Jump to content

reliable non-exploit rad generation


Recommended Posts

So I'm subbed to Francis John's YT and am aware of what he's done to consistently produce rads at a high scale. I feel, however, that all of his methods rely upon bugs/exploits that will be modified once SO! comes out of EA:

  • pitcher pump NW leak exploit
  • droplet of PW above a single enclosed tile of NW being pumped in
  • radbolt engine producing enough rads to fuel itself and then some

Maybe that last bit won't significantly change, so I may explore that? But besides that I have no concept of how to reliably produce rads at a high enough rate to make a radbolt engine + diamond forge + interplanetary payload launcher thingy truly viable.

So I thought I'd ask this lovely community what sort of solutions you have come up with. Help my too-timid-to-go-all-in-on-the-nuclear-aspect-of-the-game brain get over my timidness.

Chamber with Weezeworts, and then collect the radiation from there. You can control it pretty well and it works well within the normal game mechanics. The only "fuel" would be power (no problem at all) and phosphorite, you can "harvest" via dreckos.

28 minutes ago, darknotezero said:
  • droplet of PW above a single enclosed tile of NW being pumped in

This one is unlikely to go away. And even if a half-assed fix for it was done, you could still do it in one of many other ways.

Pressurize waste, cool it down into a solid tile, receive rads.

You could also stack beetas or shine bugs, although beetas were nerfed HARD and are nearly useless without something that's arguably an exploit.

1 hour ago, SharraShimada said:

Chamber with Weezeworts, and then collect the radiation from there. You can control it pretty well and it works well within the normal game mechanics. The only "fuel" would be power (no problem at all) and phosphorite, you can "harvest" via dreckos.

I have a basic set up of WW that I used to get material research done and the collection is molasses. I probably just need to not be lazy about it and come up with an actual efficient design. I do have plenty of phosphorite since i ranch dreckos for plastic,

If you want a slightly less exploity way there is using a door compressor to compress NW and that would make it give a bunch or rads.

There is also making an artificial sun using shine bugs in a 1 tile area and getting that radiation (at the cost of your frames unless you are playing ONI on a computer made by NASA)

I start with 2 WW just close to a material research, when I feel I can do more, I create two or three material research station with 2 WW just close enough.

I know it's not pretty good, but soon as I discover everythings in research I destroy everythings and just use WW to cool down some farm plots.

In the end game, when I need ton of radiation as source of power for rocket, I use a classic reactor in a comfort zone very close to the edge of the maps, so if needed I can close the water flow and make it explode inside a bunker tile, make a tons of rads and let it collect with 7-8 collector with automation off (so I can decide when they shoot)

If the maps didn't have a good power source, I install from 2 to 4 steam turbine on top of reactor.

the only exploit I use "sometimes" (just for fun) is using the rocket with rad engine start then land over and over, just to create a "cloud" of rads in the area. 
(the exploit is simply: no fuel is consumed on start engine and landing without move from the first square in hex maps; they will fix it for sure) 

Anyway, the problem with generate rads is the zone and the base material uranium (metal tile dissipate very good rads, but I feel safe if is it close to space so I can dissipate everythings in the vacuum) and well...for uranium you need to travel through space.
the game changing for me it was discovery that radbolt generator can "hold" radiation (as long is powered) with a simply automation on/off and shoot when you want. 
 

5 hours ago, darknotezero said:

droplet of PW above a single enclosed tile of NW being pumped in

For this one, be careful about using water in the vent tile.  If you're pumping in hot waste, the water can boil and then you have a new problem to deal with.  Also, it seems that nuclear waste floats above crude oil, but below petroleum, so crude oil is a bad choice, but petroleum works just fine for the infinite storage.

The pitcher pump exploit was effectively nerfed in the last update.  Yes, it still produces some waste, but very slowly now and the pump takes damage when that happens.  

I built a nuclear reactor just for the waste that it produces.  Then piped that waste through its own steam turbine to cool it down before sending it on to its destination.

9 hours ago, darknotezero said:
  • pitcher pump NW leak exploit
  • droplet of PW above a single enclosed tile of NW being pumped in
  • radbolt engine producing enough rads to fuel itself and then some

Putting aside the question what constitute an "exploit".

Shine bugs are another source of concentrated radiation. A single stable of breeders feeding a "shinebug reactor" will quickly get you enough radiation for anything you want to do.

15 hours ago, hot focaccia said:

If you want a slightly less exploity way there is using a door compressor to compress NW and that would make it give a bunch or rads.

There is also making an artificial sun using shine bugs in a 1 tile area and getting that radiation (at the cost of your frames unless you are playing ONI on a computer made by NASA)

are you 100% sure NASA's computer can handle ONI?

7 hours ago, fishoutofwater said:

are you 100% sure NASA's computer can handle ONI?

Maybe until cycle 1000 if by then the entire map is filled with plastic tiles, everything is swept up in one place and if there are no critters to speak of and then maybe all of their coputers combined could be able to handle ONI lagless

7 hours ago, fishoutofwater said:

are you 100% sure NASA's computer can handle ONI?

it can be that devs self develop game with nasa servers, that can be one reason why they not see issues them self.

 

17 minutes ago, hot focaccia said:

Maybe until cycle 1000 if by then the entire map is filled with plastic tiles, everything is swept up in one place and if there are no critters to speak of and then maybe all of their coputers combined could be able to handle ONI lagless

yeah maybe, or we just need open game mainmenu and thats all, atleast at there is kind off good fps

+1 for shinebugs.  i've started ranching shinebugs for this and i'm getting 500+rads/cycle early/quickly on, 1000+ rads/cycle was overkill and my researcher could not keep up lol.  it just need the auto dispenser in addition to the ranch and you can easily start it fairly early on.  each one gives 12 rads/cycle so it adds up fast as you can place the radbolt generator collector under the 1tile they all sit and shoot it out while under water.  make it out of glass and it's self powering with a couple solar panels.  where one tile is water, they will continue laying eggs if the tile is open to your base.

i've done this a couple times and later on i'll use a conveyor chute to drop the eggs through a mesh door then plant stuff above and solar panels below with a radbolt generator to the side.  i honestly only make one per base usually as this feels too exploit-y and i'd rather not make the game un-fun.  but try to get a sun bug or better as they have a larger decor range for passing dupes

On 7/30/2021 at 7:06 PM, hot focaccia said:

entire map is filled with plastic tiles

Why plastic tiles?

If arbitrarily chosen as a joke, disregard this post.

If because "plastic is antiseptic", it's a myth caused by misleading UI. The only "antiseptic" properties of plastic are those derived from being a generic solid.

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...