I guess it makes sense that some of the nuclear waste he is dropping out of space would eventually land on a planet. Creating a gigantic crater in the swamp planet on the other hand...
@@SaintGerbilUKAll of the different rockets and planets are actually small subsections of one giant map, on some maps you can actually drop materials from one map to another if you remove neutronium, no idea about rockets, those are located to the right of the map iirc.
Easiest way to get the debug menu that a lot of people doesn't seem to know about is to just type "kleiplay" while on the main menu. You will see a D appearing at the end of the version number at the bottom left if you did it right. The game will be in debug mode until the next restart.
For radiation shielding, what you could do is make tempshift plates out of coal, and cook them into 800kg tiles of refined carbon. as I remember those are amazing at blocking radiation, though quite heat conductive. Also, I'm pretty sure a steel aquatuner has an overheat of 325C rather than 275 like you were thinking. one other thought, it might be difficult to get that 10kg starter patch of nuclear waste on the bottom tile of the map.
If you want even more radiation resistance, use a dispenser (set to refined carbon) with the output inside the refined carbon block to increase its mass further. A mass of 2545kg should block 100% of radiation.
@@van_dan5this applies to all materials also. I think 7500kg tile of iron has 100% radiation blocking. The radiation blocking changes based off of the material and mass of it.
@@Grizzly-gm1bw Yea I tried this out with 2 tiles and even an L shape for the liquid storage. Almost seemed to amplify the radiation on a specific tile diagonally.
I never knew that after all the playthroughs it was the CASUAL one that we never wanted but always needed. Hearing the words "we will see how we can exploit it" got me quite excited
When I suggested you put a reactor in a rocket, I didn't think you would do a full 10 steam turbines. I was thinking more along the lines of building a smaller reactor that has its uranium input throttled to allow it to run with like, 5 turbines. This is insane though and I have to commend the dedication
Small note about the nuclear was apearing in some other planets. The reason for that is all planets/space modules are connected by each other. This is the reason why it happens.
@@bobsprock Could have melted or were destroyed by pressure or the deletion tool he used went through the area to the next one? Debug/Sandbox have higher abilities afterall.
Take a page from your mini-base series and put a mini sour gas boiler in the rocket. That way you can fly around and deliver methane to the planets instead of firing it around.
That sounds like a whole different run, would be great to have a custom map setup. Oil wells are only on the edge planet but every other planet has oil reserves. So you have to mad max your way across the worlds developing resources and moving on before the oil runs out. Until you finally make the oil well planet.
_Casual_ in the same way that Vizzini kept on exclaiming "inconceivable!" I would rather match wits with a Sicilian when death is on the line, than take on your casual challenge. But we love watching it.
30:25 by dropping liquids on the blob of nuclear waste below the reactor, you effectively pumped the gasses from the sides of the nuclear waste upward. this is why the carbon dioxide and oxygen were in your steam room. to prevent this from happening, I think you can fill the steam room with enough pressure of steam (more the 1kg) so that the 1kg of oxygen or carbon dioxide can not go up since there is already a different type of gas there and at a higher pressure. I hope I explained it well enough to be understood
Fantastic video. I'm glad I voted for the casual playthrough because look what neat stuff happens when you aren't laser focused on a specific goal. I am a bit worried though over what atrocities my use of the wall toilet has caused after seeing liquid waste appearing on unsuspecting planets
@@Davini994I thought this was wrong at first too. Most of the steel machines (pumps and such) overheat at 275, but they gave us a break with aquatuners.
if you can manage a colony with the bigger dupe module, you could put a drill cone on top of the rocket and get resources from space and move them into the rocket
First time seeing this.. can't believe the Devs never patched the whole "melting rockets and turning them into a tardis" thing. While I think it is pretty ingenious, it's also clearly rockets were never intended to function this way.
Seeing you build in a shoebox again reminds me, someone updated the Minibase mod for Spaced Out. Was an interesting playthrough (3 years ago by now oO) if you feel a hankering again, maybe on a smaller map this time so you have to juggle even more? At least in case the patreons think so. Aside from that, seeing how stuff is dropping through space onto other planetoids, some research has been done on "Neutronium Holes", literally holes made in Neutronium with Radbolts or other ways, where you can make even more creative use of game mechanics :)
For the steam turbine construction at 33:53 If all else fails, try jet suits for a moment. Yes, it's the delectavole of suits, but it can be used! PS: I thought of this: "Ok, as long as as nobody drips nuclear waste." "Question." "What's your question, Francis?" "I Dripped nuclear waste" "What?" "You told me to." "How much?" "I have done nothing but drip nuclear waste for three cycles." "Where? Where has it been going?" *Temporal Tear rumbles.*
amazing to see the process, this is by far the most insane thing I've ever seen attempted in ONI xD Looking forward to the build, I might submit a suggestion!
