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Don't discount the fact this mod may have inspired them to try though, and it may still come in handy for extending features and tying into RSS in the future.
Glad you enjoyed the process of learning and creating, cant say thats always been the case for me when modding/tinkering. Many a broken mess that just didnt work out in my scrap pile.
I'd like to see this implemented in the 'vanilla' system if/when that is possible as this feels more authentic to me. But your time to spend, not mine to ask for.
Thanks for the rads, i'll raise a Nuka Cola to this
You 'should' be able to remove CR from your existing worlds and switch to the new systems without any hassle, but unless they've used the exact same naming conventions that I have, you'll likely lose your saved Rad levels.
It's been fun and I learned a lot. Plus I've been bitching at them for quite a while to actually add survival into their survival gameplay, so I'm stoked.
Van Allen belts and other rad zones could work through the new zone effects in RSS, especially if there's a torus shape for the belts, I know it has Sphere and Cone.
Also, does it scale with the star strength yet? Ideally it should be affected by visible light and/or solar strength factor or make max strength part of the distance configs when they go in.
no rad belts required - just need to keep shaking down passer by ships until I get some mushrooms to make injectors with
and fully embrace being an undergrounder
I have stellar radiation decreasing with range when you use RSS/Real Stars. Currently, it's as strong as cosmic rays at 15000 km, the range of Earth if you use a solar system map like mine that uses a 1:10000 scale for distances. I need to make it configurable.
I also have the strength of protection you receive from the planet reduce dramatically if it's much smaller than 50km radius, in an attempt to model small worlds that lack any appreciable magnetic field. Phobos or Deimos, at least on existing maps that I've seen, won't offer any protection unless you're surrounded by a few meters of regolith.
I'll be adding some quick and dirty radiation belts as soon as I figure out an algorithm that I like.
Still getting Rads but yeah I did wonder if there would be a drop off as I get nearer the sun.
But then again, solar radiation vs deep space radiation...honestly not sure if it would suddenly get worse as you go beyond our solar system.
Then again van allen belts
Dont over think it I guess :D
In the next version, when I drop in Real Stars (Real Solar Systems) compatibility, stellar radiation levels will be based on distance to the nearest star. There's just no way to do that in vanilla, and there's no good point to use as a fake position, since the planets are static and far too closely packed.
its slowly starting to add up now which...well its cool but yeah yikes I'm in trouble with my asteroid start!
- Got rid of the annoying notification spam.
- Added a lot of diagnostic commands to help track down issues (This was mostly for me, but feel free to use them if you have admin perms)
- Fixed the persistence problem.
- Fixed a lot of things under the hood from the original.
Known issues:
Switching between HUDs in the same save file will kill you sometimes, but its fine after that death.
Please report any issues here on steam, preferably in the discussions section.
I've done a few mods, and its a bastard to do when your not feeling it
I enabled the reactor bits, but i'm no where near getting a reactor online so i'll deal with that when i get to it, or when I start salvaging bigger ships
i've sort of started to ignore it. its only 22 sieverts, and it doesnt seem like there is any consequence to it at this stage. But yeah, if its not anywhere 'hazardous' I dont really need that flashing text you know?
Out of curious
looking forward to dealing with live reactors and having to build around that as a technical requirement
Can we get a config or something to reduce the 'radiation warning' spam while out in hard vacuum?
I like the warning that i'm exposed...just not ever 3 seconds. Maybe a warning when player exposure changes more than X and reminders when you hit certain thresholds?
Oh no...wait now I need a Geiger counter tool/block/script.
YET ANOTHER ENGINEERING TASK YOU SAY?
- Added a check while near asteroids. Players inside asteroids will now receive the same levels of protection as a player digging into the surface of a moon. At 10 meters' depth, so long as there is little to no direct exposure to space, the player will now be protected from further cosmic rays. (The check is not 100% perfect, but it does a very good job)
This is to set up for the next step, which will add stellar radiation. I have it worked out fairly well for Vanilla, so I will be releasing that shortly. Real Solar System / Real Stars support will come afterward, unless progress allows them to be released at the same time.
Hopefully it will all be done before Apex Survival comes and wrecks everything
Would really love the star effect, especially Real Stars compatiability and/or variable star radiation.
Also would be neat to see radiation support damage to sleep, water (vomiting/diarhea) and possibly food as radiation increases.
Both are turned off by default, since this is basically feature creep. Right now I'm working on chat command options to turn them on and off easier in-game, without having to go into the config file. i'm probably spending too much time on all this but it's engaging and fun, honestly, and I'm technically getting paid to do it since I've been doing this in between loads at work
I'm considering adding an atmosphere check to the players, to mitigate the reactor damage scored against their character if they are still in a pressurized room, since the radiation and heat both pass through walls and I know of no method to raytrace line-of-sight. I've not done this yet, though.
- Added HUD notifications to reactor radiation leak and decay heat. I'm not sure why the heat warnings are giving me issues, but I will revisit that when I have time soon. That part is still WIP.
- Added radiation dosage info to the HUD notifications. Since the vanilla day is 1/12 as long as reality, I multiplied the radiation rate by 12 to make a displayed dosage in "microsieverts." (I've not changed the actual radiation rates, this is just flavor"
- Added direct thermal damage from exposed nuclear fuel, in addition to radiation, disabled by default, turn on in the config file
- Added new config file options for the new functions
- Added /crdebug chat command, to toggle a display of the current radiation and thermal damage rates, as well as the PD tracker (pending damage, which is for anti-noise-spam damage accumulation)
- WIP - added HUD API on-screen radiation rate display, but I'm having trouble getting it to work. I've been up all night completely engrossed in all of this and I'm supposed to be leaving for work in less than 3 hours, so... yeah, it's gonna be left as a work in progress for now
the idea is to have a moon-like planet with around 0.5g to be a dangerous trek without a vehicle, so anti-radiation treatment would be incredibly precious thing
The changes will add a RADIATION_RATE multiplier to the config file (dafault value = 1). Use this to increase or decrease the rate at which your players accumulate radiation. The other change will increase the cap to the MaxValue for the player_radiation stat. Players will be able to accumulate radiation levels beyond 100, but it becomes increasingly lethal as it rises. The accurate integer radiation level will display in the HUD, but the exposure progress bar will still top out at 100, since that is still the arbitrarily lethal dose.
I'm at the moment doing some HUD things to SE2. May u could help?
Thanks
and also when i adapted it to work with EDSR i added configs too
RADIATION_DECAY = 0.01f,
RADIATION_DAMAGE = 1f,
RESPAWN_RADIATION = 22f,
you can add your own in to make it more configurable.
example one for " and it would kill you within 9 minutes or so" this issue.
2Borderman posted a version of this a few months ago, which I randomly stumbled upon a few days ago. He had no plans to fix it or expand on it, and it would kill you within 9 minutes or so. It was based on VSE and has been around for years, but I don't like that mod's one-option food system or eating & drinking auto-magically through your suit tube in any environment. I usually use EDSR.Advanced, as its survival kit does not serve as a medical station, you can only heal via food or using the full med room, and you fall into a blind micro sleep rather than take health damage when tired.
your mod is being added already XD