Oxygen Not Included

Oxygen Not Included

View Stats:
Ekimmak Mar 29, 2022 @ 10:36pm
What to use a Radbolt Engine for?
These are surprisingly low height for something that takes so long to fuel (have a wheezewort radbolt generator at 207 per cycle, so that's actually a long time investment, longer when you consider that Dupes might be hit by the radbolts and waste the energy)

20 tiles of height when they take up 5 for the engine itself... I'm not sure what use this is. At the moment, I'm looking at making it a long distance scout rocket, but the problem with that is that the cartographic module also takes up 5 spaces. If you have the battery chamber, a solar module and an artefact transport module... you basically have no room for any sort of cargo bay. So no way to carry oxygen or water supplies for the duplicant inside.

Is there something I'm missing, or is there a way to save up on essentials for a long journey? Or is there something they'd be better used for?
< >
Showing 1-13 of 13 comments
Ekimmak Mar 29, 2022 @ 11:34pm 
Every module I see relies on cargo bays to keep the spacefarer module habitable for long term habitation. I don't mind storing a bunch of oxylite in it to keep the breathable, the problem is toilets, as it's quite hard to find space for a liquid reservoir in a compact area.
glass zebra Mar 30, 2022 @ 5:06am 
You never really need liquid reservoirs in rockets unless you wanna stay on a destination for a long time. Just draw long liquid pipes through the rocket interior. It takes ages for them to become empty. On top of that, dupes don't die without a toilet.

Fueling a radbolt engine (or anything really) with wheezeworts will always take long, but there are many ways to get tons of radbolts and ways to get tons quickly for free too, even from its own exhaust. This makes the rockets basically self fueling. The other advantage of the radbolt engine is speed, but that can be lost due to size. If you just use the engine + basic nosecone, you have a rocket that can fly very far at a high speed. The other long range rockets need at least a fuel tank + oxidiser storage. If you want to make long trips and also use lots of modules at the same time, there are better engines. If you wanna make super short trips (up to range 6), the carbon dioxide engine is close in speed (and much easier to fill if you don't have decent radbolt generation set up).
Edit: Seems the smallest radbolt engine is 4.3 in speed, carbon dioxide 3.8, petroleum engines ~ 3.0 and hydrogen 3.2 (with silly but working rockets). At max modules that changes a lot, depending on which modules you use and the max radbolt engien range is no that great.

Know that I just said these things from the top of my head without remembering the actual values, but I vaguely remember the radbolt engine to be pretty bad (in speed) once you start adding lots of modules and I think what I said was not super off. Though even if you do add lots of modules, you still have a rocket that is super easy to fuel and can fuel itself quickly after just a handful of trips to fill up basin with it's own exhaust.


Using wheezeworts to produce rads is just a super basic solutions and will always be slow compared to pretty much any other option that involves uranium, nuclear waste or beetas. You might be able to (very slowly) research with wheezeworts, but that should quickly be replaced by any other sources of rads. Even 3 beetas already produce over 270 with a single radbolt generator in use and that's just 300g CO2 per second, which is less than 2 wood burners or like a fraction of a petroleum generator.
Last edited by glass zebra; Mar 30, 2022 @ 6:09am
Ekimmak Mar 30, 2022 @ 5:26pm 
I was wondering if there was a spacefarer module design that could let me cut out some modules, but alright.

Uranium doesn't look renewable, but that might be because I haven't been able to explore the entire map as of yet. How do you use Beetas for radbolt generators?
glass zebra Mar 30, 2022 @ 5:51pm 
When beetas meet CO2, they are looking for a nearby napping place that is not blocked by a building and nap and use up 100g/s to emit a lot of radiation. When you build stuff around, you can force them to sleep under your radbolt generator and you can stack a ton of them in one tile. You can also easily scale them up by multiplying the hives. When a beetiny is in a room with no other hive, they will grow into a hive when maturing and keep a cycle of ~5 critters alive.

They will also drop a bit of nuclear waste when dying which adds up over time. Melt that stuff and you have pool of nuclear waste that produces free radiation forever without any input. You gotta have quite a bit of that though to produce any meaningful amount.

Uranium is renewable and even if not, you get so much of that and use so little of it. Beetas have a 90% conversion ratio for that stuff. I am not sure if uranium is renewable in 100% of the games, since I did not take a look at all the rules for guaranteed stuff in Spaced Out, but so far in all of my games it was renewable very quickly.
Ekimmak Mar 30, 2022 @ 6:04pm 
Alright. I do have CO2 geysers on the radioactive forest asteroid, and (oddly) my oily swamp asteroid. So renewable, cool, carbon dioxide isn't a problem. And I have about 4 gas reservoirs worth of piped carbon dioxide, so if I make sure that new gas is cooled before routed in, that's also a safe bet.

I guess set up a space cage for Beeta that's kept cool by running supercoolant through it (I do actually have a gilded asteroid field within easy mining range, so I can slowly make as much as I want).

