@@thakillman7 - Radiation is destructive though. Realistically, nuclear waste is firing radioactive particles at the walls of containment at relativistic speeds, it does physical damage and eats through concrete and steel in a few years. Containment is a huge problem because of this and why there's always major leaks at waste storage sites.
@@ahmataevo Neutron bombardment is a pretty common technique for material analysis and it happens... near nuclear reactors. You aren't dosing so heavily that you eat away concrete in years, but also you don't dose the same material constantly.
You CAN open the payload by hand. I usually fire refined metals to planets I'll explore yet, without a platform. They take a while, but the dupes can open by hand the payloads.
I should have specified their is no way to open them without dupe labour, some people wanted to know if you could say fire water shells into magma and have the water inside boiled out. That way it can be automated and no labour is required.
"Not the ONI I was looking for", but any FJ tutorial nugget is a great way to spend some time. Tried making some nuclear waste using a rad-engine in a test-map, and all I did was melt my Obsidian within just a few round-trips to Orbit. Ladders were in a vacuum, as I was checking if an engine could make enough without a reactor. Turns out, it can, if you can manage the immense heat. Would just be faster to go for Wheezeworts/ Shine Bugs and knock out the Reactor research (atleast some things in this dlc has some measure of realism 🤣)
you can try smth like the "cyclotron crop mutator" (it's easy to find on the klei forums. sadly, can't post a link, it won't publish the comment ..) it just needs a little bit of rad to start up (space or one wheezewort would suffice) and it quickly escalates to smth similar like a lot of compressed waste.
You can draw some heat out with hydrogen through gas pipes but you’d have to launch the rocket with a temperature sensor. Making sure it doesn’t launch until it’s cooled to a certain point? Idk lol
From some rough testing: Silo 37 tiles high (just had a rocket there) 5 Aquatuners in a row /w Supercoolant (start loop on top to prevent gas escaping) Timer Sensor to control the rocket on .5 cycles green (7 starts) and 1.5 red to catch up /w silo/coolant cooling yielded ~3.4t liquid waste or 1.7t/cycle Not sure how it compares to the reactor, but that doesn't seem all too bad and is ofc scaleable (higher silo, more rockets, more cooling for a better green/red ratio, etc.) Most of the Tuners are running most of the time, so .. bit of a power hog lol :D
@@ymirssohn79 massive power hog, where the Nuclear Reactor is a power-positive process. And, my testing was meant to be an alternative production of waste/rads, long before any super-coolant solution would be available, so the rad engines would be self sufficient. My testing showed it's more of a late-game thing. But, late game, in order to fill several planetoids with rads, your silo would probably be an effective way.
Shinebug reactors rule! In my current game I have one producing about 3k radbolts per cycle, they're an FPS hog though. Wish there was a good way to generate a lot of nuclear waste other than the reactor.
you can capture the nuclear fallout from rocket starts/landings in a silo and cool it down - it's ~300kg per start/landing. if you automate it with an orbital roundtrip, you can generate a couple of tons per cycle.
Ooh thanks for this! I just hopped back in to ONI and got stumped when it said I needed radbolts for material science. This'll speed up the discovery process a bit.
I actually find the rocket less ridiculous then the infinite liquid storage or the infinite critter in a tile. I still wish there was a way to generate decent rads without any of those 3 options though.
i had 2 wheezewort and 2 radbolt generators controlled by one manual switch, the 2 radbolt generators can fill the research lab in one shot, all research were completed around turn 800, and i very often didn't remember to shoot the radbolt, they had 11500 rad stored at the end lol for interplanetary deliveries i use rockets, payload delivery from orbit before launch pad is constructed and then storage bin ftw to bring 20°c stuff back home Thanks for your videos, i'm amazed by how smart, clean and powerfull (and power hungry) your setups can be
Fml,I've been cracking my head to design a lightbug radiation farm when the answer is just a biome beside my base(wheezewort). Thanks John for pointing out the obvious,again.
very informative! Thank you for that! So far the only way i managed to get radbolts early game was with wheezeworth. I can't seem to get my head around mid and late game. I just don't have the motivation, as soon as I should start focusing on space i just lose interest it seems.
Thanks for the video. Always helps to see clear, concise explanations of this stuff. Maybe another video coming on Orbital Research? That (and getting access to plastic) seems to be the big mid-game wall for me in Spaced Out, and the one that annoys me the most because it gates conveyor filters and sensors which I used heavily in vanilla.
One source of radbolts that was not mentioned was the crashed shuttle on the third asteroid. It generates a surprising amount of radbolts. I used this on a map that had no wheezeworts, and I didn't want to build a shinebug reactor. Just throw down a radbolt generator next to the shuttle, and start researching.
I decided to not include it as you need a rocket to get to the planet, I figured your starter two planets are where you would do the bulk of your research. But it is totally an option if you are comfortable colonizing a new planet.
@@FrancisJohnYT Thanks for the reply! I used it since I had the resources to generate enough power on the third planet, and my pilot was my primary researcher. I could get research done while another dupe was working on expanding. It worked for me since I could get to the third planet relatively easily with a carbon rocket.
