Hey everyone!
Today, we’re excited to share details on the RBWR 1.7.5 Update, The Safety Systems Update! This release focuses on adding features and improvements to keep operations somewhat safer and just a little bit closer to real-world standards. While this is not part of the ongoing Overhaul Series (which will pick back up next update), we wanted to take a moment to release some well-requested features and mechanics we’ve wanted to implement for quite a while now!
Supporters, listen up!
We’re introducing Supporter Golf Carts as a special thank-you to those who help keep RBWR running. These vehicles aren’t just cosmetic; they’re a fun way to move around the facility between shifts or during downtime. They come with a clean, modern design and handle smoothly, making them a great perk for supporters!
Supporter Price Increase
If you’ve seen our previous post regarding Roblox’s new “Creator Rewards” system, we explained how soon we would be forced to raise some of our prices and find alternate monetization methods. In multiple, randomly chosen 10-day periods, we saw a drop of nearly 70% in our revenue. Please read our DevForum post regarding this for an in-depth explanation.
With that being said, it pains us to say that, to keep things sustainable, the minimum donation required to earn the Supporter role will be raised to 750 Robux. If you’ve already secured the role, nothing changes for you. You’ll keep it permanently. But going forward, new supporters will need to meet the updated threshold.
RBWR Official Uniforms… VERSION 2!
With this update, we’re rolling out the brand-new RBWR Official Uniforms V2! These redesigned outfits keep the professional look you expect while modernizing the style to better match RBWR’s current.. and future identity. Version 2 uniforms feature incredible updated detailing and a sharper overall design to make your presence stand out more clearly during operations.
These new uniforms will fully replace the old reflective set moving forward, while also introducing a brand new Windbreaker variant! We’re proud of how they turned out, and we think they capture the next step in RBWR’s growth perfectly! Special thanks to our newest clothing designer, desired01.
Now onto the actual update…
Brand new Turbine FSS 
The all-new FSS is designed to create more immersion and dangerous scenarios in RBWR!
Currently, it contains two events which are chosen at random:
• Smoking Event (70% chance)
• Oil Spray Event (30% chance)
See dropdowns for detailed information regarding the FSS.
Smoking Event Details
Smoking Event
Smoking events are designed to be more annoying rather than dangerous; they can only
ever trip the turbine. In the current case, it will trip both Unit 1’s turbine and Unit 2’s
turbine, with both having the “Smoke Detected in Turbine Hall” annunciators lit.
During the time that the annunciator is lit, only Unit 2 will be unable to completely run
up its turbine. Unit 1 can still start the turbine; however, the annunciator will not be
cleared until the turbine has been repaired via the TCR repair phone number 0028.
Smoking Event Timeline:
- Smoking events make themselves known to the person in TCR by activating
smoke emitters when turbine health drops below 60% - The script starts a timer and monitors turbine health
- If the timer expires before the turbine health drops below 50%, the turbines will trip
- If turbine health drops below 50% before the timer expires, the turbines will also
trip
Important: During smoking events, the FSS monitors turbine RPM. If operators try to
restart the U2 turbine while smoke is detected, the system will automatically re-trip it if
RPM exceeds certain thresholds. This prevents ignoring the safety system.
Oil Spray Event Details
Oil Spray Event
Oil spray events are much more dangerous and can end the server just like a battery
depleted or reactor rods exposed kick.
Server shutdown occurs if:
- The halon system is aborted for long enough for an 8-minute timer to expire
- The halon system is empty upon the spray event becoming a fire
- The halon system loses pressure or is emptied before the fire is fully extinguished
Oil Spray Event Timeline:
- Oil spray is chosen at a 30% chance
- Unlike smoke events, oil spray events wait until turbine health reaches 0%
- Upon health reaching zero whilst a spray event is active, oil spray emitters
activate, and an audible hissing sound emanates from the turbine - Avoidance timer begins immediately; this timer can range anywhere between
90 seconds (1 minute 30 seconds) to 240 seconds (4 minutes)
Avoidance Measures
The timer is a realization and a grace period to allow the TCR operator to take evasive action. The evasive action includes:
• Setting both the hydraulic pump and oil lube pump selectors to off
• Setting the main, emergency, and auxiliary oil valves to 0% (closed)
• Setting the backflow valve to 0% (closed)
If all of these are met, the spray event will drop down in priority to a smoking event.
If these are not done and the timer expires, the oil spray will ignite into a fire.
Fire Events & Halon System
When a fire is detected, the FSS will immediately trip both turbines and enable the
halon countdown panel. This takes 30 seconds from activation to discharge. Once it
has been discharged, it cannot be activated again until the emergency event is over
(after repair from the TCR phone is complete) and until the halon system has been refilled
(*#99 on the phone system and “refill” command).
The halon discharge should extinguish the fire after 10-20 seconds of contact.
However, if halon is deployed before the fire starts, it will prevent the fire from igniting at all.
Halon Abort System
The halon system can be aborted up to two times maximum by clicking the push-to
abort button once (what I call a half press). It can be reactivated by doing a full press,
which is clicking it to abort, but then clicking it again within 2 seconds.
Why abort limits matter: Since aborts can only happen twice, this removes the ability
for somebody to camp the panel and constantly abort the countdown. This is needed to prevent somebody from cancelling the countdown and, in turn, causing a catastrophic fire that shuts down the server. Remember, we have a timer that runs for around 8 minutes, and if the halon system is still aborted by the time that timer ends, you have an unrecoverable fire that kicks everyone and shuts down the server.
After 2 aborts, the countdown can still be started, but it cannot be aborted anymore.
