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Enhanced Reactors - Reactor Management (Add-On)
   
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25 października 2024 o 17:12
15 listopada o 3:36
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Enhanced Reactors - Reactor Management (Add-On)

W 2 kolekcjach stworzonych przez _]|M|[_
Barotrauma Deathwish
Przedmioty: 57
Casual Ironman Campaign
Przedmioty: 17
Opis
IMPORTANT INFO:
This add-on is not compatible with bots! The reactor needs to be managed by a player!

It is recommended to not hoard empty fuel rods! Either drop them into the ocean, deconstruct them or refill them to reduce the performance impact if you're playing without lua installed.

An Enhanced Reactors Add-On:
You like the gameplay aspect of Enhanced Reactors, but you want just a little more to the reactor gameplay? Then the Reactor Management Add-On with its craftable reactor modules and fuel rod adjustments might be what you're looking for!

Fuel Rod Adjustments:
Fuel Rods have been reworked once more to provide less overall power for the reactor. That basically means depending on the fuel rod, you'll need multiple of them to have your reactor output its full power capacity.
Here's a list of how they've been adjusted in relation to the maximum power of the reactors:
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  • Reactor & Outpost Reactor:
    - 1x Uranium Fuel Rod: 20%
    - 1x Thorium Fuel Rod: 35%
    - 1x Fulgurium Fuel Rod: 50%
    - 1x Volatile Fulgurium Fuel Rod: 100%

  • Reactor (Mini):
    - 1x Uranium Fuel Rod: 50%
    - 1x Thorium Fuel Rod: 80%
    - 1x Fulgurium Fuel Rod: 125%
    - 1x Volatile Fulgurium Fuel Rod: 250%

  • Reactor (Small):
    - 1x Uranium Fuel Rod: 40%
    - 1x Thorium Fuel Rod: 70%
    - 1x Fulgurium Fuel Rod: 100%
    - 1x Volatile Fulgurium Fuel Rod: 200%

  • Slow Reactor:
    - 1x Uranium Fuel Rod: 30%
    - 1x Thorium Fuel Rod: 40%
    - 1x Fulgurium Fuel Rod: 65%
    - 1x Volatile Fulgurium Fuel Rod: 130%
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To compensate for having to use multiple fuel rods, their lifetimes have also been adjusted as follows:
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  • Uranium Fuel Rod:
    - From 100hp to 200hp.
  • Thorium Fuel Rod:
    - From 200hp to 300hp.
  • Fulgurium Fuel Rod:
    - From 150hp to 350hp.
  • Volatile Fulgurium Fuel Rod:
    - From 200 to 300hp.
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Your fuel rod consumption will still be somewhat increased unless you make use of fulgurium or volatile fulgurium fuel rods.

Reactor Modules:
All reactors now feature an additional slot for modules.
Modules can only be crafted and require expensive and harder to get materials, making them mid- to late-game items.
Modules can be stored in crate shelfs and can be swapped in and out of the reactor whenever you want, even when the reactor is turned on. There are no dangers to module swapping.
There are currently 4 modules available:
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  • Extra Turbine:
    Increases the effectiveness of fuel rods, resulting in less fuel rods required to reach the maximum power output.

  • Extra Shielding:
    Fully prevents radiation from leaking out of the reactor, should it be damaged.

  • Fail-Safe CPU:
    Adjusts the reactor to prevent it from entering a critical state after an unsuccessful repair attempt, basically allowing you to repair the reactor while it is on.

  • Meltdown Preventor:
    Fully prevents a meltdown and the accompanied nuclear explosion, but the module will be destroyed in the process.
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Load Order:
- Enhanced Reactors - Reactor Management (Add-On)
- Enhanced Reactors
Komentarzy: 44
Cardinal 11 listopada o 2:34 
To be honest, I don't understand when it's considered turned off either. I just reduce the output power to zero and then turn it off with the red button. Sometimes I even unplug the wire, I'm not sure if it helps, but it makes me feel better, lol
_]|M|[_  [autor] 10 listopada o 10:45 
@Cardinal: All good I know how frustrating progress loss can be. We lost 2h of progress in our session yesterday too because the engineer thought the reactor was off when it actually wasn't, but the modded submarine had no reactor lights so that's what confused him lol.
Remember folks, always double-check if the reactor is actually turned off!
Cardinal 10 listopada o 10:38 
Thanks for responding so quickly! Sorry about the caps lock, I was a kinda mad. I'm glad that other players won't have to go through what I went through. Our boat actually had an outpost-style reactor. And the increased response time is really helpful! In 95% of cases, you don't have enough time to react due to the stun from the reactor's electric shock. I rly love your mods!
_]|M|[_  [autor] 10 listopada o 10:23 
@банан: You may need multiple to power the beacon station depending on the type of fuel rod available to you, but less than you'd need for a submarine, unless it's a custom beacon station that drains loads of power.

@Cardinal: Thanks for reporting. Seems like I forgot to disable the code to make the reactor go critical when swapping modules for the outpost reactor type. All other's have had the code disabled or didn't even feature the code as I was just testing it, but I guess I overlooked the outpost reactor after testing. It's now fixed.

I've also increased time to react to the reactor going critical since it could still be quite challenging in multiplayer due to latency.
Cardinal 10 listopada o 8:45 
BRO PLEASE CORRECT THE DESCRIPTION!!! YOU CAN'T PLACE MODULES WHILE THE REACTOR IS ON!!! OUR TWO-HOUR ROUND WAS LOST BECAUSE THE REACTOR EXPLODED WHEN I PLACED A MODULE IN IT!!!
anybarsk 30 października o 12:36 
If I have a mission to activate the beacon, will I have to spend more than one fuel rod? because with 1 rod, the reactor will not start. Right?
_]|M|[_  [autor] 17 sierpnia o 0:04 
@bdrakey1: No, hazardously enhanced reactors is severely outdated.
bdrakey1 16 sierpnia o 15:48 
is this compatible with hazardously enhanced reactors?
_]|M|[_  [autor] 13 lipca o 2:33 
@DarkMein: Yeah beacons will require more fuel rods with this add-on too. Not really much I can do about it since they don't use a unique reactor I could adjust separately unfortunately.
DarkMein 12 lipca o 19:57 
Well, I am not sure if its an intended feature or not, but I need to also use at least 3 uranium rods on beacons to power them. It's not a really big deal for me as i have plenty of uranium, but I was expecting to at least get some energy from one rod, as sonar draws very little energy to work.

I suppose this is expected behaviour, but it makes beacon missions not worth early game.