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Can I play Spaced Out like this?


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Can I completely skip out on Uranium and the reactor and beetas and all that mess regarding spaced out? Is the uranium necessary for anything? besides the radium rocket engine thing? Can I just play like normal using petroleum rockets and jumping into hydrogen rockets and win the game? Also winning the game used to be traveling to the space tear planet thing. What's the end goal now? Sorry if these questions are obvious just want everyones input on this.

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You need radiation for research, but you don't need nuclear reactors for anything. The petroleum engine is actually more powerful than the nuclear one, although the fuel tanks eat up some of that advantage.

The tear in space was recently implemented and made a bit more interesting even.

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One main difference is that temporal tear requires 5 pods and activation of opener.
You can build one pod per asteroid so need to go to 4 of them and build pods (one has teleport rockets to others) and then find the tear opener.

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6 hours ago, misotoma said:

Can I completely skip out on Uranium and the reactor and beetas and all that mess regarding spaced out? Is the uranium necessary for anything? besides the radium rocket engine thing?

Yep, you can skip all of that. Uranium, Reactors, and Beetas are for the most part, a power option. A damn strong one! but still. Don't worry about it if you don't want to use it.

6 hours ago, misotoma said:

Also winning the game used to be traveling to the space tear planet thing. What's the end goal now?

There are now 3 endgame goals. 1. Home sweet home, it works just like how it used to, and counts all dupes, not just ones on X planetoid. 12 dupes, 200 cycles, 16 morale cluster-wide.

2. Temporal Tear. This one works differently.

Spoiler

You'll have to do a few things. One, uncover the Temporal Tear itself on the map. It's usually around the outer edges. Two, Uncover the Frozen Asteroid. On it, there will be a temporal tear ripper. This laser device can only be activated once 5 printing pods are activated, which essentially just mean touching base with 4 planetoids. Once activated, you must feed it a HUGE amount of radbolts. Once it's fully charged up, you may shoot the laser, which will open the temporal tear. From where you may send a rocket out there, fulfilling the directive.

3. Cosmic Archeology. This one is neat. You must scour almost all planetoids in search of a total of 10 neutronium-covered artifacts to analyze with a station, as well as 10 artifacts from space. It is basically an Exploration objective.

Times like these i find it important to note that you could absolutely ignore any one of these, or all of them. Not one of them involves making your base sustainable : P

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35 minutes ago, suicide commando said:

The Radbolt engine doesn't use uranium, it uses radbolts, the same things you use to do material research. The easiest way I've found to generate them is setting up a shinebug reactor.
 

I was shocked to find out swamp uses Wheezeworts as early Radbolt collection. Only problem is that the collectors need a lot of energy/battery power.

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24 minutes ago, minespatch said:

I was shocked to find out swamp uses Wheezeworts as early Radbolt collection. Only problem is that the collectors need a lot of energy/battery power.

That's why I've found a shinebug reactor the best option, once you've researched glass making and solar power, you can put 3 solar panels around the reactor and they will produce all the power your generator(s) need. just remember to set up some automation on your collector so it only sends out radbolts when you want it to. An 'On/Off' automation switch is a good option, alternatively, you can use a timer sensor to send radbolts every X seconds. I also use one of these to power my rockets, which really makes the radbolt engine THE most efficient engine to use. 0 dupe labor, 0 power, 0 resources once you got the infrastructure and shinebug reactor in place. Just flip a switch once a rocket has landed, and 10 seconds later your rocket is ready to go.
 

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32 minutes ago, minespatch said:

maybe if the duplication pod gets me shinebug eggs

In SO swamp there are shine bugs in the teleporter asteroid (I'm not sure where classic large swamp has the sandstone biome). I think the printing pod in SO prints only what you have "discovered" but I could be wrong...

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51 minutes ago, sakura_sk said:

In SO swamp there are shine bugs in the teleporter asteroid (I'm not sure where classic large swamp has the sandstone biome). I think the printing pod in SO prints only what you have "discovered" but I could be wrong...

According to the wiki, they don't need to be discovered. If you're using a 'classic' style start, you will have terra biomes around on the map, if your starting biome isn't the terra biome, and there will be shine bugs in them. There might also be some in the radioactive biome.

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8 minutes ago, suicide commando said:

According to the wiki, they don't need to be discovered.

For base game, sure. But I haven't seen any shove voles as printing pod options in SO terra start so far, so until someone says "it's in the code, you are just unlucky" I won't trust what the wiki says. :rolleyes:

*or any pips printed until I visit the second asteroid

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2 minutes ago, suicide commando said:

This is on a classic style swamp start.

