Nuclear Reactor
Data is potentially outdated | |
Last updated for version [[Version History#0.10.5.1 | 0.10.5.1]] Last mentioned in changelog 1.1.18.0 The current game version is 1.4.6.0 |
Nuclear Reactor | ||||||||
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Statistics* | ||||||||
Item Slots | 4 Fuel Rods | |||||||
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The nuclear reactor is the most crucial installation found in Barotrauma. It acts as the submarine's main power source for all installations.
Function
The nuclear reactor's function is to generate power for other installations on the submarine. As long as the reactor is active, every other device on the ship will remain active as well. Power generated by the reactor is sent to other installations via wiring. Power distribution reqires Junction Boxes to work, as the reactor cannot send power to other installations directly. Maintaining the power network is one of the most important aspects of a round, as the submarine cannot function without power.
The nuclear reactor undergoes a process called nuclear fission, in which atoms are split apart, cause large amounts of energy to be released. The rate at which these reactions take place is measured by the fission rate. The resulting reaction also causes heat to be released that will raise the overall temperature of the reactor. If the temperature raises past 6,000 degrees, the reactor will catch on fire after 20 seconds, and explode after 120 seconds, destroying nearby structures, killing any crewmate or creature who are close enough, and effectively destroying the submarine. It is possible to fix the submarine after a meltdown, however it is extremely difficult due to radiation and lack of power and walls. Because of this, the cooling and fission rates must be adjusted to keep the temperature at a desired level - which is usually the same as the amount of power consumed by the electrical grid of the submarine.
A Fuel Rod is required for the nuclear reactor to function since, as its name suggests, it supplies the reactor with fuel. The reactor can hold a combined total of four rods, though only putting in 1-2 rods is advised, as he reactor can overheat easily when supplied with too many.
If the reactor is submerged in water, it will take damage at a faster rate than normal, though will still continue to run. This can be vital in an emergency situation where repairing a flooded ship is necessary in completing your objectives. It should also be noted that a reactor will not sound an alarm when close to melting down due to damage. It will not explode if it does not contain fuel, or if it is shut off.
Usage
When a reactor is selected, this control panel opens up. The panel displays two gauges, a bar graph, and a line graph: each representing the fission rate, turbine output, temperature, and reactor load/output respectively.
In this control panel, players can manually set the fission rate and turbine output of the nuclear reactor, or have it controlled automatically.
Manual Control
- Start the reactor using the button on the top-right labelled "Power". The light next to the button should glow.
- Turn off automatic control using the switch on the top-right labelled "Automatic Control". The light next to the switch should be off.
- Insert 1-2 fuel rods depending on their type, and the amount of power required.
- Increase the fission rate and turbine output until they are in the green zones of their respective gauges.
- Make sure the temperature is between the red markers on the bar graph, and that the lines on the line graph match closely.
- Replace the fuel rods when they become empty.
- Repeat steps 3-6.
- Note that high turbine output will cause the reactor to lose temperature quickly, and must be accounted for with high fission rate, which is dangerous.
- Also note that with this method, the reactor will need to be adjusted 24/7, as ballast pumps and the engine constantly change their power requirement.
Automatic Control
- Start the reactor using the button on the top-right labelled "Power". The light next to the button should glow.
- Turn on automatic control using the switch on the top-right labelled "Automatic Control". The light next to the switch should be on.
- Insert 1-2 fuel rods depending on their type, and the amount of power required.
- Check back every so often to make sure the fuel rods are not empty. If they are, replace them.
- Note that automatic control reacts to changes in load slower than a human can, but is much more reliable.
Fuel Rods
Fuel Rod Type | Fuel Amount | Mechanical Skill to Craft | Crafting Materials | Crafting Time | Store Price |
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Uranium Fuel Rod |
80 | 25 | Uranium Lead File:Steel.png Steel |
10 | 135-150 Marks |
Thorium Fuel Rod |
100 | 60 | Thorium Lead File:Steel.png Steel |
10 | 225 Marks |
Fulgurium Fuel Rod |
150 | 40 | Fulgurium Bar Lead File:Steel.png Steel |
10 | Not purchasable |
Damage Values
Damage values for reactor meltdowns.
Item |
Afflictions on Hit |
Structure Damage |
Kinetic Force |
Explosion Radius (m) |
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Meltdown (Ship Reactor) |
Burn (24)*: 200 Deep Tissue Injury (24)*: 50 Radiation Sickness (24)*: 50 Stun (24)*: 5 |
100 |
5.0 |
8.0 |
Meltdown (Outpost Reactor) |
Burn (24)*: 200 Deep Tissue Injury (24)*: 80 Radiation Sickness (24)*: 80 Stun (24)*: 5 |
100 |
5.0 |
20.0 |
Connection Panel
Connection Panel for Nuclear Reactor Hover over pins to see their descriptions. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Requires: Screwdriver |
Audio
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Reactor active ambience
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Reactor overheat alarm
Gallery
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A Nuclear Reactor during a meltdown.
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A Nuclear Reactor on fire.
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A Nuclear Reactor used in outposts.
Installations | |
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Submarine Weapons | |
Small Turrets
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Large Turrets
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Loaders
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Other
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Navigation | |
Machines | |
Electrical | |
Structure | |
Other | |
Alien | |