Barotrauma

Barotrauma

Hazardous Reactors
Ergebnisse 121–130 von 148
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Update: 21. Aug. 2021 um 21:18

-Fixed incendium rod crafting requiring an incendium rod

-Changed the damage the reactor take for the 2 critical stages (stage 1 damage lowered from 0.8 to 0.4/s, stage 2 increased from 0.3 to 0.6/s)

-New alarm sound for the first critical stage replacing the vanilla overheat alarm to avoid confusion

Update: 20. Aug. 2021 um 12:56

-Fixed missing pirate sub error causing hard crash

Update: 20. Aug. 2021 um 5:40

-Remove ability to hold suits in your hands in an attempt to fix the "holdable is not an itemcontainer" error

Update: 19. Aug. 2021 um 15:29

-Small tweak for the outpost reactor, if outpost reactor don't deteriorate over time it should prevent NPC dying from radiation as I can't replace the engineering module to make NPC stay away from it

Update: 16. Aug. 2021 um 4:09

-Changed pirate mission and subs to include a very small change to avoid pirate crew to stick around in reactor room until they drop dead

Update: 9. Aug. 2021 um 15:15

-Tweaks to the reactor

-Fixed electrical failure on reactor not applying the intended damage

-Fulgurium bar EMP effect : rather than damage electronics it will shutdown the entire sub for 30s as long its not stored properly, active or not due to coding restrictions

Scraped Geiger counter concept due to code restriction

Putting on hold rod special containement requirement due to code bug

Update: 1. Aug. 2021 um 4:53

-Added geiger counter sound giving audio clue on the reactor status when close, each matching one of the 4 deterioration stage

-Tweaked reactor repair : added lvl 40 electrical requirements, repair time changed to 60s for unskilled and 30s for skilled

Update: 31. Jul. 2021 um 17:03

Issue loading geiger sounds, reverting to previous version to avoid red error spam

Update: 31. Jul. 2021 um 17:00

Attempt to add a small geiger sound depending of reactor condition when close to it, needed to update the mod for this (i think)

Update: 31. Jul. 2021 um 9:24

After a playtest with a friend on a few missions

Changed reactor alarm 1 back to 25% but doubled the damage taken, alarm 2 back to 15%, as otherwise it would hardly ever go critical before being repaired

Reactor damage on repair failure increased to 15%

Repair mechanical skill requirement raised from 55 to 70