Power consumption is what causes overloading, not production. Theoretically you could stick all those on a battery switcher with a regular wire. A little cheaty but works great
I saw from Echo Ridge's stream that you can sometimes see machine damage from one map/planetoid at the edge of the current active map, implying that maps are actually connected but others are just hidden from view. I think this also happened once in one of your videos. This might explain the nuclear waste?
Maps are pretty much beside each other. But if you cut out the neutronium there is the vacuum of space, and it absorbs almost anything you try to pass through. You can drill through the neutronium using rad bolts, but you can't actually join the planetoids together.
36:33 That bridge should stay on the cooling loop until the aquatuner is overpressurized to over 1000kg. Otherwise the nuclear waste leaking out of the aquatuner will drain the cooling loop.
The plan would be to hit up the water planet is reasonably short order and replace the waste with super coolant. It usually takes hundreds of cycles before enough waste would leak out of the cooling loop to be a problem.
In terms of radiation shielding, making this reactor at the top of the map would've have been best for several reasons. As it is now, you're fighting against the radiation from the reactor separately from the sun radiation. If it were at the top, you could shield against both at the same time, with the steam helping with that shielding. Yes, you would need space for the steam, but then you put your layers of plastic/lead under that and handle it all at once.
you can go with 6 turbines, you just need to make sure to only have ~15-29kg of uranium in it. It consumes 10kg per cycle but the more you put in the more heat it produces
Saves on uranium as well. There's no way the rocket can utilize the amount of power 10 turbines can produce. If you're using it to power a colony by the time you've outgrown 6 turbines it's time to put in something dedicated.
@@eriksolce7000 it doesn't save on uranium as it consumes 10kg per cycle flat, just the more you put in the more it seems to heat the water and/or waste, haven't really checked why but it's great to modify output
Interesting reactor, my idea for a similar super small power room was to dump lots of very hot regolith and ingenious rock from volcano a in a vacuumed room that only auto transfers it to the steam room when power hits a low point. It did require that I save a lot of stuff for the heat though.l that couldn’t be used for petro.
Silly idea but why not build a temporary aquatuner somewhere else to cool the turbines until enough waste has accumulated? You could probably even use the I/O ports of the Rocket to connect an external cooling loop.
This is the move IMO. You can prechill and prefill the loop too. You don't have to even use the internal aquatuner until it's covered in waste as well. If you really wanted to you can start the loop with any fluid and replace it with waste when you're ready. Keep the outside aquatuners in place to super chill the loop quickly.
We can fire up a reactor in a separate rocket, run it for 2 or three days until it inevitably explodes and then use the waste we generated to fill the loop. We can chill it first.
I love stuff like this. Seriously, I can watch you show every minute while you are playing, but the detail and experiments you go through in this one is above and beyond! Thank you for doing this, really! (ok, it also helps that I'm actually a duplicant in this play through :) )
You're going to need some kind of interim power supply while the aquatuner is cooling the nuclear waste to the point is usable as a coolant, otherwise the moment your turbines stifle, the whole system is bricked.
About the power grid problem. There was a Base Lovin episode where the player used regular wires as a main power spine and a combination of smart batteries, power shut-offs, and a bit of automation to make it all work. If my memory serves me right, it was recharging batteries in turns and as long as there are no consumers on the grid, it does no damage to the grid.
That's an old Tony Advanced ONI technique, never got into using it myself. I kind of prefer the brute force approach. ruclips.net/video/1-lvvOripp0/видео.html
In the latest update, you can sweep the nuclear waste and move the bottles wherever you want now without a bottle emptier and then can simply empty them at the moved to location, making it sooooo much easier to setup those escher waterfalls for infinite liquid storage.
Props for the placement of a nuclear power plant but it would be far easier to build a small spom with the excess hydrogen powering the mini base and few tanks full of water to ensure it keeps going and solves oxygen issues
Hey Francis, one thing about radiation absorption: natural tiles can do it too, and they don't have the same limiters that constructed blocks do, and their radiation blocking is instead proportional to their mass. That means that creating natural tiles of enough mass can block full radiation, even with only one tile thickness. 2.5 metric tons would be needed for lead, for example. Creating tiles of lead or depleted uranium would actually be easy enough with their fairly low melting points, and with their maximum mass per tile (without compression) exceeding the needed amount.
So just a bit of info, inspired by you, I also tried my hands at melting a rocket and building inside of that to create a mobile base. The first time I tried it, I melted the liquid input port and continued playing without knowing/noticing... which indeed ended up bricking the save and costing me hours of playtime. So the second time I was a lot more careful, protected both liquid ports, they are intact and usable. But ended up melting the gas output port by mistake. So I immediately saved and backed in, and to my shock, the save is fine. The module itself doesn't have a gas input and output on the outside anymore, the input still exists inside of the module. And I've been playing fine and dandi for ~600 cycles/10 days since.
