Nuclearpower Posted February 26, 2021 Share Posted February 26, 2021 So..... After a night in the Supercolony of Fun and VOMIT i can say i really like the Idea that Oxygen is now included with a constant source of nice and fresh Vomit for the Electrolizing Prozess...... Maybe we can have a Vomitolyzer or something someday ? ............. ah yeah and i blew up some Reactors.... which is really Fun :-) 3 Link to comment https://forums.kleientertainment.com/forums/topic/127412-game-update-453222/page/4/#findComment-1432958 Share on other sites More sharing options...
Yunru Posted February 26, 2021 Share Posted February 26, 2021 7 hours ago, AncientGammoner said: What the hell are we suppose to do to cure this Not play on testing branch? :P 3 Link to comment https://forums.kleientertainment.com/forums/topic/127412-game-update-453222/page/4/#findComment-1432974 Share on other sites More sharing options...
teoleo Posted February 26, 2021 Share Posted February 26, 2021 i need to start a new colony...right? Link to comment https://forums.kleientertainment.com/forums/topic/127412-game-update-453222/page/4/#findComment-1432978 Share on other sites More sharing options...
Gurgel Posted February 26, 2021 Share Posted February 26, 2021 2 hours ago, teoleo said: i need to start a new colony...right? For the world-gen changes, yes. For the rest, no. World-gen changes also have a tendency to produce some "special" maps at first ;-) Link to comment https://forums.kleientertainment.com/forums/topic/127412-game-update-453222/page/4/#findComment-1432998 Share on other sites More sharing options...
Alexandr Block Posted February 26, 2021 Share Posted February 26, 2021 13 hours ago, Alexandr Block said: My nuclear reactor do not work. Enriched uranium and uranium supplied. Nuclear reactor need pure water, not liquid uranium. Meltdown is cool :-) Link to comment https://forums.kleientertainment.com/forums/topic/127412-game-update-453222/page/4/#findComment-1433052 Share on other sites More sharing options...
Flydo Posted February 26, 2021 Share Posted February 26, 2021 18 hours ago, Pulstar said: Speaking of execution, I wonder if we could use radiation or HYEP to build an automated critter slaughterhouse. My drowning chamber requires a bit too much pump uptime to "reload". why don't use automatic door instead, it's work fine for me 5 hours ago, teoleo said: i need to start a new colony...right? I wondering the same....is this the right moment to do it? 1 Link to comment https://forums.kleientertainment.com/forums/topic/127412-game-update-453222/page/4/#findComment-1433075 Share on other sites More sharing options...
Pulstar Posted February 26, 2021 Share Posted February 26, 2021 3 minutes ago, Flydo said: why don't use automatic door instead, it's work fine for me I actually didn't think of that. Still the power of HYEP! utilized to enforce critter population sounds more appealing somehow, in a mad scientist kind of way. Link to comment https://forums.kleientertainment.com/forums/topic/127412-game-update-453222/page/4/#findComment-1433078 Share on other sites More sharing options...
The Plum Gate Posted February 26, 2021 Share Posted February 26, 2021 Hopefully they get a hotfix out for the rad pills and how it's handling sickness. 1 Link to comment https://forums.kleientertainment.com/forums/topic/127412-game-update-453222/page/4/#findComment-1433116 Share on other sites More sharing options...
noaIV Posted February 26, 2021 Share Posted February 26, 2021 as it stands takes 3-4 shots to kill just a hatch and one to kill a dupe so careful trying that Link to comment https://forums.kleientertainment.com/forums/topic/127412-game-update-453222/page/4/#findComment-1433118 Share on other sites More sharing options...
Brian.oni Posted February 26, 2021 Share Posted February 26, 2021 Does the reactor heat cap out at just below 400° or am I missing some way to vary it? Link to comment https://forums.kleientertainment.com/forums/topic/127412-game-update-453222/page/4/#findComment-1433180 Share on other sites More sharing options...