I guess that can be the first project: using the radbolt engine to transport a beetiny from the radforest to other places that could use a beeta hive.
glass zebra Mar 30, 2022 @ 6:15pm 
The uranium biome always have a few cool CO2 geysers. If you are not done with research yet, the manual radbolt generator can also use refined uranium for 25 radbolts per use. It's horrible to automate that and takes a lot of dupe time, but it's a simple solution. If you use the uranium reactor, you also get a decent amount of radiation and a ton of nuclear waste. There are many decent renewable ways to get rads and wheezeworts are not super scaleable (I think you can't even get more seeds since Spaced Out).
Last edited by glass zebra; Mar 31, 2022 @ 4:30am
Ekimmak Mar 30, 2022 @ 9:24pm 
Originally posted by glass zebra:
There are many decent renewable ways to get rads and wheezeworts and not super scaleable (I think you can't even get more seeds since Spaced Out).

I think you wrote an "and" when you meant to write an "are".

But yeah. I was looking at a radbolt engine because I want more range on my rockets, didn't realise how poor wheezeworts were for radiation. I was saving up because I want the "5 days of a research reactor in a row" achievement, and didn't know if it would be sustainable without saving as much as possible.

I'm never able to find things with a quick google search, it's always either videos, or out of date/modded builds. Easier to ask on the forums.
DolphinWing Mar 30, 2022 @ 11:09pm 
Uranium is renewable from Space POI.
glass zebra Mar 31, 2022 @ 4:45am 
Yeah that was a typo, fixed that. Yes I meant space POIs without saying it to not spoiler, but I have no idea how random the POI generation is, meaning I don't know which ones are guaranteed. I always had 2-3 of those so far though.

Problem with wheezeworts is just that you can't scale them up much unless you are using tons of radbolt generatorts and even then you get to the point where all seeds are used up. Pretty much all the higher generation types have "infinite" scaling.

The research reactor is buggy and if you use some metered solution for it, you can make it run at very low capacity for a long time and it will basically still produce full stuff, even though it tunes down. I did not use it that much so far to be honest, because I don't see why for my playstyle except "it's kinda cool", but the times I did use it I saw stuff like mg amounts being used up per second and still kg of waste being produced per second. Pretty sure that is just a bug and I think the achievement even says "run at max capacity"?

You just described how finding stuff for games works and kinda frankly how the internet works. You always find the most popular post for something, not the most relevant and some "indie" games change over time. In the Rimworld Steam forums people still spread Reddit post info from years ago which were either never true or are just super outdated now. For the most part people also wanna do videos, because nobody cares about reading stuff and writing is not where the internet evolves towards. Of course if you ask stuff here you also risk getting non-reviewed information from people like me who say wrong things : P

That said, you should be able to find a lot of still correct stuff in the Klei forums. Spaced Out was just not super liked by many people and especially the super hardcore gamers probably did not like that spaced out just put a hold to skipping right into late game, by putting in extra hurdles for research + that it spoon feed early game solutions for water and heat. Plus the somewhat low quality of the new stuff. I did not search much for this game, but when I did I pretty much always found stuff for vanilla. Spaced Out content has just not that much stuff to offer for creative play. Nuclear things do not feel nuclear at all. For the most part it's just creating some new state of element to feed into buildings. Radiation also kills germs and you can collide radbolts for fun, but there is not much mechanics content added in the DLC, mostly stuff redone. I've seen a few long term players kinda outright rejecting the DLC. One big bonus is though, always get 100% of vanilla content in each play through though instead of just a slice based on the asteroid choice.

I would be pretty surprised if people didn't do like 10 different big Klei forum posts for solutions to create infinite radbolts or make soem weird self sustaining rocket interiors. Here is at least one radbolt solution: https://steamcommunity.com/app/457140/discussions/0/3184612692828937802/#c3184614124777318076
Last edited by glass zebra; Mar 31, 2022 @ 5:15am
Ekimmak Apr 7, 2022 @ 7:24pm 
It feels like so much ties into needing more resources than I'm producing.

My stone hatch ranch is actually running out of food, because there's no more igneous or sedimentary rock for them.
I can get more from my oil asteroid being close enough to a Gilded Asteroid Field, but that takes diamond to dig from.
Diamond takes radbolts. With the time it takes to travel back and forth and harvest, I need roughly 10 uses of the diamond crusher in 10 cycles.
Radbolt generation either takes slow term phosporite with Wheezeworts (I did find new seeds in a care package, so they can spawn, it's just very low chances), or a beeta apiary.
A single beeta hive needs a 300 g/s to keep them asleep and producing 277 radbolts/cycle (it should be more, but they sleep a tile away from the generator with the quick build I made)
The CO2 geyser generates a bit under 200/s per cycle, so it has to also borrow from the power generators.
Petrol Generators have 500/s, which is enough to cover one hive, and almost another.
My natgas plants have a constant of 45/s.
There's also a polymer press running full time just so I can keep an 8.33 going and round off that number.
So at the current moment, my beeta farms aren't getting enough CO2 to keep them pacified in the long term and keep a constant radbolt generator going.