So gas ports can be sacrificed for the greater good. Considering you can dump gas into the vacuum of space their loss is not a big deal and it frees up some more space.
The reason you had random gases and liquids appearing on other asteroids, is when something is pushed in to the side of an asteroid or rocket interior it appears on the next or previous area. The game stores them all on one massive map right next to each other and just loads those chunks. I discovered this through my dupes "accidentally" walking to different asteroids while building bunkers doors in space and getting pushed to the endless abyss that are the sides of the map and suddenly appearing on the water planet.
If you press Control F while debug mode is enabled the entire map should be revealed across all planets. This might be helpful for figuring out how the nuclear waste was appearing on other planets
About priming nuclear waste on the bottom of the map. The 'deconstruct the pipe trick' might not work there, because droplet after deconstruction will probably disappear. You probably need to use some temporary mesh tile to avoid droplet disappearing.
I know this is 3 weeks late. But you can use Fluid Bridge Pipes to jump the break point of piping at the bottom of the map, therefore you can put the Aquatuner at the bottom of the map and still have it connected upon loading a save.
~25:00 - I suspected at first that what happened here is that because all the separate rocket/asteroid screens are rendered in different sections of a single larger map that hides (almost) all other views when you are in one asteroid or rocket view, that the rocket is positioned above this location on the overall map. Since there is no natural solid bottom in the rocket and no natural solid top of the asteroid maps, and devs expecting only tiny amounts of liquid from the wall toilet would disappear too quickly for it to be noticed, since the reactor is producing a relatively large amount of nuclear waste constantly when it falls through the bottom of the rocket map and into the asteroid map it doesn't have enough time to completely evaporate and starts pooling, heating up and melting the map. I cannot account for the abyssalite disappearing or the clean cut through the solid mass though, except if this interaction somehow introduces some other heat bug. But compare the width of the melted area - isn't that the width of the rocket capsule map? This seems to be some other sort of bug related to the relative map positioning, the nuclear waste droplets and possibly steam droplets leaking from the rocket map that involves some other form of super-positioning of elements. It reminds me of the bug when hot regolith stacked too much in a tile would suddenly form a column of regolith tiles that destroyed everything above them, so there may be a similar bug to that going on here in addition. EDIT - I See, you showed it's related to when nuclear waste gets popped out of buildings once per cycle. But that's way too much waste, and spread out over too large of an area on the top of asteroids. There definitely is some other bug or bugs involved here.
Hi Francis, while you got a nuclear reactor inside the rocket, there are too many other problems remaining: - cooling, - water and - food (well, some reed fibre to fix Atmo-Suits would be nice, too). I think it might be better to have a Slickster-Ranch and use Petroleum-Rockets, some Dreckos for Reed-Fibre and more BBQ (might best to feed them on Balm-Lilies or Mealwood, once you've got Arbor-Trees). Another idea could be to generate water for Electrolyzers, build a Liquid O2 and H2 Setup and use that to fuel the rocket... But the excess of the Toilets won't be enough to keep your Dupes breathing, too. In both cases you would use Solar-Panels as primary energy-source on those Rocket-Modules, H2- or Petroleum-Generators to burn off excess or if batteries are low.
For the infinite waste storage, you don't need to prime it beyond the top part. You've got airflow tiles that are unnecessary. You don't need the steam getting to the aquatuner area. Replace the airflows to the right of the tuner with airlocks. Then you can prime it with a single blob of waste, a single tile of hydrogen, and any amount of any other gas. This will negate the need for the airlock to the left of the aquatuner and you can raise the pump up a tile to eliminate the issue of the waste falling off the map. I haven't seen an actual solution for how to get that there without painting it in, but I've still got a few minutes to watch.
The maps are all adjacent, including the capsules. The waste doesn't "fall off the map" into nothing, it drops into the next adjacent map, in this case the other planetoid
Having a mobile nuclear reactor to just provide power to bases kinda reminds me of ships the russians have with nuclear power stations on bord that can go to a remote port and provide power. This is an absolutely amazing idea.
6 layers of any material will block 100% of the Radiation. I use igneous tiles, and insulated tiles to make a 6x6 square at the top of my double ladders that lead to the top of the map to block space rads
25:16 I think that's appearing like that because I think the game places everything on the same tile map. I'm not sure what the order/layout for each planetoid is. Nor am I confident enough to say that's what you're seeing for certain. Maybe it's a bug with saving and reloading the game? idk
Finland should have consulted you when they built there latest nucler reactor. 12 years after its planned launch and cost ballooned from an initial estimate of €3 billion ($3.27 billion) to around €11 billion. You would fix the drawing in one evning, Maybe you coulld charge 1M Euro / hour.
