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[Game Update] - 455425


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Hello friends!

The Radiation System is coming out of testing today and is now available for everyone in the Spaced Out! early access! This update introduces the new system and adds basic radiation/nuclear content, with more to follow in the coming updates.

There's a lot of new content already in today's Spaced Out! release, mainly focused around a core loop of converting raw uranium into useful radiation via the Research Reactor, and subsequently capturing that energy using the Radbolt conduit system. This will be the foundation of new infrastructure and systems throughout your bases relying on powerful, yet dangerous, radioactive elements.

As with every system in ONI, we want Radiation to be fundamentally connected to other systems across the entire game, so we've got lots of new parts to make and iterating to do before it's ready. We'll be rolling these pieces out to testing as they come together, and at this time we’re expecting the system to be broadly realized over the next two updates.

We're really excited to finally get this out to you. We know it's been teased for a (very) long time, and we've wanted to do it internally for even longer, so we feel this is a big moment for development. Check it out and let us know what you think, post along any bugs you find, and as always, thank you so much for being on this journey with us!


What's New and Improved?

Features

  • New radiation system
    • Radiation overlay
    • Mineable uranium element
    • New radiation sources including Cosmic radiation, radioactive Wheezeworts, and radioactive Shinebugs
    • Atomic Research Points added to tech tree
    • Added "Radiation Balance" line item to Duplicant's condition panel
  • Beeeeeeeees!
    • New "Beeta" and "Beetiny" critters will refine natural uranium ore
    • Beeta Hives can be harvests for uranium by Duplicants
  • Buildings for producing and harnessing radioactive particles
    • Centrifuge building refines uranium
    • Research Reactor building produces radiation
    • Radbolt Generator and Radbolt Redirector harness radiation to produce high-energy Radbolts
    • Atomic Collider research station turns Radbolts into tech
    • Decontamination shower cleanses both suited Duplicants and their carried items
  • Dupe vulnerability and protection
    • Fallout germ poses ongoing hazard
    • Lead Suits and Checkpoints provide shielding from radiation
    • Decontamination Shower cleanses Dupes and their cargo
    • Radiation Sickness can afflict exposed Duplicants
    • Basic Rad Pill to deal with absorbed radiation
  • And including
    • Radiation Sensor for automation
    • Orbital Research Station and Space Research Points added to tech tree

Changes and Fixes

Duplicants

  • Fixed crashes when deconstructing a door while a Duplicant is passing through
  • Fixed Printing Pod crash when trying to generate a Duplicant with an invalid trait combination
  • Dupes can no longer sanitize a suit using a sink or wash basin

Critters

  • Resin Rooster art completed
  • Fixed bug in flying critter death animation sound playback
  • Adjusted temperature ranges the Saturn Critter Trap and Tranquil Toes plants are comfortable at
  • Hatch falling animation revisions
  • Fixed Hatches floating in the air after being wrangled while burrowed
  • Fixed physics where objects would slide into walls instead of away from them
  • Saturn Critter Trap can only trap when in the open state, this will prevent it from trapping critters when wilting etc.
  • The "Elderly" status item is now added when a creature has less than 10% of its lifespan remaining instead of a hard coded 5 cycles

UI

  • Remove Unity splash screen
  • Fixed a bug that caused sidescreen titles to not update if you clicked from one building with a sidescreen to another
  • Fixed missing drag tool width/height/area labels
  • Fix rocket paths and names and progress bars sometimes being rotated around funny
  • Fix cases where a "new world detected!" message would not appear, notably when a rocket with a Cartographic Module revealed a world
  • Updated ui art for the Conductive Wire Bridge

Strings

  • Swapping out many placeholder strings, editing existing strings
  • Fixed long "Colony lacks skill" string
  • Added missing strings for Resin Rooster
  • Fixed incorrect Fullerene text link
  • Updated Korean and Chinese translations

Rocketry

  • Tweaked bubble animation on Small Oxidizer Tank
  • Art polish on the Basic Nosecone
  • Landers can now only be placed in appropriate locations (on the surface) and only on worlds they're being deployed on
  • Got rid of the launching fx that was showing up in the under-construction Sugar Engine
  • Fix crash if a rocket with a Cartographic Module had a (?) as its destination
  • Telescope indicators once again show on the starmap
  • Fixed colour issue on liquid oxidizer tank
  • Fixed art bugs on Liquid Oxidizer Tank

WorldGen

  • Hooked up new backwall artwork for Moo Moonlet biome. Only present in new saves
  • Improved robustness of some guaranteed worldgen rules to address a number of worldgen failures
  • Hooked up correct Lead artwork
  • Improved worldgen rules for generating the core of the Water Asteroid to fix some worldgen failures

