Barotrauma

Barotrauma

Hazardous Reactors
1,047 Comments
Foxtrot39  [author] 23 Oct @ 9:00am 
Yeah talked with seaver about it, its not an issue its a consequence due to how the rod are made within the mod
Engi Man 23 Oct @ 12:30am 
also, the icon issue kind of persists, you can hover over a dropped fuel rod and the holo of the broken sprite is visible, its tilted just like in the icon
Engi Man 23 Oct @ 12:15am 
reactor burning from nothing is a incompatability with immersive repairs or anything that overrides how reactors work apart from hazardous
fix is simple, load hazardous above them
Foxtrot39  [author] 19 Oct @ 7:11am 
Might have a solution about the mission but hell, chain events coding will take some serious time to archieve, let alone having a chance to test it due to its nature

The event alone is 15-20x longer code wise than the mission code itself and will need a few extra files on top for the text options

And not sure I can even lock it behind a faction specific NPC on a faction specific station
Foxtrot39  [author] 19 Oct @ 5:37am 
Not sure how lock some mission behind a specific faction, those are old dating from before station had dedicated faction attached to them

Will fix the genade
Eebly sheembly 18 Oct @ 7:06pm 
Incendium grenades arent updated, they're supposed to have a pin and make a pool of fire instead of setting a room on fire
Mission rep doesnt make sense, get a mission from a seppie station but it gives coalie rep and vice versa
Foxtrot39  [author] 8 Oct @ 9:39am 
Either a mod override the reactor makign it loose its ability to hold hot fuel

If its the outpost reactor I recommend to turn of your reactor before docking
ValTheMadLad 8 Oct @ 8:30am 
anyone else reactors just.. catch fire even if its not overheating?
RappyTheToy 25 Sep @ 4:01am 
Anyone else not getting the Geiger Counter sounds/clicks at all?
Foxtrot39  [author] 24 Sep @ 8:17am 
fuel rod consumption is dictated by the reactor and the fission rate

Check if you don't hapoen to have overriden the reactor or fuel rod with another mod
Gaben agent №16412 24 Sep @ 4:26am 
the fuel rods are being consumed in just a minute, so maybe I'm doing something wrong.
Foxtrot39  [author] 22 Sep @ 9:17am 
I am aware and looking into fuel rod icon issues and issue with exo when transfering fuel via hand or tongs causing it break conditionals to avoid hot rods to act like they where on the floor
Bobingabout 16 Aug @ 11:52am 
Somehow I ended up with a Contamination Hazard on the ground.
It's just pulsing over and over again without going away.
Š øμ L Ŵ ø L ƒ ĦÐ 2 Aug @ 12:38am 
Reactor Management Addon caused the bug, but now everything is working again, thank you :)
Foxtrot39  [author] 1 Aug @ 1:38pm 
Refere to Q&A

Only vanilla reactor are covered/compatible

Nothing has to override reactors or they loose their ability to safely contain fuel
SeaverBeaver  [author] 1 Aug @ 1:38pm 
You sure?
Š øμ L Ŵ ø L ƒ ĦÐ 1 Aug @ 12:51pm 
This mod is unplayable. The reactor is emitting radiation for no apparent reason, even though the reactor's health is at 100%.
Foxtrot39  [author] 31 Jul @ 9:29am 
I barely know anything about lua coding, the one who did it all is no longer working on the mod
Echo 31 Jul @ 1:16am 
@Foxtrot39
Since you are already using Lua you should be able to use the item.interact hook to put the item into tongs directly.
Foxtrot39  [author] 28 Jul @ 8:24am 
Code wise the game doesn't support picking up item on the floor and directly transfering it into another held container I.E the tongs

We tried that

Reactors are better handled exclusively by player as bot simply keep dropping and running away from rods as they're coded to flee danger

