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Found 5 results

  1. The current dupe radiaiton resistance seems a bit off. We got meds and food increasing resistance and protective suits bu we don`t need any of that. A dupe removes 100 rads/cycle. There are barely any sources that can expose dupes to more than that. Moreso for it to matter a dupe would have to spend his entire cycle near such a source to beat the natural resistance (which can be enhanced). It makes the protective stuff kinda redundant when dupes are so resistant. Another thing is that most of the time you don`t need too much radiation to power your radbolt collectors. Basically anything above 0 will produce a radbolt eventually. This makes radiation feel like more of a benefit than threat. It becomes useful long before it becomes dangerous and it probably should be the other way around. Currently having 50-100 rads/cycle in one spot is enough to get most research done and power a resource cannon as well. The same amount effectively adds ~10-15 rads/cycle max to dupes working nearby. I`m not saying we should nerf how efficient radbolt gathering is but rather the resistance should be nerfed. At 1/3rd of the current one dupes will still be ok for the most part. Even at 10 dupes wouldn`t get dangerous doses except astronauts and shinebug ranchers and those would still take multiple cycles to accumulate over 100 rads.
  2. Right now, mutations are really hard to come by because the only reliable source of radiation is the Wheezewort. If Klei added a Radlamp, with a radbolt and energy cost, it could emit both radiation and light, making it easier to farm mutations. I also think that they should add some sort of radbolt joint plate, like the heavy-watt joint plate, to make it easier to transport radbolts.
  3. So I just tried the current state of the DLC for a first playthrough. After 800 cycles, I feel like I have a solid impression. To start out on the most imporant note: The overwhelming majority of the new content is excellent. Space travel is significantly more fun than in the base game, and there's a whole lot of new tools that are just a joy to play with. Which leaves me to talk about the one oddity amongst the otherwise great new things: Radiation. The whole radiation-thing feels, at this point, very much shoehorned in. Most notably, the seemingly random requirement of nuclear research for absolutely essential technologies. This feels very weird. I set down the nuclear research station next to the shipwreck, did all research with it, and now there's no reason to use radiation at all. Why I should go through the trouble to build a research reactor setup, I have no idea. It would be one of those "I have nothing left to do, let me try this"-projects. Which is fine on its own, but then it shouldn't make the rest of the game more tedious. There are two things that I feel would require change to make the whole nuclear thing an interesting feature: More mid-game applications. The plant mutation thing seems to go that direction. Still, I feel it needs A LOT more small little things that we can do with it to make it actually interesting. Change research requirements. Maybe anything radiation gets their own little, optional, research groups. Most importantly, though: I feel like the arbitrary requirement of nuclear research for essentials such as solid transport and solar energy just needs to go. It makes no sense, and blocks off vital tools. As of now, it just makes the midgame-transition more tedious. It neither adds fun, nor makes things interesting. At the current stage, I think it'd be best to just remove the nuclear research requirements altogether. Throw everything radiation into its own research line, and let us choose to not choose it. If no one plays with it, then it might just not be interesting enough in its current state.
  4. How do you efficiently use Radbolts? They can't traverse walls, there's no way of detecting them, and if you need to load a Radbolt Engine or an Interplanetary loader, they'd have to be exposed to space (your radbolt producion facilities would have to have a hole on them). I suggest using something similar to Transit Tube Crossings or Heavi-Watt Joint Plates and create some sort of Radbolt crossing plate, which would allow for more efficient space usage of them and make them less dangerous (you wouldn't have to make your radiation facility with a hole on it)
  5. Hello ! With the latest beta patch I've got this poor plant (normally it serves me as a thrmometer for my base = healthy = ideal temperature ) not growing. I never encounter radiation so far, but jumping to the radiation overlay is deseapointing diseapointing dasyppoint.. not enlightening: Apart from the shine bug (11 rad/s) .. nothing. Is it a ... bug (pun intended) ?