:23am 
I messaged you on discord with a video and some details. :
_]|M|[_  [author] Jun 4 @ 9:47am 
@vanguard: I need more info. Which reactor is your sub using, what fuel rod is inside it, what other mods/patches are you using and do you still have the issue if you only load this mod alone?
vanguard Jun 4 @ 4:07am 
I'm getting the same thing. The reactors are leaking, the moment I step into the reactor room I almost instantly die.
_]|M|[_  [author] Jun 4 @ 3:39am 
@Bearox: I'm unable to reproduce your issues. Did you make sure the load order was still correct after updating the mod? The add-on works as intended as well.
Did you play with any patches? They might need to be updated by their authors.
_]|M|[_  [author] Jun 4 @ 3:36am 
@Roadent: Thanks for the report! Will be fixed with the next update :steamthumbsup:
As for the geiger counter, it doesn't need a fulgurium battery. It accepts any item that is tagged as "mobilebattery" so from the vanilla game both fulgurium and regular batteries are supported and the game will just visually cycle through the items in the recipe. I received a lot of positive feedback from testers in the early days about the geiger counter being recharged directly instead of having to swap batteries so I'm unsure if changing it is a good idea.
Bearox Jun 4 @ 12:38am 
Your new update made the mod unplayable we get, random radiation, stupidly contagious, wont heal even with cheats, had to unsub, it was more enjoyable bef
Roadent May 30 @ 6:25am 
I found a bug - Danger Zone doesn't unlock the Volatile Fulgurium Fuel Rod for crafting anymore.

Also, is there a reason why the Geiger Counter uses a (Fulgurium) Battery Cell when crafting, and has its own condition that depletes upon use? Could you instead have it carry a battery inside it, like with the Flashlight, Sonar Beacon and other such items?

Loving the mod, btw. Much more vanilla-friendly than Hazardous Reactors. ^_^
_]|M|[_  [author] May 26 @ 9:05am 
@toetruckthetrain: Yes. They now use the nuclear cartridges as fuel instead of fuel rods. Existing exosuits that currently contain a fuel rod will automatically replace that fuel rod with a nuclear cartridge. This should also work for modded exosuits, as long as they have the "deepdivinglarge" tag on them and are running on items with "divingsuitfuel" tag like the vanilla exosuits.
toetruckthetrain May 25 @ 8:17pm 
new update, are exosuits better yet?
_]|M|[_  [author] May 25 @ 8:09am 
@Parboleum Loyce: Dang it... I'll fix that today and check for other items that may check for fuel rod identifiers. Items from other mods will have issues if they use <RequiredItem identifier=""> but it's easily fixed by swapping it with <RequiredItem items="">
So in case someone stumbles upon a mod that has issues with crafting when using ER, suggest them to do this little adjustment to fix it :steamthumbsup:

@Krev: Yeah those patches need updating. It's exactly what I've written above in this comment.
If you for example see <RequiredItem identifier="thoriumfuelrod" ...> just replace it with <RequiredItem items="thoriumfuelrod" ...> in the xml files and it should start working again.
Make sure to copy the mod into your LocalMods folder in your Barotrauma directory and then fully remove the steamworkshopid="..." and expectedhash="..." attributes from the filelist.xml in your local copy
Krev May 25 @ 3:13am 
The May 24th update seems to have broken the Enhanced Reactors - Baroverhaul patches.

I'm getting duplicates of all fuel rods+recipes - is there any way to fix that on my end? (like editing the identifier in the patch xml or something?)
Parboleum Loyce May 24 @ 5:47pm 
Caught the same problem again with the cheap railgun shells.

Gonna definitely have to do a once-over on everything that uses fuel rods in its recipe
YellowKnight May 24 @ 12:36pm 
Respect for actually writing the patch notes :steamthumbsup:
_]|M|[_  [author] May 24 @ 12:30pm 
@Parboleum Loyce: Nope, it was just me being silly and forgetting to change the identifiers to the new identifiers of the modded fuel rods in its recipe. It's fixed now :steamthumbsup:
Parboleum Loyce May 24 @ 12:14pm 
new nuclear cartridge recipes (at least the uranium one) isn't working with a full rod or a rod just put into the reactor.