Any classic start has shove voles on the map so it may be related to discovering certain asteroids and not actually "seeing" them.

2 minutes ago, minespatch said:

My asteroid is the one with PlugSlugs for the Spaced Out DLC.

There is "Classic start": bigger size starting map and 1 nearby asteroid with teleporter. It has 3 variant starts: Terra, Forest, Swamp 
and "Spaced out start": smaller map and 2 nearby asteroids, one with teleporter, one without. It has 3 variant starts: Terra, Forest, Swamp 

Both starts are "Spaced Out DLC" :rolleyes: (Plug slugs would mean Swamp)

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It's going to be really slow if you skip nuclear. The best source of nuclear waste is from the reactor and the radbolt rockets. The best source of radbolts is compressed nuclear waste. The only renewable way to get diamonds is the press which takes radbolts and the drill bit to get renewable sources takes 1k diamond. So if you are only able generate 100 radbolts a cycle from wheezeworts, you can only make 100g of diamonds every 10 cycles and it will take 100 cycles to create 1k diamonds for the drill bit to harvest a renewable source ONCE. 

Unless my math is incorrect you will need a lot of nuclear waste from the reactor to get renewable resources, not to mention a generous amount of radbolts is needed to move those materials around to different planetoids fairly easy since rockets take a LOT of logistics to move resources compared to the interplanetary launcher. I actually like the new nuclear content, but if there is an option to skip it, it would seem that they will need to rebalance the radbolt requirements.

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On 8/21/2021 at 3:55 PM, misotoma said:

Can I completely skip out on Uranium and the reactor and beetas and all that mess regarding spaced out? Is the uranium necessary for anything? besides the radium rocket engine thing? Can I just play like normal using petroleum rockets and jumping into hydrogen rockets and win the game? Also winning the game used to be traveling to the space tear planet thing. What's the end goal now? Sorry if these questions are obvious just want everyones input on this.

Well, I have already done a several game sessions like that - I did not use the nuclear reactor at all and got all planets colonized, everything researched using just 2-3 wheezworts and even got many mutated seeds so I do not use them due to r/a requirements for growth (inefficient in my view compared to simple farms or pip planted).

I used interplanetary launchers a lot but generally 1 wheezewort is enough plus surface radiation to send a payload every two cycles.

Spoiler

in this setup payload goes every cycle.

image.thumb.png.81302797cd29d6571b9844848b38126a.png

 

 

Originally I did not use the nuclear plant for a reason of finite resources. Now it is not a problem and I plan to use it somewhere at the end of the game but have not decided where to set it as I do not really need it. 

Of course, I experimented in the sandbox with the reactor and various settings and meltdowns. It simply so many heat sources on any map so you would go with them for electricity generation. 

If you go heavy on POIs mining then you may have it for the diamond press for mass production of drill bits diamonds.

Actually, if you start on a small space out map you will have a fallen satellite which provide more than enough radiation for everything.

here below; I had a research station which was replaced by the diamond press when all research got completed. I can redirect radbolts in any direction - either research/press, launcher or radbolt rocket refuel. Also I have plants' mutation going below the satellite.

Spoiler

image.thumb.png.a3d27f3b9b63616ed7d09b3128d3fe5e.pngimage.thumb.png.d37545d4ec8855111422a4b86a9fa720.pngs

 

 

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2 minutes ago, KonfigSys said:

many mutated seeds so I do not use them due to r/a requirements for growth (inefficient in my view compared to simple farms or pip planted).

 

3 minutes ago, KonfigSys said:

I plan to use it somewhere at the end of the game but have not decided where to set it as I do not really need it. 

These two features can go together. Mutated plant's radiation need can be met with solid nuclear waste or liquid waste from the reactor, the reactor is the best source of nuclear waste, it still is hard to organize your farms for the nuclear waste but the benefits from some mutations are really good, pips can plant in the solid nuclear waste, reducing the space of some farms, increasing calories per plant or lowering the temperature requirements of others.

Maybe the system needs some work or a way to generate small amounts of radiation without a big space requirement.

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as for beetas, it is not complicated.

Just keep the temperature low (below zero) and drop r/a ore close to the hive. You can set auto collection of uranium once ore is converted in enough quantities, any dupe can do that labor. make sure you have a solid tile below the hive. it will stop working if it is hanging in the air.

I collected all r/a ore (digging 4 rank required) and dump all that ore to beetas. So far they made 17.3 t of Uranium.

