FoldableHuman

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  1. I feel like this is finally fixed with the reactor buff. If you fully utilize a research reactor, spend all the excess power on radbolt generation, you can run 15 generators and produce over 11k radbolts per cycle. It's a huge construction project, but once running it's vastly more than enough radbolts to sustain diamond production and space harvesting.
  2. Solid list, the buff to Research Reactors is especially great, since throughput has been a chokepoint. The radbolt chamber + change to generator decay is an interesting compromise, but I like it, I think. I'm very, very excited to sort it out, either way. I'm loving this patch so far, the radiation gameplay really feels a lot more engaging and present. I'm still getting roughly 1000 rads/c per million contaminants, same as on live branch.
  3. I mean there's also the fact that it's more dramatic. The uranium biome is still pretty safe, but it at least shows up on the radiation overlay now. 10x was a big leap for bases that have carried over, possibly generating some very hazardous areas that were previously safe, but from a game-feel standpoint I like the new values. At the very least it creates multiple incentives for lead suits and rad pills, though the decontamination shower is still functionally a decor item for roleplay. I do think the cap on the radbolt generators is a little low at 500. 750 or 1000 would still prevent runaway stockpiling while feeling a bit less constraining.
  4. The main hitch in making dupes more vulnerable is just an issue of slack, since at the lower end (even after the 10x boost) you're dealing with single digit numbers. At present the dupe rad scale effectively works from 0-900, with dupes peeing out 60 rads per cycle. If you implemented the change by making dupes 10x more vulnerable you'd be working from 0-90 with dupes peeing out 6 per cycle and minor radiation sickness setting in at 10 rads. Problem there is that even pre-change enough things generate low double digit rads, enough for dupes to pick up a dozen or so just kinda running around doing day to day stuff, just from passing wheezeworts or Glow Sticks or cutting through space. You'd have dupes getting sick constantly from even casual exposure. Post-change radiation penetrates slightly further, but because the falloff is cumulative as the radiation encounters sequential blocks "rad safe" areas of the base are the same as they used to be, most of the map is somewhere in the 0-1 rads range. By amping radiation rather than making dupes more vulnerable it makes radioactive areas more dangerous while leaving safe areas safe.
  5. Thing is that I think the current tech tree, with material science as the fourth tier, only requiring 20 points per node, is a good balance point for making radiation more generally hazardous without making it a noob killer. In fact I think a typical wheezewort research lab is a good example of how the hazards of radiation could be pretty effectively tutorialized. If standing in the same room as 5 wheezeworts while researching for several cycles in a row is enough rads to give radiation sickeness, if normal dupes only purged 10 rads per cycle and thus any regular exposure actually built up to meaningful levels, you're demonstrating the hazard in slow motion. 100 rads for the onset of sickness, but 900 for lethality, gives a lot of slack for things to be dangerous, or even just feel dangerous, without flash frying dupes. Running past 1 wheezewort once or twice every few cycles is meaningless, standing next to them all day is a slow killer, being unprotected next to a research reactor will put you in the hospital. Radiation research being a prerequisite for radiation protection is already in line with a lot of other systems in the game, where things like heat management, or industrial scale production, are contingent on high-heat processes or less efficient production. You lightly irradiate a dupe to do the research to get the stuff to protect dupes from getting irradiated. Fits perfectly within the existing game loops. I think a tuning pass needs to start from a danger curve, then all the consumption numbers can be tweaked from there. Like, I really don't care if a full tank in a rad rocket is 4000 rads or 400,000. The number's just a number.
  6. This past week I've been having a number of interesting discussions on stream about the state of nuclear in the game, the overall shape and purpose of it, and I wanted to get some of those thoughts out into the wild. The thing that really tipped this all off was playing the beta branch and getting a Glow Stick dupe. For those who aren't watching the patch notes, this is a new positive trait that makes the dupe emit a constant aura of light and radiation. On the plus side this gives the dupe (and others near them) the benefits of being in a lit environment at all times and a 33% resistance to rads. On the downside, despite the personal resistance, the dupe's 112 rads/cycle still works out to 75 rads absorbed, net +15 rads after using the lavatory. Without medical intervention Glow Sticks will die of radiation poisoning within 60 cycles. It is honestly some of the most fun I've had in the game. It's a really interesting trait that has a strong benefit (Well Lit at all times) and comes with a downside, but the downside turns into catastrophe slow enough that there's plenty of time to respond. It's the most fun I've had with the whole medicine system in a long time because I had to work out how to get her a steady supply of rad pills. It wasn't a difficult solution, but it was a thing that needed to be dealt with, I couldn't just wait it out. Then after some testing I noticed that being in a lead suit protected Leira from herself, built her a custom entrance/exit from the habitat, and now she doesn't even need her meds very often since as long as she's got work outside the habitat her rad exposure is dramatically cut. It's great, and it gave me exactly the experience that I feel has been missing from the radiation game. At the moment the radiation systems in the game are designed around two opposing design philosophies. One cluster of elements assumes radiation is plentiful but dangerous (lead suits, decontamination showers, rad pills, plant mutations). This is the arm of things that makes the uranium biome look scary, and oppressive, like an area that you should best dig your way around until you're prepared, an area that requires