LazyMcJones Posted February 27, 2021 Share Posted February 27, 2021 I can get consisten 600+ degree steam, you just have to think like russian Link to comment https://forums.kleientertainment.com/forums/topic/127412-game-update-453222/page/4/#findComment-1433363 Share on other sites More sharing options...
Zakery Posted February 27, 2021 Share Posted February 27, 2021 I think we need some HiTemp steam generators, in this case reactor can be interesting as power source (and we have additional reason for critycal risky designs with extreme temps). Standart ST with reactor as heat source too simple and buring 1 Link to comment https://forums.kleientertainment.com/forums/topic/127412-game-update-453222/page/4/#findComment-1433371 Share on other sites More sharing options...
babba Posted February 27, 2021 Share Posted February 27, 2021 (edited) 4 hours ago, Zakery said: I think we need some HiTemp steam generators, in this case reactor can be interesting as power source (and we have additional reason for critycal risky designs with extreme temps). Standart ST with reactor as heat source too simple and buring "Heavy Steam Turbine" Edited February 27, 2021 by babba Link to comment https://forums.kleientertainment.com/forums/topic/127412-game-update-453222/page/4/#findComment-1433416 Share on other sites More sharing options...
Yunru Posted February 27, 2021 Share Posted February 27, 2021 2 hours ago, babba said: "Heavy Steam Turbine" Don't drop it on your foot. 2 Link to comment https://forums.kleientertainment.com/forums/topic/127412-game-update-453222/page/4/#findComment-1433458 Share on other sites More sharing options...
babba Posted February 27, 2021 Share Posted February 27, 2021 (edited) 40 minutes ago, Yunru said: Don't drop it on your foot. Imagine if we could find an ancient big shoe in the game...Deeply burried within Nobium. The shoe could be the entrance to an cave full of mystery, black lead and ancient knowledge. The large shoe can also be inspected by the player, so it can not be destroyed. As the player has dug the shoe free, the ancient "A ka dua" chant tune is played and the player may enter the historical chamber through the shoe entrance. Edited February 27, 2021 by babba Link to comment https://forums.kleientertainment.com/forums/topic/127412-game-update-453222/page/4/#findComment-1433466 Share on other sites More sharing options...
watermelen671 Posted February 27, 2021 Share Posted February 27, 2021 Oh heck...I step away for a few days. 1 Link to comment https://forums.kleientertainment.com/forums/topic/127412-game-update-453222/page/4/#findComment-1433546 Share on other sites More sharing options...
Pulstar Posted February 28, 2021 Share Posted February 28, 2021 (edited) On 2/26/2021 at 6:58 PM, noaIV said: as it stands takes 3-4 shots to kill just a hatch and one to kill a dupe so careful trying that My HYEP!/HEP critter euthanasia gun is mostly safe, utilizing dupe safety features previously invented for the purpose of my drowning chambers. Duplicant motion sensor locks the automated airlock door before the gun fires. The signal triggering the salvo is delayed with a filter gate, while the door stays a few seconds longer closed due to a buffer gate, to account for the HEP firing time, making sure it blocks all the shots. Although with a critter that doesn't climb walls, like a hatch or sweetle, you are pretty much guaranteed that all shots will hit it, since it cannot leave the horizontal line of fire. Only problem is the liquid lock I made out of super coolant, this is the first time I use one since nothing else blocks steam while allowing the HEP shots to pass through it. My concern is the heat transfer with the hot steam inside the reactor cooking the outside through the liquid lock. Of course a design using another radiation source that does not involve major heat, such as whezeeworts, shinebugs or cosmic rays, could avoid the need for a liquid lock. However I guess that would have a far longer reload time than using a reactor, and the HEP collection time is the biggest problem (bottleneck) for efficiently automating critter-to-meat conversion with a HEP gun. I assume we will not get a drastically superior source of radiation compared to the research reactor. Meanwhile drowning chambers work as fast regardless if you have 1 or 20 critters inside, all waiting to become barbecue ingredients. I'm also wondering about adapting this concept for fish or flying critter population control. It is hard to hit them, since they swim/fly, so you need redirectors (good thing those don't need power, at least so far) and even then with a good pattern, the critter could dodge the shots eventually, wasting collected HEP and energy. Also making this made me imagine if we had heat/energy rays in ONI. Imagine focusing beams of power (or sunlight), shooting them at tiles vaporizing or melting matter with absolute power. Not to mention the chaos and destruction potential if you forget to turn off the beam. Edited February 28, 2021 by Pulstar 1 Link to comment https://forums.kleientertainment.com/forums/topic/127412-game-update-453222/page/4/#findComment-1433577 Share on other sites More sharing options...