If I could code bots to not remove/replace fuel rods it would solve a few issues in that regard but AI stuff ain't something I know anything about in baro
cow 28 Jul @ 4:51am 
I would like to point out a few problems the rod tongs can't pick the roads up if they're dropped on the floor I would like to see slightly more variety when it comes to ways in the early game I had a bot drop a nuclear rod on the floor and cook the whole submarine I couldn't pick it up with the tongs it vaporized everyone and I am very salty:steamsalty:
SeaverBeaver  [author] 27 Jul @ 4:42pm 
I haven't changed anything in that regard. Nuclear Cartridges are from Enhanced Reactors.
Foxtrot39  [author] 27 Jul @ 4:45am 
maybe Seaver changed something
OAKENSHIELD43 27 Jul @ 4:39am 
So it seems instead of regular fuel rods Nuclear Cartridges need to be used instead in the Exosuit and the Rapid Fissile Accelerator.. I saw no mention of nuclear cartridges in any of the mod documentation. Can you update the mod documentation to include them please @Foxtrot39 ?
OAKENSHIELD43 27 Jul @ 3:54am 
Hey Folks, I've been having an issue with exosuits and the rapid fissile accelerator not taking fuel rods as ammunition and power using this mod. Are is anyone aware of any fixes?
Foxtrot39  [author] 21 Jul @ 8:16am 
Usually reactor catching fire (outside the outpost one but code wise I can't do much there due to how reactor stats are baked into the outpost module) is due to either

-Unsopprted reactor as Dead said

-Another mod override the reactor which disable the tag leading to situation 1
Dead 21 Jul @ 12:06am 
For those of you also having issues with nonvanilla/unpatched reactors lighting on fire as soon as they're started, adding a "hazardcontainment" tag to the reactor in the sub editor seems to fix it, in lieu of a proper patch for whatever mod the reactor is from.

As soon as an unpatched reactor contains an active fuel rod.. it ignites just like any unshielded container you place an active rod in, since it doesn't have the tag.
LabToast 20 Jul @ 6:17pm 
Quite confused, not sure if there's an issue in my setup (Lua perhaps installed incorrectly?), but it seems that the reactor catches fire on game start constantly, regardless of reactor settings/sub load/etc.

The only way to stop it is to rush to the reactor, grab the containment unit, and remove the fuel rod. I'd like to use this mod but nothing in the guide suggests what I may be doing wrong. Can only assume there's some bug?
Kúshni 20 Jul @ 10:46am 
10 burned outposts out of 10
Foxtrot39  [author] 18 Jul @ 11:18am 
Just tested out, no issue found with exosuits
PBL 18 Jul @ 8:48am 
does any1 else have an issue with fuelrods not going into the vanilla exosuits?
Foxtrot39  [author] 3 Jul @ 5:29am 
Should be, would need some extra work depending on what fuel rod you use (especially incendium due to its heat spike)

And don't count on a auto shutdown system, when reactor integrity is critical or a fuel meltdown occured its either manual fuel removal or explosion
Natsuk 3 Jul @ 12:42am 
hello i got a question can we use reactor controllers with this mod ?
SeaverBeaver  [author] 26 Jun @ 11:46am 
Use showperf in the console if/when the lag appears so we can get some actionable information
Foxtrot39  [author] 26 Jun @ 9:19am 
The way radiation detector work is a custome affliction applied through an explosion effect, and so already affected by range

Not sure how I would check each rod durability (would be equal to rod purity) to create a linear scale of the meltdown severity, or if its even possible to do so currently

If I tried to make a range factor for that concept it would involve two explosions and that means likely doubling server/client strains from those effects


Im using explosion to apply any radiation, so technically its already raytracing


Think I've tried multiple different approach to lessen the rubberbanding issue, haven't been sucessfull in any attempt to make significant changes

By time based could you elaborate a bit more how that would be code wise if you can?