Mods

  • Research point constants were renamed in code for clarity

Final Testing Branch Changes

Spoiler

These are changes and fixes since the last version on the testing branch

  • Updated Beeta Hive artwork and interact animations
  • New ore artwork for Uranium Ore
  • Added a new icon for Radiation buildings in the build menu
  • Updated animation on the Orbital Research Station
  • Fixed various skill badges in the Skills tree
  • Fixed issue preventing radiation itch anim playback
  • Adjusted Hatch collider offset when burrowed making it easier to click on
  • Added icon for Beeta Hive harvest button
  • Radiation no longer leaks between worlds
  • Added new hat for Atomic Researcher
  • Added Solid Nuclear Waste, temporarily using Radium's artwork
  • Added Decontamination Shower to the tech tree
  • Research Reactor meltdown notification and music
  • Research Reactor can no longer be disabled by automation - instead, the automation port enables/disables refueling once the active fuel is spent.
  • Removed Reaction Mass slider from Research Reactor. Target reaction mass is fixed to 3kg.
  • Moved Research Reactor and Centrifuge to Nuclear build menu category.
  • Removed slider from Radbolt generators side screen
  • Fixes in Beeta description text
  • Saves from before the starmap "peeking" was introduced will have their map properly explored on the next load
  • Fix Orbital Research Station sometimes being "grounded" even when in space
  • Fixed physics where objects would slide into walls instead of away from them

 

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Paaarttyyyyyyy !

Hope some of my crashes are fixed from the preview branch, need to check it out :love-struck:

image.thumb.png.54949b546f160f13bef24d1d4b6bab64.pngimage.png.6cac1f6a06069ed2892a0b0d078ed230.pngimage.png.fdd30e7b8fa2109d7d4d1f0b201531e4.pnglove3.gifrad.gif

Perhaps 2x3weeks ( rad updates ) + 3weeks to work/deliver on the new/updated world generation menu choices and regolith :confused::beguiled: Praying :p

image.thumb.png.8b35ff32dc7e168f3fecd04aea41d712.pngimage.png.76aaff8e575257941f428807756cfbc5.pngweekend.gifspacedog.gif

Edited by babba
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So what's the intended balance with the Orbital Microlab? That part looks inconsistent now. There is still the Virtual Plantarium. And both say they consume data from telescopes and the research modules. The Planetarium says it consumes data banks. Which seem to refer to base game mechanics.

It looks you are supposed to use research rockets now to conduct science in space. Which is nice. But then what is the Planetarium for?

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Quote

Research Reactor can no longer be disabled by automation - instead, the automation port enables/disables refueling once the active fuel is spent.

5e2ab11eb2e1d_o,size,330x288,q,70,h,2ed7

Well, I guess reactor meltdown just got a bit harder to prevent with automation since you can't shut it down on a whim. My inner Dyatlov likes this change.

I guess this means we need to make sure we have enough water for the fuel currently inside the reactor. If the reactor can't have more than 3kg inside this is fairly easy. If it can have more, then it becomes challenging as you need to throttle the refueling to 3kg somehow.

I think I need to experiment.

 

Edited by Pulstar
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4 minutes ago, Pulstar said:

I guess this means we need to make sure we have enough water for the fuel currently inside the reactor. If the reactor can't have more than 3kg inside this is fairly easy. If it can have more, then it becomes challenging as you need to throttle the refueling to 3kg somehow.

Doesn't the reactor still blow up when it runs out of fuel, even if there is coolant available?

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10 minutes ago, Pulstar said:

5e2ab11eb2e1d_o,size,330x288,q,70,h,2ed7

Well, I guess reactor meltdown just got a bit harder to prevent with automation since you can't shut it down on a whim. My inner Dyatlov likes this change.

I guess this means we need to make sure we have enough water for the fuel currently inside the reactor. If the reactor can't have more than 3kg inside this is fairly easy. If it can have more, then it becomes challenging as you need to throttle the refueling to 3kg somehow.

I think I need to experiment.

 

I think it would be even better if there was an automation input that was just labeled AZ-5.  99.99% of the time it initiates a shutdown, but if conditions are juuuuuust right, *BOOM*. 

I want a certain level of authenticity in my reactors.

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WOW

Research reactor has changed much from previous test branch.
When the fuel(Enriched Uranium) of reactor had gotten short totally, it started to MELT OUT right that time.

meltout_120321.thumb.gif.8b73ddb8e4197b2468a5ac88cbf1099f.gif

(⊙o⊙)(⊙o⊙)(⊙o⊙)
Didn't noticed that no way.

I'm "Totally" freaked out from that sudden MELT OUT.