the same kind of prep as the oil biome: you *can* send unprotected dupes into the area to do some quick work, if you're willing to nurse them in a cot for a couple cycles afterwards. Unfortunately the uranium biome, despite its wonderfully spooky aesthetic, is toothless on its own. In Classic maps the biggest risk is warming a pocket of liquid CO2 and flooding your base. On Irradiated moons the biggest risk is accidentally killing all the Beetas. The strongest source of radiation in the biome are the wheezeworts. Radiation poisoning is only a thing that happens because a dupe stood in concentrated rocket exhaust with 1m+ radioactive contaminants for the entire build time of a tempshift plate. Lead suits are built mostly for aesthetic because nothing in the game exposes dupes consistently to the radiation levels needed to overcome their daily cleansing. I'm not sure anyone has built a decontamination shower with intent, as most sources of radiation don't even produce radioactive contaminants. This is because the second cluster of elements assume rads are scarce and slow to acquire (see the cost of basically every rad-powered machine). This is understandable, rad powered stuff is really good, but it's also pretty frustrating, hence the "accepted solution" to radbolt generation isn't to run a research reactor for the rads it gives off (which honestly aren't great from a throughput perspective, given the massive infrastructure required) but for the nuclear waste. This waste is also pretty weak and harmless on its own, but can be compacted into an infinite storage tank that eventually produces a respectable amount of radiation. That kinda sucks. So that's kinda the state of things at the moment. I like the outline of the radiation system, I think the component parts are interesting, but at the moment they don't quite come together. I think the low-level stuff works, using wheezewort as an introduction to the basic functionality of generators and reflectors and a source of rads for research, but above that it's a mix of too expensive (incentivizing exploits) and simultaneously too safe. To compare it again to the oil biome: the oil biome works. It's a major stepping stone in the game progression that requires multiple fundamentals to come together. The heat is potentially lethal, so dupes need protection. Protection requires fibre (farming or ranching), refined metal (mining and refinement), and a pure source of O2 (controlled oxygen generation.) Putting all of that together yields oil, diamond, and lead, which enable a whole new tier of infrastructure. Uranium, on paper, seems to be the next step beyond that. Lead suits require a lot of the same fundamentals as atmo suits, but also glass and lead, making it naturally gated behind oil. Uranium unlocks another tier of power generation, plant mutations, and space harvesting. But it's actually safer to get than oil, and you don't even really need it because it's ultimately less convenient and less potent than trapping 80 shine bugs in a water lock.
  7. Rad Eater seems to be absorbing/purging rads properly, but not converting them to kcal. Started a map w/ a Rad Eater, a Glow Stick, and a control dupe. Forbade all food so they would all starve evenly. At the end of three cycles in sandbox, after isolating the Rad Eater, Ellie, and blasting her with radioactive contaminants, hundreds of rads total, her kcals are less than the other two.
  8. Yeah, sorry, I meant to put it inline, but just attached it to the end, but it's just to demonstrate the out-of-sync quirk, which gets the most extreme when a dupe hops down a tile and immediately walks, since radiation is weakest along diagonals. I should also note that it flickers pretty rapidly. I don't think athletics will change it that much since it doesn't seem to me that they're outrunning it like a cloud, it's just that the position of the aura updates about half as often as dupe position, so dupes enter a tile then their aura teleports to their new position, and because of how movement works in the game the results are the most extreme when dupes hop down and to the right, or hop across 1 tile gaps. Main thing is I think the average net is going to be closer to +10 rads/cycle rather than +15. Thought I'll keep an eye on Leira here and see if it's any different once her athletics is higher. Also since mechanically the radiation comes from an emitter that is attached to the dupe game object, technically it's an external source of radiation and is mitigated by dupes standing in water, since water is less transparent to radiation. This makes me suspect that Glow Sticks wearing lead suits will be immune to themselves, but it's taking me a hot minute to check since I'm testing all this on a survival map and it's a bit of work to get a lead suit to Leira's moonlet.
  9. Glow Sticks produce 112 rads per cycle, but have a 33% resistance to radiation, so only expose themselves to 75 rads per cycle. Without rad pills they give themselves minor radiation sickness every 6-7 cycles and die after ~60. The numbers are actually a bit squidgier, though, because as dupes run around they fall out of sync with their aura, so an active dupe gives themselves a good bit less than 75 rads per cycle all-in-all, but also any other sources of radiation will accumulate. Honestly it's the most interesting interaction with the radiation mechanics yet, even if it's solved just by making rad pills out of coal. Makes me wish more general environmental sources of radiation were strong enough to actually accumulate, since otherwise the only actual threatening radiation comes from flash-frying dupes in concentrated fallout.
  10. It's like 1kg of coal every 10-20 cycles to counter the radiation sickeness they give themselves, though I guess that'd be multiplied if they're constantly in close quarters with each other.
  11. The actual value is 100% uptime on Lit Workspace, so Glow Sticks are inherently 15% faster at basically everything.
  12. No traits are displaying for the Terra Cluster or Large Terra Cluster on the location selection. Not sure if this is intended to create a standard baseline experience or a bug of one kind or another.
  13. I've also got a GTX 960 in a custom mac. Dupes still not visible on Sierra 10.12.6, nVidia web drivers 378.05.0525f01, playing on build 01-236679. Unfortunately the default drivers limit me to 800x600, one screen, and about 10 fps, and I can't even force them to load without uninstalling my current working drivers.