I just discovered that you can make Solid nuclear waste tiles and they still emmit the same radiation as the liquid they're made of. The curious thing is that the liquid nuclear waste has to be pressurized as the natural 1000kg per tile won't form a solid tile upon state change but drop on the ground as debris. It's also a soft material, that means it's thoretically possible to make a pip farm for wild, mutated plants with nuclear waste as the natural tiles that also deliver enough radiation for the plants.
Have played around with trying to make natural tiles using waste (to see if the rads keep coming, without decline on solid natural tiles), but never gotten a successful attempt to form a tile, only in making a whole lot of debris. Guess that's cause I never thought of pressurizing it beforehand. Thanks for this 😍
I tested it before I think it's about 1600 to 1700 kg per tile to get it to solidify but I'm not sure. Pips can plant in it and you can plant mutated seed with pips.
It's a good thing FJ held off on Rimworld Ideology, because the latest update is amazing. You can actually change and evolve your ideology over time. Also, new warcrimes in the form of removing tongues from pawns to prevent them from talking. Significant buff to guaranlan trees, which will make megabases significantly more efficient. The lack of sleeping/eating/idle requirements makes guaguas better haulers than pawns or dogs, and automatically healing lost limbs makes the fighting castes viable. Can you imagine a megabase that has 10 trees that can send 10 fighting guaguas to delay any raid at any time? Even if they die instantly, forcing raids to stop and shoot buys a LOT of time.
I once left my radbolt generator in a vacuum. It's was made of obsidian. I only realized it was overheating when it blew up in a scalding cloud of rock gas.
Starting planets light maxes out at 40K lumens, which is what the sunlamp makes, I don't think dupes can get sunburnt like that. Losing solar power comes with the benefit of building a lit base near or at the surface, with power free beach chairs in the middle of the cycle. Can also add a sunlamps or lamp array on cycle timers and cooling loop for sundown.
And here I was playing spaced out for the first time and thinking “maybe I should use the radiation from space instead of the uranium ore deposit I found in my first few cycles” gees, all I wanted was solar panels and steam turbines.
@@FrancisJohnYT yeah, it is a tad too OP, but the negative trait that goes with it kinda evens it out, atleast short-term. Every time I reroll a colony, I keep at the basis of your vanilla-tutorial, but with the caveat that both diggers have mechatronics, or one with that and the other with electrical. Tends to take while, though, to get all the desired boxes checked 😅
@@FrancisJohnYT especially now when rerolling, i dont think stats are random, because I am also seeing the suerduperhard digger with the exact same stress and dig bonuses, I'm going to try and comb through the game's code to see what dupes are predetermined
what's the point of connecting the radbolt generator to a timer ? they still consume power, and they still fire automatically when they get to the limit that you set on them. what functionality would you lose if you don't use a timer and set it to shoot at 60 rads by itself vs if you added the timer to come on when it has 60 rads?
@@defiantnight2668 HOW ? the RadGen doesnt know how much you are using. say you set its limit AND its timer for 50. but you have 75 radiation in area. so first time it shoots 1 bolt and the second time the timer comes on it shoots 2 bolts even if its target is fully loaded. What you say holds true if you connect it to a switch, but not a timer. it has its own timer and calculator inside. Or am i missing something here ?
yeah the entire bit at 7:30 was just pointless complexity. Just don't use any automation at all and you get the same result with less hassle & more reliability
My bad I explained that really badly. Normally you have some time where you are not researching and you stockpile radbolts. Then when you start researching again you can end up manually topping up the research stations as something is urgent. But with the automation you have the option of letting it run automatically just spending what you generate and still keeping that reserve.
@@FrancisJohnYT oh that makes sense. thanks for explaining. just made your reactor. it was running fine so I replaced the safety features with dimondpres, and then had a dual meltdown ;(
480W per radbolt generator is no joke on an all achievements run, even with extra hydrogen from a SPOM and two mouse wheels I can keep 2 powered for materials science. Easily keeps 6-7 dupes busy between research and power generation. Default start might as well make a drecko farm on balm lillies for free phosphorite to feed the wheeze warts and the reed fiber (my reed fiber was next to uranium biome with massive abyssalite breaks, both uranium biomes had big abyssalite breaks, and cooling from 5 wheeze warts in a cluster is not bad for a starting base cooling loop (or to pass SPOM oxygen through).
Wait wait wait.. don’t radbolts get fired off every time they hit the limit you toggle to? As in the 105/500 will fire automatically at 105? Meaning you don’t really need to automate it? I haven’t done without automation but I think on the description it says that. If anyone’s done this let me know pls!
@@kllrnohj I think it's more an attempt at reducing waste since we currently don't have any easy way to detect that a building is full of radbolts. Although there may be potential for the radiation sensor to detect the first overflow radbolt tied to a timer. I don't have a solid grasp on the logic past that point though.