Just got an idea for a new playthrough: You can only fire resources to other planets using the interplanetary launcher. Rockets can only be used to transfer dupes (and exploring space and mining), and even resources needed for a new colony need to be fired over via launcher.
the fun part going to be when a "narco"-leptics boys going to build this more complex thing !! see Francis heart testing his pressure limit is always the best of the week !
An infinite water storage can block all the radiation from the reactor😮 We saw that with the infinite nuclear waste storage blocking the space radiation
@35:20 the problem with the pipe getting stuck is due to the AT piping is shorter when its off as you have the extra pipe after the AT's output even after changing the bridge to connect directly to the loop, wont have a problem if the extra pipe is after the AT's output during the test no issue as the AT stayed on all the time but the loop will get stuck once it turns off
As someone noted - the random nuclear waste is just the game trying to put Francis in place. On a serious note my best guess is that since how the maps are layed out, in game, as in stacked blocks of neutronium - somehow when a source of liquid is right above the neutronium is right above the wall of the map and the thickness is 1 it teleport to the nearby maps?
So, I remember seeing that maps are all connected in some way (left to right, I believe). The large block of missing soils seems too perfectly shaped to be game generated. I bet at some point, you did a big drag select of *dig* on a map. Probably well into the dark area. Then, later during some deconstruction, nuclear waste was flung across that same boundary
I was wondering, does that trick where you can have multiple habitation modules in 1 rocket still work? If so, you could have 1 module be your reactor setup. And then the other one is your main hab.
27:39 Maybe a better thing to try is extreme automation to meter out how much power you need? Save space and dupe radiation exposure and dumping liquids/gasses off the edge of the map lol
I feel like the random nuclear waste in other areas is the game's response to Francis' rocket shenanigans.
I guess it makes sense that some of the nuclear waste he is dropping out of space would eventually land on a planet.
Creating a gigantic crater in the swamp planet on the other hand...
@@SaintGerbilUKAll of the different rockets and planets are actually small subsections of one giant map, on some maps you can actually drop materials from one map to another if you remove neutronium, no idea about rockets, those are located to the right of the map iirc.
so that means that somewhere there's going to he 300 cycles worth of piss getting dropped from above
I literally laughed in amazement at some of your real time solutions, I hope the devs see this and simply beam with pride
Easiest way to get the debug menu that a lot of people doesn't seem to know about is to just type "kleiplay" while on the main menu. You will see a D appearing at the end of the version number at the bottom left if you did it right. The game will be in debug mode until the next restart.
For radiation shielding, what you could do is make tempshift plates out of coal, and cook them into 800kg tiles of refined carbon. as I remember those are amazing at blocking radiation, though quite heat conductive. Also, I'm pretty sure a steel aquatuner has an overheat of 325C rather than 275 like you were thinking. one other thought, it might be difficult to get that 10kg starter patch of nuclear waste on the bottom tile of the map.
Could you drop it on top of an airflow tile → brick in to force it to the side? Lots of fiddling around though.
If you want even more radiation resistance, use a dispenser (set to refined carbon) with the output inside the refined carbon block to increase its mass further. A mass of 2545kg should block 100% of radiation.
this would be on brand for the module
@@van_dan5this applies to all materials also. I think 7500kg tile of iron has 100% radiation blocking. The radiation blocking changes based off of the material and mass of it.
For some of the radiation issues, a layer of infinite liquid storage can block 100% of rads.
Unless it's a storage for nuclear waste!
Yeah that would bring his 4 tile (incl. insulation) walls down to 3 tiles. Insulation, infinite water, any other tile.
only one layer tho if use two there is a bug
@@Grizzly-gm1bw Yea I tried this out with 2 tiles and even an L shape for the liquid storage. Almost seemed to amplify the radiation on a specific tile diagonally.
@@alexeynezhdanov2362no, even that blocks radiation
Nuclear waste radiation has a smaller range than reactors, even if the rad number is higher
I never knew that after all the playthroughs it was the CASUAL one that we never wanted but always needed.
Hearing the words "we will see how we can exploit it" got me quite excited
When I suggested you put a reactor in a rocket, I didn't think you would do a full 10 steam turbines. I was thinking more along the lines of building a smaller reactor that has its uranium input throttled to allow it to run with like, 5 turbines. This is insane though and I have to commend the dedication
Small note about the nuclear was apearing in some other planets.
The reason for that is all planets/space modules are connected by each other.
This is the reason why it happens.
Makes sense. How come there was that large chunk out of the first one he showed, though? Any ideas?
