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About ghkbrew

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  1. I really like the radbolt powered radlamp idea. Making it only cost electricity would make the radiation system trivial. But this would encourage large central radiation production (e.g. nuclear reactors) which can then be spread out with radlamps as needed. Or you could go the other way. Use lots of lower radiation radbolt generators (e.g. in space) to run a single high powered radlamp for plant mutation. I'd want a slider to control that rads output which would scale the radbolt cost appropriately. And make sure that it's just slightly radiation negative, so you don't introduce a run-away radiation positive loop.
  2. @sakura_sk @nakomaruHere's a fun fact: The temperature of the backing material resets itself to the temperature of the facade on reload. And the facade doesn't exchange heat with anything so it never changes temperature. So anytime your platforms get close to melting just reload the game. I this puts it squarely in "bug" territory. Is there are report in the bug tracker?
  3. Agreed. However, the rovers are still significantly slower at "thinking" than dupes for no obvious reason. I suspect the AI for rovers is de-prioritized compared to dupes and thus takes longer to get processed. But it doesn't really matter why it's happening, it still makes the rovers significantly less useful than a player might expect. It's reasonable that the rovers have limited capabilities. I just don't think this is a reasonable one. Either it's an intended limitation, but can be gotten around by pausing the game (which I would classify as a bug) or it's an unintended limitation (and thus also a bug)
  4. Are you restricting the water input to the reactor? That's what increases the heat output. I loaded up the save file I linked to and it's working for me. To get maximum heat output you need to set the valve to somewhere between 850g/s and 1000g/s. It's somewhat game speed dependent. Higher game speeds make the fuel temperature fluctuate more making it more likely that you'll meltdown. I think I saved it with the valve at 1000g/s for safety. The reason this works is, because of how nuclear waste is created. While the reactor is running, it creates 166.67g/s of nuclear waste. Crucially this waste is created at whatever the current fuel temperature is. When you restrict the amount of coolant to the reactor it causes the average temperature of the fuel (and of produced nuclear waste) to increase dramatically. With un-restricted coolant waste is produced at ~350C with 850g/s of coolant the waste is produced at ~2400C. It's the extra heat content of the nuclear waste that increase heat output. The amount of heat emitted in the steam doesn't actually change. Dealing with the super hot nuclear waste takes a little extra care. First you have to make sure that it drops directly into a existing pool of nuclear waste. If it forms a liquid tile on it's own it will immediately flash into fallout gas, because 2400C is well above it's vaporization. This is bad because fallout has a much lower SHC so this transformation will delete huge amounts of heat. Secondly, you need to extract as much heat from the waste as you can. I do this by using a short counter flow with the steam at the bottom of the build (this is why I'm not dropping the turbine exhaust water down the central column like in FJ's build). I'm not. I'm using 4 ATs cooling nuclear waste. With an SHC of 7.44 it's nearly as effective as super coolant.
  5. I think this makes the most sense. 10% decrease in travel time for the first tier, 20% for the second tier. The gating of the suit wearing behind piloting wouldn't be as much of an issue if the skill were useful, but still doesn't make much sense. I wouldn't mind the reverse (piloting behind suit wearing) like in the base game, but I assume the idea is to make it an early skill so space is more accessible in the DLC. Still making piloting a second tier skill behind the first tier of suit wearing wouldn't be too bad. Right now it's easier to learn to fly a spaceship than to wrangle critters.
  6. One more data point on this. The rover will "think" while the game is paused too. You can make it mine continuously by pausing the game after every action. The rover will stay idle for ~5 (real world) seconds then pickup a new task. Once it's status changes to "mining" or "going to mine" unpause the game.
  7. For the record you can run 40 turbines on just 1 reactor if you restrict the water input and there's no need for space materials: Save file here
  8. Beetas and beetinys stop emitting radiation after they wake up from carbon dioxide induced sleep. Before CO2: After CO2 introduction: After CO2 removal: Strangely, they will begin emitting radiation if put to sleep again, but only while sleeping. They will stop emitting after waking up again. Edit: Reloading will also fix any non-radioactive beetas (until the next time the sleep).
  9. It's only radioactive as a tile. Not (yet?) as debris or bottles.
  10. I haven't seen this particular version before. It's quite elegant. Automation and power usage are known to be pretty buggy when combined though. For example:
  11. Beeta hive's don't register on weight plates either: But it's less clear whether they should. Generally buildings don't register, but critters do. The hive is sort of an odd cross between the two though. But given that they do die, I think it would be better to be able to sense their presence to allow automated replacement.
  12. Bead pump heat exchangers like the one linked in the "OSHA Hater" linked above are probably the most efficient for their size. This was recently fixed in the DLC. I'm not sure about the base game.
  13. I think they just live forever unless they die from temperature or drowning. Even so, since each beetiny can turn into a hive under the right conditions, you can replace hives very quickly if they do die. (Or expand a single beetiny into a massive radiation farm).