My precious colony get exploded.

 

And Automation port is changed for fuel delivery. The previous one was for the simply On & Off.

 


oh, my. I need a breath.

My dupes need clean colony from radiation.

 

 

Anyway, Thanks for this great achivement of Devs.
Even Can't imagine the efforts and passions you invested here.

Edited by syjnk
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52 minutes ago, sakura_sk said:

Doesn't the reactor still blow up when it runs out of fuel, even if there is coolant available?

Honestly I don't know, I just tried stuff through trial and error to see what makes it go boom in the test branch and the "no fuel" case either didn't show up or I mistook it for missing coolant. Would be a bit illogical (unless my understanding of reactors is wrong), since I figure if you don't have enough enriched fuel you're not generating enough particles to sustain the chain reaction by splitting more atoms and it should just fizzle out rather then explode (where is energy coming from?). But obviously this is ONI physics at work, so that might not be the case here.

Also how are we supposed to shutdown the reactor ever if it just is a beast that screams FEED ME once it gets activated, and blows up if not fed?

Seems SCIENCE! needs to be employed once more. Comrade Stinky will operate the reactor experiment, for the glory of the Colony.

Edited by Pulstar
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57 minutes ago, Steve8 said:

So what's the intended balance with the Orbital Microlab? That part looks inconsistent now. There is still the Virtual Plantarium. And both say they consume data from telescopes and the research modules. The Planetarium says it consumes data banks. Which seem to refer to base game mechanics.

It looks you are supposed to use research rockets now to conduct science in space. Which is nice. But then what is the Planetarium for?

I found some data banks, 3 I believe, in a crashed out satellite on the radioactive planet.

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1 hour ago, babba said:

Paaarttyyyyyyy !

Hope some of my crashes are fixed from the preview branch, need to check it out :love-struck:

image.thumb.png.54949b546f160f13bef24d1d4b6bab64.pngimage.png.6cac1f6a06069ed2892a0b0d078ed230.pngimage.png.fdd30e7b8fa2109d7d4d1f0b201531e4.pnglove3.gifrad.gif

Perhaps 2x3weeks ( rad updates ) + 3weeks to work/deliver on the new/updated world generation menu choices and regolith :confused::beguiled: Praying :p

image.thumb.png.8b35ff32dc7e168f3fecd04aea41d712.pngimage.png.76aaff8e575257941f428807756cfbc5.pngweekend.gifspacedog.gif

"World generation and regolith" What is left to do? A moonlet with shove voles and regolith? renewable uranium, graphite? Anything else?
If I could wish for anything, it would be that I did not have to start a new game with every world gen update. : | 

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in debug mode, i can't stop a research reactor.  it blows up/meltdown when it runs out of fuel instead of shutting off.  currently there is no way to peacefully shut down a reactor other than by deconstructing it.  at least, that i can see

edit: i tried a second time to double check, i deconstructed the first one.  it was filled with about 10kg of enriched uranium and a constant supply of water.  it is sad to see corium doesn't matter as it melts soon after

image.png.63f116cef1e84a16c66bfb3ee6450c0b.png

Edited by zach123b
picture for clarity
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1 hour ago, Ipsquiggle said:

Research Reactor meltdown notification and music

Looks like I need to build another Reactor just for this.  I'm sure I'll have another meltdown.  Perhaps some of the mysterious meltdowns have been due to running out of fuel.  I have been trying to sort out the causes.

 

1 hour ago, Ipsquiggle said:

Fix Orbital Research Station sometimes being "grounded" even when in space

Sweet!

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2 hours ago, Ipsquiggle said:

Research Reactor can no longer be disabled by automation - instead, the automation port enables/disables refueling once the active fuel is spent.

Thank-you Thank-you Thank-you! 

Oh wait, this isn't the atomic research station, nevermind,  :x:oops:

Edited by The Plum Gate
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Worst update ever. Deleted my kebinds, unable to bind mouse buttons 3 4 5. Just horrible. Crashes, stuck launches.

I'd rather have ONI without rad update that I can play compared to rad update I can't even launch.

Edited by cpy
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14 minutes ago, cpy said:

Worst update ever. Deleted my kebinds, unable to bind mouse buttons 3 4 5. Just horrible. Crashes, stuck launches.

I'd rather have ONI without rad update that I can play compared to rad update I can't even launch.

devs, please increase the font size on the "Early Access" label for the DLC - it's not obvious enough

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Binding mouse buttons 3 4 used to work before DLC. Devs please give us selection of big update releases in beta so we can select which version we want to play. Thx.

I'd complain less if I could just select resin update end keep on truckin'. Forcing buggy updates is not my thing.

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