noaIV Posted February 28, 2021 Share Posted February 28, 2021 as is the steam the least of your worries even with the hot patch the rad poisoning will kill dupes faster since what should fully cure them has yet to be added till this coming week Link to comment https://forums.kleientertainment.com/forums/topic/127412-game-update-453222/page/4/#findComment-1433592 Share on other sites More sharing options...
RageLeague Posted February 28, 2021 Share Posted February 28, 2021 2 hours ago, noaIV said: as is the steam the least of your worries even with the hot patch the rad poisoning will kill dupes faster since what should fully cure them has yet to be added till this coming week You can fully cure dupes of radiation poisoning by dropping their rads down to less than 100. Dupes passively drops rads, and you can use rad pills to speed up the process. 1 Link to comment https://forums.kleientertainment.com/forums/topic/127412-game-update-453222/page/4/#findComment-1433610 Share on other sites More sharing options...
Pulstar Posted February 28, 2021 Share Posted February 28, 2021 (edited) 9 hours ago, noaIV said: as is the steam the least of your worries even with the hot patch the rad poisoning will kill dupes faster since what should fully cure them has yet to be added till this coming week Initially thought you meant radiation from the reactor, but then I checked in the game and realized the HEPs make things radioactive. The door itself starts emitting radiation somehow after getting shot with the HEP, despite not getting any contaminants. The liquid lock gets contaminants. The question then becomes how to solve long term radiation accumulation on both. For the door maybe deconstruction would work. Anyway will need to try some stuff out in game to see what works best if I really want to zap critters dead with HEP as a (mostly) automatic critter population control method. Edited February 28, 2021 by Pulstar 1 Link to comment https://forums.kleientertainment.com/forums/topic/127412-game-update-453222/page/4/#findComment-1433659 Share on other sites More sharing options...
sakura_sk Posted February 28, 2021 Share Posted February 28, 2021 (edited) 44 minutes ago, Pulstar said: Anyway will need to try some stuff out in game to see what works best if I really want to zap critters dead with HEP as a (mostly) automatic critter population control method. It's fiiiine... The meat will "glow" a little before becoming barbeque Spoiler It seems that HEP produces germs . But germs (radioactive contaminants) produce radiation (x germs=x/1000 rads)... So... Maybe HEP is not supposed to have the purpose we thought..? Although it can still one-shot dupes.. Edited February 28, 2021 by sakura_sk one more zero Link to comment https://forums.kleientertainment.com/forums/topic/127412-game-update-453222/page/4/#findComment-1433667 Share on other sites More sharing options...
RageLeague Posted February 28, 2021 Share Posted February 28, 2021 Just use buddy buds to emit floral scent germs. A tile can only have 1 type of germs, so having floral scent germs overrides the radioactive contaminant germs. If you can't smell it, it doesn't exist! 2 Link to comment https://forums.kleientertainment.com/forums/topic/127412-game-update-453222/page/4/#findComment-1433707 Share on other sites More sharing options...