i believe this is because the maximum condition isn't set in the recipe so it requires a 90% rod specifically, not 100-90%
MopxyxH May 24 @ 12:13pm 
Sorry, my mistake. Wrong mod order.
MopxyxH May 24 @ 11:56am 
With immersive diving gear enabled and a patch for it and Enchanted Reactors, the exosuit works as before and does not require cartridges
_]|M|[_  [author] May 23 @ 3:40pm 
@CUCUMBER_COW: Do they become locked or why can't your take them out of the crate? To get rid of them you can either put the crate with the rods into a depth charge loader and launch the contents into the ocean, grab each fuel rod and toss it out of the airlock or recycle them at a fabricator by filling them with new material or crafting them into depleted fuel.

@Bletalia: Sadly not possible. The game is programmed to have every item pass through your player inventory first before it can enter another inventory... No way for me to change that unfortunately.
Bletalia May 23 @ 12:34pm 
how do you pick up a rod thats fallen onto the floor with the tongs, i hate having to put it in my hands to put it in the tongs
CUCUMBER_COW May 22 @ 6:31pm 
how do you recycle old fuel rods? i cant seem to remove them from fuel rod crates
_]|M|[_  [author] May 19 @ 10:20am 
I think I'll make the nuclear cartridge be the valid fuel for the exosuit to give it more use than just being the mag for the rapid fissile accelerator. Of course it will be craftable by everyone then instead of being locked behind the engineer talent.
_]|M|[_  [author] May 19 @ 10:10am 
@toetruckthetrain: Yeah I agree I should've added something for exosuits a long time ago. I keep forgetting since I never play with them. I've noted it onto my todo and will work something out for the next update :steamthumbsup:
toetruckthetrain May 19 @ 1:31am 
what i guess im really trying to say here is please, god please add a separate item specifically for the exosuit that can go in your inventory, a fuel rod can be made into, doesnt blast you with radiation because the exosuit doesnt have anywhere near the rads resistance required to properly swap out fuel rods, and maybe, just maybe, stack, or i might have to kill the assistant again
toetruckthetrain May 19 @ 1:30am 
listen, this mod is great and it makes reactor much more interesting, and i need you to keep in mind that i really like this mod throughout this rant because its got a lot of emotion behind it, but im a mechanic brawler main, and this mod turns the exosuit into one of the most fun pieces of equipment in the game into a heavy piece of scrap metal that makes you wholly dependent on daddy engineer to handle the fuel rod that kills you if you ever try to put it in any fuel rod box that isnt completely empty, not to mention the fact that you cant carry extras on you, so say bye bye to ever leaving the sub with it on again to actually use the brawler talents you used FOUR LEVELS ON against enemies because if you do youre gonna find yourself completely immobile while a mudraptor youre supposed to be the best at killing has its way with you because you didnt want to just let a whole 25% fuel rod deteriorate down to 0 in one of daddy engineer's spicy boxes
_]|M|[_  [author] May 18 @ 11:21am 
@fudsthebest: The "Nuclear Option" talent from the engineer will unlock it. However if you're playing with a mod that changes talents and which affects that talent, you'd need a compatibility patch to have that talent still unlock the item recipe.
fudsthebest May 17 @ 8:11pm 
What do you need to unlock the crafting recipe for the cartridges? the fabricator doesn't let me craft any.
fudsthebest May 17 @ 7:51pm 
OH SHOOT, thanks man i didnt even see that lol. great mod btw, having a (nuclear) blast
_]|M|[_  [author] May 17 @ 8:34am 
@fudsthebest: With this mod you need to craft and use the nuclear cartridges as explained in the pictures above.
fudsthebest May 16 @ 1:55am 
Hello, I cannot put fuel rods into the rapid fissile accelerator, am i missing something or is it bugged?
_]|M|[_  [author] May 15 @ 2:25am 
@ah: That's due to a vanilla bug that's already reported to the game devs, but has not yet been fixed. The game fails to load the event responsible for putting the correct fuel into enemy reactors. It's configured to always load, but events to always load can't load outside of outpost levels which the game devs have to fix sadly.
ah May 14 @ 4:21pm 
Can pirate ships handle this mod? i fought a pirates in my campaign and they had no power from their reactor, which was a shame since they just died on their own. i play or dynamic europa.
Admiral_Gordon May 13 @ 1:32pm 
never mind it fixed itself mysteriously.
Admiral_Gordon May 13 @ 1:25pm 
For some reason there is no hazmat suit and the geiger counter makes no noise, any idea what might be the problem?
_]|M|[_  [author] May 11 @ 1:53pm 
@Parboleum Loyce: Ah true, thanks for reporting it. Will be fixed with the next update :steamthumbsup:
Parboleum Loyce May 11 @ 1:19pm 
Hey, spotted what seems to be an issue with a talent tweak.

