Barotrauma

Barotrauma

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Enhanced Reactors
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4.940 MB
4 Oct, 2023 @ 10:33am
14 Jun @ 1:36pm
42 Change Notes ( view )

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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:
- 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
25 Jan @ 5:31am
PINNED: Suggestions and Feedback
_]|M|[_
4
4 May @ 10:36am
Fuel rod create open while on ground
IrishFBall32
694 Comments
DustRaven 11 Aug @ 10:11am 
Any reason why I need to drop rods fuel crates and press E to open them instead of accessing the content while carrying it ?
_]|M|[_  [author] 11 Aug @ 4:01am 
@◘Quetz◘: Fuel rods you spawn with are inactive and thus don't create radiation.
You are most likely experiencing a load order issue with some other mod above Enhanced Reactors overriding the reactors, causing them to leak the radiation and since the engineer usually spawns in the reactor room, they get irradiated.

@Raven: You might be playing with another mod (probably a weapon or talent mod) placed above Enhanced Reactors in your load order which also overrides the RFA and thus causes them to use fuel rods again.
Raven 4 Aug @ 5:05pm 
The RFA is still taking rods instead of cartridges, but I can craft the cartridges. However, when trying to fire it with a rod it does nothing. Thoughts?
◘Quetz◘ 31 Jul @ 11:40pm 
Trying to play with this mod just leads to the engineer instantly dying on startup because they spawn with a fuel rod. :barotrauma:
jekypoutin 23 Jul @ 7:09am 
does anybody know if you can rewire the reactors to be more efficient with this mod on?
PBL 18 Jul @ 11:33am 
thanks for the reply. it might be a good idea to leave it on the page cause i assume im not the frist and probably wont be the last
Yeti 18 Jul @ 10:20am 
Makes sense, thanks!
_]|M|[_  [author] 18 Jul @ 9:22am 
@PBL, @Yeti: Not a bug. Please see my comment from 10th of july further down. I should probably add some info about it to the workshop page :)
Yeti 18 Jul @ 8:40am 
I have the same bug as PBL, however I do not have Hazardous Reactors installed. Normal fuel rods will not go into the vanilla exosuits. Everything else rips though, and I love the proper hazmat suit design over the slightly different coveralls that some mods use.
PBL 17 Jul @ 4:32pm 
i have enhanced reactor and hazardous reactor and the patch for both, and we noticed the full rods dont go into the vanilla exosuit. is that normal?