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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. 👍
Did you play with any patches? They might need to be updated by their authors.
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.
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. ^_^
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
@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
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?)
Gonna definitely have to do a once-over on everything that uses fuel rods in its recipe
i believe this is because the maximum condition isn't set in the recipe so it requires a 90% rod specifically, not 100-90%
@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.
Nuclear Option should include
<AddedRecipe itemidentifier="nucleardepthdecoycheap" />
but doesn't, so when playing the mod you lose the ability to make cheap nuclear decoys.
@ZyreX: Not tested, but it should. I've adjusted the code to be compatible with other exosuit mods.
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.
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.
I know I'm not alone on this too, there's been some talk about it recently on the Barotrauma subreddit