Subnautica
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49 comments

  1. FlorianBruederle
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    Does the mod work as intended, because I died within a minute despite wearing a reinforced radiation protection suit? I had 100% health and unfortunately I was playing on Hardcore.
    1. qqqbbb
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      What source of radiation killed you?
  2. FlaFsteR1991
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    This is definitely a good idea and a good mod
    Thx for Nautilus update
  3. kerenb14
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    very interesting mod, works just fine in 2.0!

    just a note for anyone looking to download, though: it doesn't say in the tooltips, but game has to be reloaded after changing settings in mods tab. i turned down the reactor radius and was wondering why i couldn't take my rads suit helmet off, lol
  4. SirRexuz1234
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    This mod looks cool I hope it gets an update for 2.0 :)
  5. AriaTail
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    I think some stuff that should be added are: 
     - A "Bulkhead" door anti-radiation (if the door is closed, you are protected, if it's open radiation could reach you in the set range)
     - A anti-radiation plate (like the reinforcement hull, but anti-radiation, so if you're outside you can be protected)
     - Maybe make a radiation detector? 

    I think it could be really cool to add these, because with those you could example make a decontamination room before entering in your nuclear reactor room, so you can be protected from radiation in your decontamination room. 
    1. Serpensin
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      I also would like the idea of a anti-radiation plate. I already put the reinforcement ones on all sides of my reactor room to get the feeling of "real" protection.
  6. theirishstud0420
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    Any chance you could create a mod that still has normal radiation but disables and/or removes the blur from radiation exposure? Showing only the notification popup and health loss.
  7. Makron8
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    I love the idea behind this mod, but is there any way to make the Seamoth immune to the radiation? One would think a self-contained sub would have some kind of defense from something as common on alien planets as radiation. (However, possibly leaving the warning on so that I don't get out and immediately die)



    So far, I've been enjoying the added realistic challenge this mod presents. Radiation feels threatening like it used to when I first arrived by the crashed Aurora. I'm so glad that I can't pick up raw ingots of uranium with my bare hands anymore, either.
    1. qqqbbb
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      It's not hard to do it, but then I have to do it for cyclops too and it won't as easy. 
    2. Makron8
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      Is it possible to make an upgrade that temporarily disables the effect when the sub is activated, or is that overcomplicating things? 

      Additionally, does the Cyclops currently require you to wear the Lead Lined suit whenever you drive near Uranium ingots, or is it a large enough ship that the effect can't reach you?
    3. qqqbbb
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      it is possible to make such an upgrade...

      Vanilla cyclops does not block radiation. And this mod does not touch  vehicles. 
    4. Makron8
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      Alright. Hopefully what I'm proposing doesn't cause undue conflicts with other mods, since they also tend to edit vehicles.
    5. Makron8
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      The update is awesome! I've spent the greater part of an hour making Rad Suits just to clean the random Uranite from my base, and everything is still safe in the Seamoth. 

      Finally the nuclear rocks are a threat, and the vehicles are a nice balance to it. :)
  8. Deltagamer163
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    Really wish you could contain the radiation radius to the size of a multipurpose room. It would complete the aesthetic of my airlocked, reinforced room dedicated for the reactor.
    1. Arrath1
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    2. qqqbbb
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      The mod has options menu. You don't need to edit json file.
    3. Deltagamer163
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      @qqqbbb No, no, no. I used the options menu. However the lowest setting is still larger than a multipurpose room.
    4. qqqbbb
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      In the latest version you can set radiation radius to 0.
    5. Deltagamer163
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      Alright, I decided to do some testing since I can't get a solid answer. The radius that is the size of a MP room is 10. Thanks for the help.
  9. Arrath1
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    Version 1.05 working perfectly.  I tested the new lead locker out and it's exactly what I asked for.

    I just sent you a $5.00 thank you!
    1. qqqbbb
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      Thanks
  10. Arrath1
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    When using the MoreIngotsClassic mod (and probably the other versions of it as well), it allows the creation of compressed uraninite ingots, which should also be radioactive, but they are not.