I've looked as far as I can without colonising anywhere new, and there's no sources of uranium. So at the moment, I think my goal would be to make the irradiated forest base sustainable, and install an ethanol loop to produce lots and lots of CO2 (and maybe ship it off to other asteroids to cover their lower generation). Problem is, plenty of people say it's productive, but I've only seen one build (40 tiles wide), and there's no room to put it on the asteroid. The metal volcanos are in a lot of awkward positions.

Or just learn how to use radioactive waste.
glass zebra Apr 8, 2022 @ 4:08am 
There are probably other ways to make rads, I just haven't looked for them.

I would just bring the lumber to your rad producing planetoid and not the products. 20t per storage bin without slowing down the rocket is pretty nice. That would also produce energy for the destination. You can also use 3 radbolt generators on 1 tile distance to the beetas, tripling your rad bolt generation (and heat production and energy need from that).

Shouldn't the place where the beetas hung out have lots of uranium? Or do you mean you just haven't found a drillable destination for it and your current supply is getting low?

Do you use the hatches for energy supply or just to make diamonds? Hatches are good when you still have all that trash stone around, but when you actually have to put in effort, using them for energy is not really that good.

Is there anything you _need_ right now or is it just trying to get some new industry going and it's going too slow for you taste?
Ekimmak Apr 8, 2022 @ 6:01am 
Originally posted by glass zebra:
I would just bring the lumber to your rad producing planetoid and not the products. 20t per storage bin without slowing down the rocket is pretty nice. That would also produce energy for the destination. You can also use 3 radbolt generators on 1 tile distance to the beetas, tripling your rad bolt generation (and heat production and energy need from that).

I think by default, forest asteroids in the DLC have at least one P.water geyser, and that isn't so much the problem. Problem is finding a place to set up an ethanol distiller/petrol generator setup, as the only build I can find is 40 tiles wide (mainly because it also includes the compost heaps)

Originally posted by glass zebra:
Shouldn't the place where the beetas hung out have lots of uranium? Or do you mean you just haven't found a drillable destination for it and your current supply is getting low?

The uranium ore is still mostly untouched. I am just that paranoid about having any to use that I'm leaving it alone and letting the Beetas dig out all the uranium. I haven't found any POI that have it.

Originally posted by glass zebra:
Do you use the hatches for energy supply or just to make diamonds? Hatches are good when you still have all that trash stone around, but when you actually have to put in effort, using them for energy is not really that good.
I use them for energy and food. It's a remnant of the carnivore achievement where I always go full tilt to try and get a large food ranch going. Maybe the other food sources I have are sustainable enough for my main base, but I'm not comfortable about how long it takes to feed them.

Originally posted by glass zebra:
Is there anything you _need_ right now or is it just trying to get some new industry going and it's going too slow for you taste?

It boils down to food anxiety, really. I do feel like my industry is slightly slow, but that's just the penalty I have for having only two oil reservoirs instead of three (only two spawned for some reason). I wanted to look at Radbolt engines because somebody else said "It's fine if your oil production is slow, you can just use radbolts instead."

And started this whole thread when I tried using them. They've got good range, but it's hard to make them habitable without making them slow.
glass zebra Apr 8, 2022 @ 6:13am 
If you dug out any uranium ore, you can feed it to the beetas for the 90% conversion. You would of course lose 50% of the mass from digging. With "uranium" I meant the refined version though. There should be tons in their nests.

I actually forgot that the trees need polluted water. They are one of the plants I never domesticate (reeds being the other), because they are just so much better wild grown with pips. You don't even lose extra space with those, since you need to have at least 1 space between them anyway.

Not sure about "builds" but each distiller is 4x3 tiles and you need 4 of those + 1 3x4 tiles petroleum generator if you want to run those continuously. That's 19 tiles in width and grants 1040W power without any cooling or automation and 1166.68g of CO2 per second. You can also start eating the pips and use the polluted water (450kg per cycle) and dirt (~800kg per cycle) for other food. At least mix some pacus into the hatch meat for surf'n'turf. That'll also increase the quality a lot. The whole output already feeds ~12 beetas and power for 2 radbolt generators (so like 2k radbolts per cycle). After that you only need some cooling and whatever magic to get so much lumber.

I would say just try using that refined uranium and you'll see that it'll last very long and can produce quite a bit of rads. The waste from the rocket will also slowly accumulate and just provide free rads. No need to be so careful about it (except if you are planing to use the reactor). I never really had petroleum issues for rockets, so maybe I am thinking about your whole base and rocket setup in a wrong way. I produced enough petroleum during the POI regeneration time.
Last edited by glass zebra; Apr 8, 2022 @ 6:31am
< >
Showing 1-13 of 13 comments
Per page: 1530 50

Date Posted: Mar 29, 2022 @ 10:36pm
Posts: 13