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回報翻譯問題
-Unsopprted reactor as Dead said
-Another mod override the reactor which disable the tag leading to situation 1
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.
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?
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
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
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.
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.
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
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.
@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
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...
You can tell them to not touch it on round start so you don't have to worry about them messing it up
If my mod is overriden, the tag used on the reactors to supress fuel rod radiation gets removed
If its a fuel meltdown you're moslty boned, because corium is a death sentence without anti rad
Last update is still quite new so I have to wait and see if other similar reports coming in
Reactors are quite intensive on status effect and outpots reactor has always been troublesome on a variety of issues (namely starting huge fires right after loading in in some cases)
If anything breaks keep me informed so I may rollback and only put out the fix
Diving suit/mask prevent contamination (cause chronic radiation sickness and worse at high affliction)
Submerged radiation source don't contaminate and have lower range/intensity
Radioprotectant is long lasting and give a significant resistance that can stack with proper attire and other suits
DTPA (the low grade anti rad) has multiple uses