Despite the mod I basically learned the 101 of baro modding on the go to make it
<†>Baigle1<†>™ 26 Jun @ 12:45am 
When we have a station takeover and the radiation flash occurs, the whole game becomes very laggy for the host's client and the server, mainly rubberbanding. Maybe this could be improved by using time-based rather than tick-based DisableDeltaTime and Interval properties on effects, or some other gating or conditional mechanism?
<†>Baigle1<†>™ 26 Jun @ 12:24am 
Perhaps a raycasting mechanism, or light simulation, to each character accounting for very basic material penetration could be fast, moderately accurate, and immersive. As well as formulating estimations of energy and type release, including vapor and steam expansion energy, from such an event.
<†>Baigle1<†>™ 26 Jun @ 12:16am 
I love the radio jamming feature from the vanilla game that wrecked reactors and rods create, however, I wanted to make note that any radiation that is able to ionically, mechanically via neutron, EMF, or otherwise damage or disrupt electrical oscillator circuitry generally will be highly lethal to crew, and should be picked up by the counter and be shorter range and more localized than the dangerous radiation. Going further, we can estimate the severity of a reactor meltdown and semi-critical detonation event by taking into account the mass and purity of rods, the energy of the initiator and thus the completeness and severity of the detonation which should be very low, and the penetration through materials, which under water and surrounded by steal, wouldn't be as distant or penetrative compared to what happens in game

I love the effects of the mod, they are fun to experience in multiplayer, especially with added complications like Neurotrauma and a bunch of other mods.
Divisionic 30 May @ 11:39am 
Yeah... I'll say that, I'm quite confused.

When I say "above everything else", I mean dragging it above to be loaded first.

But, as you've said it, it fixed it because another mod, Baroverhaul Enhanced Immersive Patch might be the culprit...
As when I removed the Neurotrauma Patch completely, the Reactor started to burn again.

Maybe it's not as confusing as I make it out to be.
Foxtrot39  [author] 30 May @ 11:28am 
Neurotrauma patch doesn't even touch anything on the reactor beside damage from repair failure and explosion

When you say above everything you mean as in let eveything override it?

Would fix it as another mod undo the entire reactor changes from the mod essentially disabling the reactor component of my mod
Divisionic 30 May @ 10:57am 
Hi, just wanted to share that putting the "Hazardous Reactors damage patch for neurotrauma" above every other Hazardous Reactors patch (and generally every other Patch you have, really) will put a stop to spontaneous combustion of the Station Reactor.

I don't know why, I actually forgot where I read it, too, but it just does that.

I'm an user of many patches for Immersive Repairs and Neurotrauma, and when I read (somewhere, sadly forgot where) that putting the Neurotrauma Patch for hazardous Reactors putting above all else fixed it for that person, I tried it, and now I can start an online campaign without the reactor catching fire immediately.

I tested it 5 times, and it never once started with the reactor burning.

I'd love for the Author to potentially pin it somewhere, just so people with that specific problem are able to find it quickly.
Foxtrot39  [author] 29 May @ 11:49am 
@Roadent, guess I'll remove its suitable treatment for radiation sickness should prevent bot to use it alltogether

@Colqhoun, smoke is actually signs of overheating, reactor degrade overtime when running but faster when overheated

You should hear some buckling pipe sounds when it does though
Colqhoun 29 May @ 6:20am 
I just started a new campaign with the mod and the reactor is frequently making an alarm sound, but not like a meltdown alarm. It runs a bit cold due to logic controllers. Is running the reactor cold causing the alarm and condition damage (i see a little smoke on it)?
Roadent 28 May @ 4:28pm 
I just recently installed the mod and am trying it out;

It seems that the AI is constantly using Potassium Iodide without stop whenever their radiation sickness reaches a certain threshold, completely eating through all the med stocks. I can force them to ignore the item to make them not use it, but still...
Oooy 22 May @ 7:37pm 
Okay thanks. I like the mod tho so Ill just get more players
Foxtrot39  [author] 22 May @ 8:25am 
Can't really fix the AI on player sub, workaroud I had for other sub is making it never decay or not deplete any fuel rod inside

You can tell them to not touch it on round start so you don't have to worry about them messing it up
Oooy 22 May @ 12:07am 
The AI has no idea how to run the reactor and a player must do it. Anytime an AI is on the ship with access to the reactor they cause a meltdown
Inferno | M.D.F 18 May @ 3:48pm 
lemme double check because i'm 99% sure its vanilla
Foxtrot39  [author] 18 May @ 3:43pm 
Since when is there a vanilla fuel trolley?
Inferno | M.D.F 18 May @ 1:41pm 
(we just fried our electrical engineer)