5:50 make another reflector and slap a tile right above generator, so it will get most of that bolt. if you waste bolts, generator can pick them up for ~0.4 radbolt generated. also if you dont put automation, it will spew as sson as you collect amount of rads you want, so automation is ONLY for when you dont want to fire (lets say you shoot only at night so no dupes will wander and get slapped). I tend to keep some worthless critters close to those and redirect bolts into them when overfilled to make waste. Waste seems like a good method to make rads without costs.
It's on a planet you have to access via rocket so I did not included it. I wanted to cover early access so you can knock out the early science. I know my first rocket is just to orbit so you can do space science.
@@FrancisJohnYT Could be a good usage to refuel rad rockets for exploration or drill rockets, when not using liq nuclear waste compression for rad source. Reactors are a bit scary still.
15:23 kind of unrelated to the tutorial, but look closely to the airflow tiles to the left of the cursor near the solid wall, there is nuclear waste trapped inside those airflow tiles. It looks like your nuclear waste has moved from its dumping location to inside the wall. Also note that nuclear waste hates being stored in buildings, and eject it selves from it, so never use it in aquatuner cooling loops. (this ejection behaviour causes/caused the duplication glitch with your pitcher pump)
@Francis John was actually one of the first tubers to show the waste behaviour in structures like the Aquatuner or Liquid Tanks. And, the pitcher pump bug was fixed a lil'while back, about two or three weeks, I believe. Still ejects itself out of all other structures, though.
The blob inside the airflow tile was caused by a radbolt, the launcher was full so the bolt hit the wall and generated some waste that quickly liquified inside the airflow tile.
you can open the payload without the opener. if you select the payload there is an empty button. this takes a few seconds and dumps it on the ground. I have only done this with solids so I don't know if liquid or gas will be bottled or not.
It's more you need dupe labour to open them, their is no way to remove dupes from the opening process. It's pretty much a full time job for one dupe opening a stream of them.
@@FrancisJohnYT ooh, if that's your plan, i'd like to share a little tip that's come in handy for me. when building my deep freezer space, i placed all the conveyor/pipes/etc and left a drop of water in the block(drop of salt water and water in one build that was 2blocks deep), sealed it off and froze the water into ice chunk, then piped in bleach stone. little easier than trying to vacuum and i'm not sure if they patched out the corner building from a ladder like i've seen you use.
I made a timer that fires it whenever it’s ready to fire… but Francis, it already fires when it’s ready to fire… perhaps a motion sensor that says, don’t shoot if there’s someone in the room is a better solution
It is meant more to keep your stockpile of rad bolts while spending any new ones you get. I would have times where I had lots of rads stored and needed to do science so if I just left it on it would shoot 15 rad bolts in a row so I ended up manually filling the science labs.
@@FrancisJohnYT Recommend a timer connected through an AND gate, with the other leg connected to a switch. You can then use the switch to enable or disable it as needed, but any time it's disabled is effectively indefinitely stockpiled as a result, due to the timer. You can then put another switch inline with the timer leg to turn on "overcharge" as it were, to use up the backstock. Signal circuits are green if any input on the line is green (mechanically, multiple inputs on the same circuit is the same as an OR gate, except that the input legs are not isolated from each like they are by an actual OR gate), so a switch inline can be used to force override the timer without mucking with the settings on it.
My Rad-Eater Dupe got hit in the head with a Rad Bolt and took damage. I was hoping they would get calories from it, but I guess the blast was a little too shocking.
13:45 They have patched the launching through solid material! It seems if you already have it built that way it's fine but when I tried building another it told me the path was blocked and it won't let me use it :(
I've given it 3 tries and material science has officially killed my motivation. Something about the circuit conditions being so bizarrely useless makes me feel like Klei are just creating annoying problems in stead of interesting challenges. I think it says a lot that the games interest seems to of quartered with the release of rads. "Green when full, Red otherwise" Feels antithetical to the automation update and wasted energy graph, 750 hours down the drain.
At 9:18 you glanced over crashed satellite which gives 214 rads/cycle underneath it. In my experience the asteroid with the satellite is the closest to the starting location. If things go terrible, pacu eat all wheezeworts, shine bugs drown in duplicant tears and defecations from all the stress, care packages are turned off, no uranium ore in sight, then at least the player have the option to use the satellite instead of surface radiation.
A few bits were patched, radbolt generators just keep shooting now and all radiation numbers have been multiplied by 10 so rads are now much more dangerous as getting rid of rads has remained the same so you are trying to get rid of 10 times as many rads.
Hey, I think you forgot to mention that you can get a good radiation source with sleeping Beetas if you have a lot of excess CO2 (which you probably will). I think you can get the same amount with a lot less critters than with shine bugs, which is better for FPS. I am just not sure how you can get them into one place.
Accident, or gaming the algorithm? If it was a legitimate accident, does that mean editing and producing videos while sleep deprived is actually a tactically sound advantage? JK, sleep is important to long term and short term health.
you can't build solar panels outside of space though... You can empty payloads by clicking on them and setting them to empty. A dupe will empty them but no animation for it.
I always talk to fast judging by the amount of people who have told me so, I think it's a family thing I can't help it. But for tutorials I try and cram in as much info as possible. You want to keep your videos to 20 minutes ish if you can help it and there is so much info to get across.