Pulstar Posted February 28, 2021 Share Posted February 28, 2021 (edited) 6 hours ago, sakura_sk said: It's fiiiine... The meat will "glow" a little before becoming barbeque Hide contents It seems that HEP produces germs . But germs (radioactive contaminants) produce radiation (x germs=x/1000 rads)... So... Maybe HEP is not supposed to have the purpose we thought..? Although it can still one-shot dupes.. This got me thinking if HEP zaps can be used to breed radiation sources so that you can harvest even more HEPs. As one great philosopher once asked... Spoiler The answers seems to be a strong "maybe" seems like a no (see edit at end of post). I made an infinite loop of redirectors, a HEP zap trap if you will, what I learned with the device was that there is a maximum travel distance for a HEP zap, so you can't just build a HEP zap storage with deadly shots flying around inside on a loop for infinity (or until a redirector is enabled with a green automation signal). That result was not great, not terrible. Based on that it became obvious the best approach is to make a simple loop of two redirectors, as close to the HEP zapper thingy as possible to harvest as much of that travel distance for maximum contamination. Almost 12k glow in the dark FUN on the tiles exposed to the shot. Pity there is no cursor on the screenshot to show the exact tile, I think only the "capture" tile gets contaminated, but it could also be just the shot tile, anyway just one of those and not both, so 2 out of 4 water tiles. When I dropped the water and used debug mode to build a barrier of several tiles to filter out the cosmic radiation from contaminating my mad science results, the "germs" got mixed a bit weirdly resulting in one tile generating almost 60 rads. The other 3 were, 46 rads and 21 rads, with the least radiated tile at some like 3 rads. The tiles were no doubt radiating onto one another for that rad synergy. Ok, so out of one HEP collector eating cosmic radiation (25 rads) we can possibly get a much stronger source of radiation, with two tiles offering a superior radiation source to cosmic radiation. Now the problem is the half-life of the contamination germs, which is one cycle, so the HEP generation rate will drop impacting productivity. It also introduces a limit to how contaminated the water can become with further (including self-perpetuating) contamination using zaps. Having learned that my idea now is to design a HEP breeding machine that would offer at least a HEP production to power use ratio superior to just using cosmic radiation, without the need for any external input besides power once it starts running. It would re-radiate the water itself every few zaps. Lots of variables here, including water geometry, number of particle generators, number of tiles getting zapped, time between zaps etc. so an optimal solution is not an obvious answer. EDIT: Seems impossible, although I guess that should not be surprising. A a water tile sandwiched between two redirectors gains about 6000 "germs" per zap, so 6 rads per cycle for a generator on it to collect. Even boosted by 9 rads from collecting radiation in a topmost water layer exposed to cosmic radiation, it takes over 4 cycles to generate a new zap, at which point you have about 6% of the contamination left that is 0,36 of a rad. At this point even if you can accumulate minuscule contamination over a long period of time, it would still not be enough to allow for you to use the HEPs generated for anything other than maintaining the contamination. Edited February 28, 2021 by Pulstar 1 Link to comment https://forums.kleientertainment.com/forums/topic/127412-game-update-453222/page/4/#findComment-1433742 Share on other sites More sharing options...
sakura_sk Posted February 28, 2021 Share Posted February 28, 2021 3 hours ago, Pulstar said: EDIT: Seems impossible, although I guess that should not be surprising. A a water tile sandwiched between two redirectors gains about 6000 "germs" per zap, so 6 rads per cycle for a generator on it to collect. Even boosted by 9 rads from collecting radiation in a topmost water layer exposed to cosmic radiation, it takes over 4 cycles to generate a new zap, at which point you have about 6% of the contamination left that is 0,36 of a rad. At this point even if you can accumulate minuscule contamination over a long period of time, it would still not be enough to allow for you to use the HEPs generated for anything other than maintaining the contamination. I found some magic... 1 Link to comment https://forums.kleientertainment.com/forums/topic/127412-game-update-453222/page/4/#findComment-1433813 Share on other sites More sharing options...
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