Nuclear Option should include

<AddedRecipe itemidentifier="nucleardepthdecoycheap" />

but doesn't, so when playing the mod you lose the ability to make cheap nuclear decoys.
_]|M|[_  [author] May 11 @ 12:52pm 
@RockyFoliage: There isn't. Is there no door between you and the reactor? Wearing the boiler suit from the can help.

@ZyreX: Not tested, but it should. I've adjusted the code to be compatible with other exosuit mods.
ZyreX May 1 @ 7:40am 
is it compatible with exosuit retexture mod?
RockyFoliage Apr 30 @ 4:59am 
Is there a way to disable the heat mechanic? One of my subs wasn't really built with this in mind, but now that I've added the mod I'm constantly overheating. I'd rather not have to wear a hazmat suit my whole playthrough, so any advice would be greatly appreciated.
D0C70RD00M Apr 29 @ 4:19pm 
Appreciate it
_]|M|[_  [author] Apr 29 @ 9:12am 
@D0C70RD00M: The identifier for the pressurized hazmat suit is "hazmatsuit2"
D0C70RD00M Apr 27 @ 8:27pm 
Hey, for my playthrough I use real sonar and I want the Pressurized Hazmat to be anachoic, but I can't do it without the name of the Pressurized Hazmat in the files. If possible, can I be provided with what the Pressurized Hazmat is named in file? Thx in advance
_]|M|[_  [author] Apr 27 @ 12:18am 
@PrimeNoodles: Ok would it be possible for you to get the savegame and modlist file and send them to me via discord so I could test and mess around with the same setup to figure out what's going on?
PrimeNoodles Apr 26 @ 9:05pm 
Basically, we can get a match or two in just fine after the vanilla update. But then there's a point where we do the normal: shut off reactor, then repair; however, eventually it will set on fire even though the engineer never overheated the reactor nor is the durability even that low...this fire ends up MAKING the durability get constantly low requiring constant fixing, putting out fire, fixing, putting out fire, etc. with NO end in sight. Once this happens our run is basically over, the reactor is impossible to fix no matter what any of us does.

We'd hate to have to disable this mod since vanilla reactor gameplay is so bland, but not even sure if we can disable without destroying the save either. But anyways, not sure if this helps you, I get that it's probably something to do with the vanilla update though since that's when all of this started occurring as the mod worked just fine before then for hours and hours of group play.
_]|M|[_  [author] Apr 26 @ 3:03am 
@PrimeNoodles: I'm not using reddit so I'm not aware of things being discussed over there. When does it start happening as I assume it's not happening right from the start?

I could think of 2 things:

1. Reactors are set up to spawn fire after 20 seconds on running overheated. That's a vanilla feature.
So if the BaroDevs messed something up with those 20s timers with one of the game updates so it may not be resetting properly, then the reactor would cause a fire instantly every time it reaches high temperature again.

2. When the reactor enters the critical mode and you have to constantly repair it to prevent it from causing a meltdown, it can randomly spawn fire. This works by spawning in an item in a hidden inventory, which is responsible for the fire spawning, but it's also playing the alarm sound so you'd constantly hear the alarm if that item was the cause.

Active fuel rods can spawn a fire, but only when lying on the floor so they should not be the cause for your issue.
PrimeNoodles Apr 26 @ 2:36am 
Any word on the bug many people are having where the reactor catches on fire all the time? It's like there's just a point where you're all fine until reactor just keeps getting set on fire and you can't really stop it from happening. (just fyi, we've been using the mod for awhile, so we're not just some dumb people slapping together incompatible mods or not getting how the gameplay mechanics work and then whining about it not working; we're pretty 'seasoned' at this point for the gameplay aspect)

I know I'm not alone on this too, there's been some talk about it recently on the Barotrauma subreddit