Hellraiser
Arcane
Radiation and nuclear tech is finally getting added in the DLC test branch, with a first batch of the new stuff in today's testing branch patch. No obviously visible way to turn rads into electricity so far (maybe decay gives off heat or something), probably we'll get something in a later test patch before the next main branch DLC update in 3 weeks. On the other hand seems you can give your dupes the chernobyl experience anyway with what they implemented so far, since decontamination showers are a thing as is rad sickness or as are lead suits.
They expect it will take 2 main branch updates (~6 weeks) before everything from it is added, revised and functional.
https://forums.kleientertainment.com/game-updates/oni-so/453222-r1464/
EDIT:
Apparently one use for High Energy Particles is to kill creatures with it, although unlike dupes they need a few shots/doses of HEP, where as dupes get KO'd with one. At least until the Saturn Critter Trap plant becomes obtainable in the game, this might be a decent RAD alternative to drowning contraptions for automated meat production.
Cosmic and other radiation is turning colonies into vomit factories with rad sickness, as shielding seems to be way too weak at the moment.
There's also a "ORIGINAL" text in plant names now, which might be related to this art asset people dug up in the game files, if the speculation about plant mutations is correct.
In the meantime I am screwing around with the latest main branch release and the automated rocket unloading with rocket ports sucks. Rockets unload only after landing and the rocket ports are set to "input" mode automatically after unloading, only way to continue or restart unloading is to fly and land again. This wouldn't be much of a problem if not for the fact it is possible to pump out stuff from inside crew modules now, as it makes it quite annoying to pump out stuff after landing, such as pisswater or if one builds a pump/pipe after landing. Also one could make prefab houses out of rockets if they fixed it, landing a rocket and deconstructing the engines etc. replacing them with cargo tanks to allow full gas/liquid exchange with the outside.
Also they made the rockets too slow. My large petroleum rocket can fly 12 hexes total and takes roughly 4 cycles to reach the target, 8 cycles for a two way trip (ignoring surface time, which is the whole reason why you fly rockets). While not as horrible as flying 30 cycles to a destination in the base game, it is still downtime with not much happening. Considering how long surface operations can take on the destination (with dupes building infrastructure meant to exploit local volcanoes/geysers), I think they could cut the travel time by half and still have it fairly challenging from a supply perspective, since not all destinations provide a way to obtain oxygen or food (magma planetoid being the most extreme example) and you need to bring supplies with you.
Lastly seems they further cut down the size of the other planetoids to fill in more small ones on the starmap. I could swear the forest planetoid was twice as wide, same goes to the warp planetoid.
They expect it will take 2 main branch updates (~6 weeks) before everything from it is added, revised and functional.
https://forums.kleientertainment.com/game-updates/oni-so/453222-r1464/
Features
Improvements
- New radiation system
- Radiation overlay
- Mineable uranium element
- New radiation sources including Cosmic radiation, radioactive Wheezeworts, and radioactive Shinebugs
- Atomic Research Points added to tech tree
- Buildings for producing and harnessing radioactive particles
- Centrifuge building refines uranium
- Research Reactor building produces radiation
- Particle Generator and Particle Redirector harness radiation to produce high-energy Particles
- Atomic Collider research station turns high-energy Particles into tech
- Dupe vulnerability and protection
- Fallout germ poses ongoing hazard
- Lead Suits and Checkpoints provide shielding from radiation
- Decontamination Shower cleanses Dupes and their cargo
- Radiation Sickness can afflict exposed Duplicants
- Basic Rad Pill to deal with absorbed radiation
- And including
- Radiation Sensor for automation
Fixes
- Resin Rooster art completed
- Tweaked bubble animation on Small Oxidizer Tank
- Art polish on the Basic Nosecone
- Hooked up new backwall artwork for Moo Moonlet biome. Only present in new saves
- Swapping out many placeholder strings, editing existing strings
- Landers can now only be placed in appropriate locations (on the surface) and only on worlds they're being deployed on
- Got rid of the launching fx that was showing up in the under-construction Sugar Engine
- Improved robustness of some guaranteed worldgen rules to address a number of worldgen failures
- Fixed crashes when deconstructing a door while a Duplicant is passing through
- Fixed another worldgen failure case
EDIT:
Apparently one use for High Energy Particles is to kill creatures with it, although unlike dupes they need a few shots/doses of HEP, where as dupes get KO'd with one. At least until the Saturn Critter Trap plant becomes obtainable in the game, this might be a decent RAD alternative to drowning contraptions for automated meat production.
Cosmic and other radiation is turning colonies into vomit factories with rad sickness, as shielding seems to be way too weak at the moment.
There's also a "ORIGINAL" text in plant names now, which might be related to this art asset people dug up in the game files, if the speculation about plant mutations is correct.
In the meantime I am screwing around with the latest main branch release and the automated rocket unloading with rocket ports sucks. Rockets unload only after landing and the rocket ports are set to "input" mode automatically after unloading, only way to continue or restart unloading is to fly and land again. This wouldn't be much of a problem if not for the fact it is possible to pump out stuff from inside crew modules now, as it makes it quite annoying to pump out stuff after landing, such as pisswater or if one builds a pump/pipe after landing. Also one could make prefab houses out of rockets if they fixed it, landing a rocket and deconstructing the engines etc. replacing them with cargo tanks to allow full gas/liquid exchange with the outside.
Also they made the rockets too slow. My large petroleum rocket can fly 12 hexes total and takes roughly 4 cycles to reach the target, 8 cycles for a two way trip (ignoring surface time, which is the whole reason why you fly rockets). While not as horrible as flying 30 cycles to a destination in the base game, it is still downtime with not much happening. Considering how long surface operations can take on the destination (with dupes building infrastructure meant to exploit local volcanoes/geysers), I think they could cut the travel time by half and still have it fairly challenging from a supply perspective, since not all destinations provide a way to obtain oxygen or food (magma planetoid being the most extreme example) and you need to bring supplies with you.
Lastly seems they further cut down the size of the other planetoids to fill in more small ones on the starmap. I could swear the forest planetoid was twice as wide, same goes to the warp planetoid.
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