@@bobsprock Could have melted or were destroyed by pressure or the deletion tool he used went through the area to the next one?
Debug/Sandbox have higher abilities afterall.
3:18 Actually they just fixed this with the recent QOL update.
The snadbox's reveal function can now reveal any hidden tile POI included!
snad
@@barongerhardt I've heard the Snadbox makes Bristle Berries grow faster
Take a page from your mini-base series and put a mini sour gas boiler in the rocket. That way you can fly around and deliver methane to the planets instead of firing it around.
Meth dealer
😂😂
@@elliotphoenix We can call Francis 'Heisenberg'.
Methane from Space POIs? Or do you want to keep Slicksters for Oil/Petroleum and convert that to Methane?
That sounds like a whole different run, would be great to have a custom map setup.
Oil wells are only on the edge planet but every other planet has oil reserves. So you have to mad max your way across the worlds developing resources and moving on before the oil runs out. Until you finally make the oil well planet.
The new "move to" command is going to make creating all those little liquid locks so much easier. Mop, move bottle, empty, voila.
_Casual_ in the same way that Vizzini kept on exclaiming "inconceivable!" I would rather match wits with a Sicilian when death is on the line, than take on your casual challenge. But we love watching it.
30:25 by dropping liquids on the blob of nuclear waste below the reactor, you effectively pumped the gasses from the sides of the nuclear waste upward. this is why the carbon dioxide and oxygen were in your steam room. to prevent this from happening, I think you can fill the steam room with enough pressure of steam (more the 1kg) so that the 1kg of oxygen or carbon dioxide can not go up since there is already a different type of gas there and at a higher pressure. I hope I explained it well enough to be understood
Fantastic video. I'm glad I voted for the casual playthrough because look what neat stuff happens when you aren't laser focused on a specific goal. I am a bit worried though over what atrocities my use of the wall toilet has caused after seeing liquid waste appearing on unsuspecting planets
Steel Aquatuner overheats at 325°C, it'll run fine if you preheat the room to steam levels using a refinery or whatornot.
You are correct; I thought you were wrong. I wonder if they changed it or I've always been wrong. I was thinking 275.
I think people get they confused because all other buildings only go up to 75°C but a copper aquatuner can go up to 125°C
@@pedrolmlkzk I think I am people.
@@Davini994 i couldn't reply directly for some reason lol
@@Davini994I thought this was wrong at first too. Most of the steel machines (pumps and such) overheat at 275, but they gave us a break with aquatuners.
if you can manage a colony with the bigger dupe module, you could put a drill cone on top of the rocket and get resources from space and move them into the rocket
Only FJ puts a nuclear reactor inside a rocket in a "casual" playthrough
First time seeing this.. can't believe the Devs never patched the whole "melting rockets and turning them into a tardis" thing. While I think it is pretty ingenious, it's also clearly rockets were never intended to function this way.
Sir, you are a madman
I tip my hat to you
Seeing you build in a shoebox again reminds me, someone updated the Minibase mod for Spaced Out. Was an interesting playthrough (3 years ago by now oO) if you feel a hankering again, maybe on a smaller map this time so you have to juggle even more? At least in case the patreons think so.
Aside from that, seeing how stuff is dropping through space onto other planetoids, some research has been done on "Neutronium Holes", literally holes made in Neutronium with Radbolts or other ways, where you can make even more creative use of game mechanics :)
@FJ these ONI advanced/late game designs + Base Lovin' videos are by far my favorite.on your channel. Thank you!
For the steam turbine construction at 33:53
If all else fails, try jet suits for a moment.
Yes, it's the delectavole of suits, but it can be used!
PS: I thought of this:
"Ok, as long as as nobody drips nuclear waste."
"Question."
"What's your question, Francis?"
"I Dripped nuclear waste"
"What?"
"You told me to."
"How much?"
"I have done nothing but drip nuclear waste for three cycles."
"Where? Where has it been going?"
*Temporal Tear rumbles.*
amazing to see the process, this is by far the most insane thing I've ever seen attempted in ONI xD Looking forward to the build, I might submit a suggestion!
Power consumption is what causes overloading, not production. Theoretically you could stick all those on a battery switcher with a regular wire. A little cheaty but works great
I saw from Echo Ridge's stream that you can sometimes see machine damage from one map/planetoid at the edge of the current active map, implying that maps are actually connected but others are just hidden from view. I think this also happened once in one of your videos. This might explain the nuclear waste?
Maps are pretty much beside each other. But if you cut out the neutronium there is the vacuum of space, and it absorbs almost anything you try to pass through. You can drill through the neutronium using rad bolts, but you can't actually join the planetoids together.
@@Ozmundas " You can drill through the neutronium using rad bolts"... that's such an ONI thing to say. I love it.