    Also, it would be nice to add a lead lined locker for storage that shields radiation.

    I like your mod.  It helps improve the immersion of the game.

    Update:
    I just tested your mod with the Cyclops Nuclear Reactor mod.  It works.  However, the config.json option that allows you to set the nuclearReactorRadius to zero (which is what I set it to since I assume that the reactor itself is shielded once the rods are installed) doesn't apply to that reactor.  Instead it acts just like an unshielded container.

    Again, it would be nice to add that reactor to the config.json file so that it can also be set to zero.

    I hope the testing helped you.

    Suggestion:
    Here is a copy of a suggestion I made for FCS Studios in case you feel like tackling it:

    1. Create a deuterium (heavy water) filter using an upgraded water filtration machine to be used in reactors (this should take a while).
    2. Create a uranium centrifuge machine that will VERY SLOWLY refine uraninite crystals into reactor grade uranium.
    3. AFTER a long long refining process AND ALLOT of uraninite crystals, and LOTS OF POWER from other sources, create a reactor rod.

    For me, it adds to the immersion in the game and makes fueling the reactor as rewarding as finally getting the ion batteries.
    1. qqqbbb
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      Making the mod compatible with MoreIngotsClassic and  Cyclops Nuclear Reactor should be simple. Locker that blocks radiation should be doable.

      About your suggestion. Uranium centrifuge machine would require a new 3d model, which is very time consuming. I can make a new fabricator (will use vanilla 3d model) that will be used to make reactor rods. And I can increase reactor rod fabrication time.
    2. Arrath1
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      What about using the Bio Reactor Model and perhaps it's code.  Specifically, drop in 16 crystals that gray out and can't be removed (like fuel in the Bio Reactor currently does) and are destroyed at then end of the cycle.  Alter this version to produce zero energy, so it just runs the cycle and doesn't affect power (technically it does but adds zero).  The trick would be to figure out how to drain the crystals without adding power.  Other than that, just altar the items allowed into the reactor to just be uraninite.

      I suspect the really tricky part would then be to produce a single unit of uranium similar to the Water Filtration Machine's code that count's up to a production of a bottle of water and unit of salt.  Without your knowledge I can't say if that would be easy to do or not.

      A second possible way I was pondering was to use both of these machines because each has part of the functionality I was looking to use to achieve the goal.  Using two machines (one as input and one as output...input being the altered bio reactor and output being the altered water filter) might be a simpler way of doing it.  That way you can just make the input machine power the output machine and as long as you keep dumping uraninite crystals into the input, it keeps powering the output machine, which slowly produces uranium instead of water and/or salt.  Then it's just a simple change to the reactor rod recipe to use uranium instead of uraninite to fabricate a rod.  It might necessitate creating a separate base to avoid power issues, but that's really not a big deal to ask a player to create another disconnected structure to make it work.

      I like your idea of using a fabricator and a long timer as a simpler method, but I wonder just how long you can program the fabrication timer to be.  If it is able to be set for a really long time, then that would be a reasonable solution, just not as cool.

      Did the idea sound interesting to you as well?  I felt that making the reactor rods much harder to make would force players to rely more heavily upon the alternate energy sources longer and make the nuclear reactor much more of an achievement similar to finally obtaining the ion batteries, especially with how common and abundant the uraninite crystals are.

      Anyway, thanks for the reply and your consideration of the idea.

      Update:
      I just went to bed and was thinking about it some more and I completely missed using the Nuclear Reactor itself as the centrifuge machine.  It does it all already (i.e., you add a reactor rod, it burns it for a long time, and then replaces it with a depleted rod when done).

      So, just use a modified reactor model.  Change the power output to a negative value so it uses power instead of produces it.  Have it take uraninite crystals instead of rods and burn them down until they are replaced with uranium at the end of the cycle.  That's a much simpler idea and perfectly implements the refining process! :)