Barotrauma

Barotrauma

363 ratings
Enhanced Reactors
5
3
4
3
2
3
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
4.933 MB
Oct 4, 2023 @ 10:33am
May 25 @ 12:14pm
41 Change Notes ( view )

Subscribe to download
Enhanced Reactors

In 2 collections by _]|M|[_
Barotrauma Deathwish
63 items
Casual Ironman Campaign
17 items
Description
A Reactor & Radiation Overhaul
Playing with client-side lua installed lowers the performance impact of this mod, but it is not needed.

Load Order:
If you're playing with Immersive Repairs:
- Enhanced Reactors
- Immersive Repairs

If you're playing with Neurotrauma:
- Enhanced Reactors
- Neurotrauma

If you're playing with DynamicEuropa:
- Enhanced Reactors
- DynamicEuropa

Just in general Enhanced Reactors needs to be above any other mod that also edits fuel rods / ores / reactors / radiation.

Features:
  • Reactors:
    All reactors have been overhauled to produce heat in their surroundings and leak radiation depending on how damaged they are.
    Attention: It is highly recommended to turn off a reactor and wait until its lights turn off before attempting to repair it! Otherwise it will enter a malfunctioning state in which it will constantly take damage for 30 seconds. If that happens you better start spamming the repair button as quickly as possible to stop it from exploding after a few seconds.
    Meltdown reactor explosions change in size and severity depending on the fuel rod contained.
    Wrecks (including modded ones) can now spawn with fuel rods inside their reactors, causing radiation to leak inside the wreck.

  • Radiation:
    Radiation has been split into two parts:

    Radiation Sickness
    Will no longer show you if you're suffering from it unless it has progressed far enough. The only clues are getting burns all over your body. It will no longer slowly heal on its own and needs active treatment.
    Use potassium iodide tablets for a bit of protection when diving into wrecks or when being near a leaking reactor or contaminated crewmate.
    Use activated carbon tablets to cure low amounts of radiation sickness.

    Contamination
    Can only be detected with a geiger counter and is spreading radiation sickness to nearby characters and can't be transmitted itself. So a contaminated person can make nearby characters sick, but can not contaminate them.
    Use potassium iodide tablets to cure low amounts of contamination.
    You can only become contaminated by a source of radiation like fuel rods, leaking reactors and radioactive materials.

    Radiation will take distance, walls and doors into account when applying to your character. This means radiation or heat will be weaker the further away you are and the more obstacles there are between you and the source.

    Things that are radioactive:
    - All Fuel Rods after their fission process was started with a reactor or exosuit.
    (Excluded are crafted depleted fuel rods)
    - Ores: Uranium, Thorium, Fulgurium.
    - Minerals: Uranium, Thorium, Fulgurium.
    - Corpses that died while contaminated.

  • Heat:
    Working near a reactor or being near an active and non-contained fuel rod will slowly overheat you. Once you're overheating you will randomly pass out and slowly burn.

  • Fuel Rods:
    All fuel rods will no longer stack inside the player inventory and can only be held in your hands. They will now start to glow and irradiate their surroundings once their fission process was started which requires them to be stored in a fuel rod crate for safe transport or disposal. In its active state a fuel rod will be too hot to handle without proper equipment and may start a fire if left lying on the floor. When not contained, the radiation emitted is strong enough to damage nearby items! The fuel rod will also passively deplete over time as the fission process can't be stopped once it's started. (Passive depletion is disabled while the fuel rod is contained within a non-broken reactor as to not break mod compatibility and beacon missions)
    Every type of fuel rod has its own strength and range for radiation with the volatile fulgurium fuel rods being the most dangerous.


  • Bot friendly:
    Bots can handle exchanging fuel rods and thus allowing you to use this mod in singleplayer, however it is important to equip the bot operating the reactor with a craftable hazmat suit and order them to also clean up items with a higher priority than operating the reactor to force them to instantly store the exchanged empty fuel rod inside the correct container.
    Bots will not equip the hazmat suit on their own.

    Without the clean up order bots will always drop empty fuel rods from the reactor straight on the ground even if suitable storage is nearby, because that's how BaroDevs intended I guess...

  • Plug & Play:
    The mod can be added and removed from a campaign at any point as all the required items can be crafted and deconstructed.

    Before removing the mod from a campaign, it is recommended to deconstruct all mod exclusive items like the fuel rod tongs, fuel rod crates, potassium iodide tablets, etc.
    If you remove the mod without getting rid of these mod exclusive items, the game will throw a few harmless errors. (just once)
    These errors can be ignored and will not reapper when saving and reloading the game.

New Equipment:
For an overview of all added equipment, please refer to the following discussion:
Equipment

So what exactly does Enhanced Reactors do differently than Hazardous Reactors?
- XML only. (No lua required)
- Bot/Singleplayer friendly.
- Adding heat near reactors and fuel rods.
- Taking walls and doors into account when irradiating or heating up the surroundings.
- Simpler, less complex radiation. (No custom afflictions from radiation)
- Preventing storing fuel rods in any mobile container other than fuel rod crates or tongs.
- Forcing you to use fuel rod tongs when exchanging fuel rods from the reactor.
- Making irradiated characters continue to irradiate the area even after they died so you better get rid of the corpses.

Add-On/Compatibility Patches:
- Debug Patch | If you feel like something is broken, install this patch and see if it really is.
- Reactor Management Add-On
- Baroverhaul Compatibility Patch
- Hazardously Enhanced Reactors
- Talent Merger Compatibility Patch
- Better Performance (Lower refresh rate | Obsolete when playing with client-side lua installed)

Credits:
- Lua performance enhancements by Evil Factory
- Hazmat Suit sprite originally by Udrakan
- Geiger Counter soundeffects taken from Hazardous Reactors
- EK Reactors: Original by Videogames and updated by Commisar Jon Fuklaw
- Testing and Feedback: WC?
- Russian Translation by Plasmori
- German Translation by profole
Popular Discussions View All (3)
60
Jan 25 @ 5:31am
PINNED: Suggestions and Feedback
_]|M|[_
4
May 4 @ 10:36am
Fuel rod create open while on ground
IrishFBall32
653 Comments
vanguard 5 hours ago 
I'm getting the same thing. The reactors are leaking, the moment I step into the reactor room I almost instantly die.
_]|M|[_  [author] 6 hours ago 
@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] 6 hours ago 
@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 9 hours ago 
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