A small window into Francis' mind! Loved it.
36:33 That bridge should stay on the cooling loop until the aquatuner is overpressurized to over 1000kg. Otherwise the nuclear waste leaking out of the aquatuner will drain the cooling loop.
The plan would be to hit up the water planet is reasonably short order and replace the waste with super coolant. It usually takes hundreds of cycles before enough waste would leak out of the cooling loop to be a problem.
In terms of radiation shielding, making this reactor at the top of the map would've have been best for several reasons. As it is now, you're fighting against the radiation from the reactor separately from the sun radiation. If it were at the top, you could shield against both at the same time, with the steam helping with that shielding. Yes, you would need space for the steam, but then you put your layers of plastic/lead under that and handle it all at once.
"Just a casual chill playthrough"
Me, watching ep.1 : 😃
Me, watching ep.15 onwards : 😨😨😨
I've been out of the loop for most of this ONI series. This was quite the episode to come back to.
you can go with 6 turbines, you just need to make sure to only have ~15-29kg of uranium in it. It consumes 10kg per cycle but the more you put in the more heat it produces
Saves on uranium as well. There's no way the rocket can utilize the amount of power 10 turbines can produce. If you're using it to power a colony by the time you've outgrown 6 turbines it's time to put in something dedicated.
@@eriksolce7000 it doesn't save on uranium as it consumes 10kg per cycle flat, just the more you put in the more it seems to heat the water and/or waste, haven't really checked why but it's great to modify output
Your timing is on point Francis! Thank you
Interesting reactor, my idea for a similar super small power room was to dump lots of very hot regolith and ingenious rock from volcano a in a vacuumed room that only auto transfers it to the steam room when power hits a low point. It did require that I save a lot of stuff for the heat though.l that couldn’t be used for petro.
Silly idea but why not build a temporary aquatuner somewhere else to cool the turbines until enough waste has accumulated? You could probably even use the I/O ports of the Rocket to connect an external cooling loop.
This is the move IMO. You can prechill and prefill the loop too. You don't have to even use the internal aquatuner until it's covered in waste as well. If you really wanted to you can start the loop with any fluid and replace it with waste when you're ready. Keep the outside aquatuners in place to super chill the loop quickly.
I belive If he were to make dupes build aquatuner in nuclear waste I belive the will die from radiation
We can fire up a reactor in a separate rocket, run it for 2 or three days until it inevitably explodes and then use the waste we generated to fill the loop. We can chill it first.
I love stuff like this. Seriously, I can watch you show every minute while you are playing, but the detail and experiments you go through in this one is above and beyond! Thank you for doing this, really! (ok, it also helps that I'm actually a duplicant in this play through :) )
I absolutely love your process of exploiting game mechanics and making it work 9:29
You're going to need some kind of interim power supply while the aquatuner is cooling the nuclear waste to the point is usable as a coolant, otherwise the moment your turbines stifle, the whole system is bricked.
Presumably a battery segment on the rocket would do that. If not, just chuck in a battery somewhere and it's all good.
This may be my favourite oni series I’ve seen to date. Maybe a casual playthrough was what you needed to realize your full potential.
About the power grid problem. There was a Base Lovin episode where the player used regular wires as a main power spine and a combination of smart batteries, power shut-offs, and a bit of automation to make it all work. If my memory serves me right, it was recharging batteries in turns and as long as there are no consumers on the grid, it does no damage to the grid.
That's an old Tony Advanced ONI technique, never got into using it myself. I kind of prefer the brute force approach.
ruclips.net/video/1-lvvOripp0/видео.html
That's going to be the weirdest usage of an exploit that I've ever seen. I love it.
Loved every second of this episode!
Might try to build a base on the save... might just be a glorified drecko farm tho.
Love to see your thought process and attempts at designing something new and challenging, FJ!
In the latest update, you can sweep the nuclear waste and move the bottles wherever you want now without a bottle emptier and then can simply empty them at the moved to location, making it sooooo much easier to setup those escher waterfalls for infinite liquid storage.
The patience is very impressive :), awsome video
everything thing 'fell through the bottom of the map' fell onto those maps.
all of the maps are actually connected.
thats why its appearing randomly.
Props for the placement of a nuclear power plant but it would be far easier to build a small spom with the excess hydrogen powering the mini base and few tanks full of water to ensure it keeps going and solves oxygen issues
A very sensible idea... But where's the fun in that?!
@leeplynter6787 lmao 🤣 very true
i thought i was going to model my next playthrough off yours until you started going crazy with your designs haha.
We love you because you're trying to make crazy ideas become true.
The last QoL update made the "reveal" tool show points of interest. No longer need to use the dupe.
In the newest QoL update, I believe the reveal tool in sandbox mode now reveals the hidden "points of interest". I may be wrong though.
