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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.
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?
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.
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.
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.
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
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.
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?
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)
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.
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.
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.
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.