Call Point System
A call point and a call point reset key have been added to the TCR. This call point can arm the halon system countdown and can be activated (pulled) in the following scenarios:
- During smoking events, when turbine health is below 60%, you have time to catch the smoke before the FSS does
- During the spray event avoidance countdown, when there’s a spray event and turbine health = 0, you can activate it before the FSS does
Important notes:
• The call point will trip both turbines if pulled, so logging is added for accountability
• The call point cannot be pulled unless an event is active, making malicious activation impossible (we hope anyway)
• Call points cannot be reset during active emergencies; they stay pulled until the emergency is over
• When the TCR repair call is finished, the call point will be latched back to its
armed position by the server
• If auto-reset doesn’t happen, you can manually relatch it by holding the call point reset key and touching it to the keyhole on the call point
Fire Alarms
Fire alarms have been added; these are distinct from the evacuation alarms and will not
give a point gain or point penalty. They’re just there for immersive reasons and to stop a
case where somebody may choose to farm turbine fire events in a private server. If we
activated the evacuation alarms automatically without an inspector doing it or what
have you, it would interfere with normal gameplay. You can cancel them by calling the
FSS Master Panel number (*#99) and typing the command “silence”
The whole system is built to punish undesirable behaviour with the turbine. It does not
cause point penalties, and it does not award points. If you abuse the turbine, the FSS
will abuse your ability to get more points; that’s the simplicity of it.
Turbine damage is currently dealt at 0.08 damage per second for the worst-case scenario.
Worst-case damage occurs when:
• Oil temperature is as close as possible to 60°C (or 20°C on the low end) without
causing a trip
• Turbine vibrations are at 8 or above
• Oil pressure drops below 4 PSI or increases above 7.2 PSI
Important: The turbine cannot be damaged whilst it is below or at 50 RPM.
Automatic Depressurization System 
The purpose of the Automatic Depressurisation System (ADS) is to rapidly depressurise the Reactor Pressure Vessel to permit LPCI usage, if RCIC is unable to sustain the RPV Water Level. ADS achieves this by using a complex set of rules and will open all 6 Main Steam Relief Valves and two additional ADS-controlled Steam Relief Valves. These valves will remain open until the RPV Pressure is detected to be under 2.5MPa, and cannot be closed manually by operators.
Inhibit Conditions
- No RHR Train Properly Configured (LPCI mode selected on either or both trains is required for ADS)
- Reactor Pressure under 3MPa
- Equivalent Rod Position over 5% and reactor not actively undergoing SCRAM
- RCIC Disabled
- Reactor level above -4 metres
- ADS Manual Inhibit Plunger pressed
If any of these conditions are active, ADS will disarm and will be prevented from re-arming until all of the above conditions return to false. If any of these conditions change while ADS is active, the system will not deactivate until the reactor pressure falls below 2.5MPa.
If the ADS system attempts to arm when any of these conditions are true, the “ADS ARM FAILURE / DISARMED” light will illuminate for 5 seconds. If the ADS system attempts to activate when any of these conditions are true, the “FAIL TO ACTIVATE” light will illuminate for 5 seconds.
ADS Four States
DS has four states: Out of Service, Standby, Armed and Active.
In the “Out Of Service” state, ADS will be prevented from both arming and activating, and will be automatically disarmed if it was previously in the Armed state.
In the “Standby” state, ADS will not intervene with normal operations but will automatically (attempt to) arm if required.
In the “Armed” state, ADS will check the current reactor water level. After 15 seconds, if the system is still in the “Armed” state, and the reactor water level has decreased by more than 0.2 metres from its original value at arm time, ADS will activate.
In the “Active” state, ADS will forcibly open all MSRVs and its own two ADS SRVs; the MSRV manual switches will not move. These valves will all remain open until the reactor pressure decreases below 2.5MPa, and will not be able to be closed by the operator in any way. When reactor pressure decreases below 2.5MPa, ADS will enter the “Standby” state, all MSRVs and ADS SRVs will close, and any correctly configured RHR pumps will be activated and their respective injection valves will open.
ADS can be manually activated by rotating both “ADS MANUAL ACTIVATION” plungers to the “ARM” position and by pressing both simultaneously. This will only activate ADS if the reactor pressure is over 3MPa, the reactor water level is below -3m, and the Equivalent Rod Position is below 5% (or the reactor is actively undergoing a SCRAM).
When ADS is armed, a distinctive buzzer will sound intermittently. When ADS is active, a rapid buzzer sound will be audible. These sounds will self-silence.
New & Refreshed Areas 
New Loading Bay
- Check out the brand new loading bay at the back of the plant! (replaced the former “back entrance”)
- Functionality to the loading bay is planned!
New Security Office
- No, we did not add a security team to RBWR… However, we did add a new spot for you to check security cameras, recent server events, and more!
Revamped Upstairs
- The Administrative floor in the main building has been refreshed and has seen a minor layout rework.
Design Changes, New posters & Vending Machines!
- Check out some new and refreshed graphics around the game!
- New vending machine variant (functional).
New Features 
Refreshed Evacuation System
- The plant evacuation system has been refreshed! Featuring new on-screen instructions, visual changes, and a voting system!
RPS Rework
- Reactor Protection System rework with complete script rewrite and new functionality.
- Biggest annunciator panel in game, because it’s funny, but also because it shows lots of different RPS trip-related stuff - which channel tripped and whether or not that condition is vetoed.
U2 Mode Switch Refresh
- New Mode switch with shutdown logic! Not much else to explain…
Yes, this is a smaller update. However, it is for a reason… You’ll see soon. ![]()
And with that being said…