I like the mini base competition. That should be fun 😎
About the water droplet disappearing, i think you just needed to add a single tile under the liquid vent
Or you could run a uranium-starved reactor 4 ST setup.
Hey Francis, one thing about radiation absorption: natural tiles can do it too, and they don't have the same limiters that constructed blocks do, and their radiation blocking is instead proportional to their mass. That means that creating natural tiles of enough mass can block full radiation, even with only one tile thickness. 2.5 metric tons would be needed for lead, for example.
Creating tiles of lead or depleted uranium would actually be easy enough with their fairly low melting points, and with their maximum mass per tile (without compression) exceeding the needed amount.
It took a while to come out, but now I see why! Love the technical look!
Was super fun to watch your process.
So just a bit of info, inspired by you, I also tried my hands at melting a rocket and building inside of that to create a mobile base. The first time I tried it, I melted the liquid input port and continued playing without knowing/noticing... which indeed ended up bricking the save and costing me hours of playtime. So the second time I was a lot more careful, protected both liquid ports, they are intact and usable. But ended up melting the gas output port by mistake. So I immediately saved and backed in, and to my shock, the save is fine.
The module itself doesn't have a gas input and output on the outside anymore, the input still exists inside of the module. And I've been playing fine and dandi for ~600 cycles/10 days since.
So gas ports can be sacrificed for the greater good. Considering you can dump gas into the vacuum of space their loss is not a big deal and it frees up some more space.
Always a good day to hear "Aaaaaaaaaand we're back!"
The reason you had random gases and liquids appearing on other asteroids, is when something is pushed in to the side of an asteroid or rocket interior it appears on the next or previous area. The game stores them all on one massive map right next to each other and just loads those chunks. I discovered this through my dupes "accidentally" walking to different asteroids while building bunkers doors in space and getting pushed to the endless abyss that are the sides of the map and suddenly appearing on the water planet.
Imagine something escapes Francis on this build and causes a nuclear meltdown … the dupes are gonna have a bad day 😂
Just got out of work and saw this, made my night!
Frankly, the first ONI video your have made that I couldn't watch. But hey, different strokes for different folks. Have a good one.
If you press Control F while debug mode is enabled the entire map should be revealed across all planets. This might be helpful for figuring out how the nuclear waste was appearing on other planets
That made designing so much simpler, it removed all the blackness around the rocket interior so you could see clearly all the way to the edge.
It's like shoving a bag of holding into a portable hole, this game is crazy!
So much fun, thanks for sharing! 🤘
About priming nuclear waste on the bottom of the map. The 'deconstruct the pipe trick' might not work there, because droplet after deconstruction will probably disappear. You probably need to use some temporary mesh tile to avoid droplet disappearing.
Now this will be a fun challenge
Finally a game that allows you to recreate Fat Man
I know this is 3 weeks late.
But you can use Fluid Bridge Pipes to jump the break point of piping at the bottom of the map, therefore you can put the Aquatuner at the bottom of the map and still have it connected upon loading a save.
~25:00 - I suspected at first that what happened here is that because all the separate rocket/asteroid screens are rendered in different sections of a single larger map that hides (almost) all other views when you are in one asteroid or rocket view, that the rocket is positioned above this location on the overall map. Since there is no natural solid bottom in the rocket and no natural solid top of the asteroid maps, and devs expecting only tiny amounts of liquid from the wall toilet would disappear too quickly for it to be noticed, since the reactor is producing a relatively large amount of nuclear waste constantly when it falls through the bottom of the rocket map and into the asteroid map it doesn't have enough time to completely evaporate and starts pooling, heating up and melting the map. I cannot account for the abyssalite disappearing or the clean cut through the solid mass though, except if this interaction somehow introduces some other heat bug.
But compare the width of the melted area - isn't that the width of the rocket capsule map? This seems to be some other sort of bug related to the relative map positioning, the nuclear waste droplets and possibly steam droplets leaking from the rocket map that involves some other form of super-positioning of elements. It reminds me of the bug when hot regolith stacked too much in a tile would suddenly form a column of regolith tiles that destroyed everything above them, so there may be a similar bug to that going on here in addition.
EDIT - I See, you showed it's related to when nuclear waste gets popped out of buildings once per cycle. But that's way too much waste, and spread out over too large of an area on the top of asteroids. There definitely is some other bug or bugs involved here.
Waiting for the episode where something goes horribly wrong and nuclear waste is spread across all the planets
Aquatuners get an extra 50C of overheat. So steel can go up to 325C before you’ll have an issue. Might be enough to get it working.
Hi Francis,
while you got a nuclear reactor inside the rocket, there are too many other problems remaining:
- cooling,
- water and
- food (well, some reed fibre to fix Atmo-Suits would be nice, too).