Spoiler

 

image.thumb.png.a35ad8639e96fe450f5cb81a4499b0cf.png

 

26 minutes ago, blueberry pi said:

 

These two features can go together. Mutated plant's radiation need can be met with solid nuclear waste or liquid waste from the reactor, the reactor is the best source of nuclear waste, it still is hard to organize your farms for the nuclear waste but the benefits from some mutations are really good, pips can plant in the solid nuclear waste, reducing the space of some farms, increasing calories per plant or lowering the temperature requirements of others.

Maybe the system needs some work or a way to generate small amounts of radiation without a big space requirement.

liquid nuclear waste looses r/a pretty fast. I tried several options and none was very effective. I know about using various bugs with one tile collection and waterefall, etc. I do not want to go this path.

I did not experiment with solid waste, does it contain r/a forever or you need to replace the tiles once in a while? also it melts at 26c so you may run into risk of loosing your farm completely (a lot of efforts to make solid tiles and pip plant and then something may go wrong). 

Can you share pictures (and process to make r/a tiles) of such farm (on solid r/a waste planted by pips)? I have like 100 of mutated seeds which I may use then. How many kg of waste you need per tile to have this 25 rad.

here self-sufficient r/a farm with shinebugs.

Pips produce dirt, dirt is used to supply plants to feed dreko, dreko produce phosphorite for shine bugs. 

Very inefficient - I know some mistakes in planning were made - like too much vertical space in the farm, not too many shinebugs (too many will be hard on CPU) so it was just an experiment. So far it produces much less than a normal pip planted or standard farm as mutated plants idling too much due to lack of radiation.

Spoiler

image.thumb.png.de5b37b36a155ca85f404d49244bc229.png

 

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I am mostly a messenger and i haven't tried it myself but in theory it should be enough to make a pool of nuclear waste like 2 tiles high and make all tiles inside have a similar amount of waste, then you place a lid of airflow tiles on top, in the corners place tiles and deconstruct slowly the top compressing the waste into tiles with 2000 Kg, 1600 kg per tile is enough for 26-ish rads, now you can cool the nuclear waste to solidify it, when solid or liquid in the world nuclear waste does not generate any damage and doesn't change in mass, this would mostly work for plants that need cold to grow or can go down to 5 degrees for safety, like that meal wood or a bristle blossom.

These natural tiles can be used to pip plant or place domesticated plants bellow, some mutations are worthwhile like your exuberants, super specialised if you can control the temperature or others. and they don't generate lag like shinebugs.

for warmer plants you would need like a liquid or something to be contaminated with enough radioactive contaminants to produce 25 rads continuously, that would be more than 12500 contaminants per cycle and need to be replenished, enough radbolts can infect the liquid for growth.

A radbolt leaves 500 contaminants when it travels through any medium except vacuum, you would need like 25 radbolts at the start of a cycle to keep the radiation up, a radbolt generator would only travel a maximum of 500 tiles from a generator at the max setting, radiation contaminants have a half life of a cycle so if there were 12500 in last cycle only 6250 would remain, without any bugs or exploits you would rely on the reactor of a bunch of shinebugs in a tile where the generator is, someone has already made a system like that, let me search for it.

As i said it's cucumbersome but it may be worth it, more if we want to feed experiment 52-b (i wonder what experiment 52-a was...).

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as you describe it sounds really complicated. I tried solidify the nuclear waste but I did not get constant 25 rad generation from the tiles I created.

I would wait for a mod to make tempshift plates from r/A materials that can maintain these 25 rads or simply wait for the mod to be updated to remove the 25rad requirements.

I saw systems with shinebugs and even did myself but they do put a lot of load on processing. I also did radbolt traveling through liquids. They all work but at the end if you compare with a standard farm, the r/a ones loose (time/labor to build, maintain, electricity consumption, etc.)

I easily fed 52B with fishes. And fish farm requires seeds that another minus of mutated plants not producing seeds.

52A probably ate dupes/people.

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9 minutes ago, KonfigSys said:

I tried solidify the nuclear waste but I did not get constant 25 rad generation from the tiles I created.

It will need 2000kg of nuclear waste per tile in order to have 25 rad above. That means, it will need a little bit of compressing (2 tiles of liquid nuclear waste in one) but not much.

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1 hour ago, sakura_sk said:

It will need 2000kg of nuclear waste per tile in order to have 25 rad above. That means, it will need a little bit of compressing (2 tiles of liquid nuclear waste in one) but not much.

and you need to do it fast? compress and cool down or liquid loose all the rad or it does not matter?

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That's why you can do that using nuclear waste: it is irradiated, it doesn't lose rads. The easiest way would be to have two tiles of 1000kg waste surrounded by airflow tiles and squeeze them by building one of the tiles, before "freezing" the nuclear waste

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