I think it might be better to have a Slickster-Ranch and use Petroleum-Rockets, some Dreckos for Reed-Fibre and more BBQ (might best to feed them on Balm-Lilies or Mealwood, once you've got Arbor-Trees).
Another idea could be to generate water for Electrolyzers, build a Liquid O2 and H2 Setup and use that to fuel the rocket... But the excess of the Toilets won't be enough to keep your Dupes breathing, too.
In both cases you would use Solar-Panels as primary energy-source on those Rocket-Modules, H2- or Petroleum-Generators to burn off excess or if batteries are low.
It's the rule of cool, having a nuclear reactor in a rocket it just so much more awesome :)
For the infinite waste storage, you don't need to prime it beyond the top part. You've got airflow tiles that are unnecessary. You don't need the steam getting to the aquatuner area. Replace the airflows to the right of the tuner with airlocks. Then you can prime it with a single blob of waste, a single tile of hydrogen, and any amount of any other gas. This will negate the need for the airlock to the left of the aquatuner and you can raise the pump up a tile to eliminate the issue of the waste falling off the map. I haven't seen an actual solution for how to get that there without painting it in, but I've still got a few minutes to watch.
Francis, the big nuclear waste pool was the nuclear waste you dripped down on the bottom of the rocket. Your steam probably also did that somewhere.
The maps are all adjacent, including the capsules. The waste doesn't "fall off the map" into nothing, it drops into the next adjacent map, in this case the other planetoid
Having a mobile nuclear reactor to just provide power to bases kinda reminds me of ships the russians have with nuclear power stations on bord that can go to a remote port and provide power. This is an absolutely amazing idea.
Insane in a good way.
6 layers of any material will block 100% of the Radiation. I use igneous tiles, and insulated tiles to make a 6x6 square at the top of my double ladders that lead to the top of the map to block space rads
25:16 I think that's appearing like that because I think the game places everything on the same tile map. I'm not sure what the order/layout for each planetoid is. Nor am I confident enough to say that's what you're seeing for certain. Maybe it's a bug with saving and reloading the game? idk
Lol. Insanity!! I love it!
Finland should have consulted you when they built there latest nucler reactor. 12 years after its planned launch and cost ballooned from an initial estimate of €3 billion ($3.27 billion) to around €11 billion. You would fix the drawing in one evning, Maybe you coulld charge 1M Euro / hour.
FYI Francis, in the latest update with skewed asteroid they fixed the POI revealing :)
YOU ARE A MADMAN AND I LOVE IT :D
Just got an idea for a new playthrough: You can only fire resources to other planets using the interplanetary launcher. Rockets can only be used to transfer dupes (and exploring space and mining), and even resources needed for a new colony need to be fired over via launcher.
he did this about 6 months ago - firing solid methane to the other planets. from methane you can make a sustainable colony.
the fun part going to be when a "narco"-leptics boys going to build this more complex thing !! see Francis heart testing his pressure limit is always the best of the week !
They fixed the reveal tool thing this week actually :3
An infinite water storage can block all the radiation from the reactor😮
We saw that with the infinite nuclear waste storage blocking the space radiation
Jeez, the brain on this man
@35:20 the problem with the pipe getting stuck is due to the AT piping is shorter when its off as you have the extra pipe after the AT's output even after changing the bridge to connect directly to the loop, wont have a problem if the extra pipe is after the AT's output
during the test no issue as the AT stayed on all the time but the loop will get stuck once it turns off
They actually just added that the reveal tool reveals the point of interests as well
As someone noted - the random nuclear waste is just the game trying to put Francis in place.
On a serious note my best guess is that since how the maps are layed out, in game, as in stacked blocks of neutronium - somehow when a source of liquid is right above the neutronium is right above the wall of the map and the thickness is 1 it teleport to the nearby maps?
So, I remember seeing that maps are all connected in some way (left to right, I believe). The large block of missing soils seems too perfectly shaped to be game generated. I bet at some point, you did a big drag select of *dig* on a map. Probably well into the dark area. Then, later during some deconstruction, nuclear waste was flung across that same boundary
Absolutely glorious
You sir, have a very different definition of casual to me.
One of the bear game ever happened.
Just can't get enough of it
I was wondering, does that trick where you can have multiple habitation modules in 1 rocket still work? If so, you could have 1 module be your reactor setup. And then the other one is your main hab.
27:39 Maybe a better thing to try is extreme automation to meter out how much power you need? Save space and dupe radiation exposure and dumping liquids/gasses off the edge of the map lol
Was having a go at the Internals got hit by a meteorite. So i guess it doesnt work
I found out i deleted a key part by accident. oops
Waited too long for another episode for real 😅