The bioreactor and nuclear reactor
zetachron
Germany Join Date: 2014-11-14 Member: 199655Members
Both reactors rely on material consumption and the micromanagement of constant feeding. There is no consumption storage container included with those reactors, so you have to manually reserve container capacity for them. There is no automatic supply line from a container to feed such a reactor, so setting up an array of those reactors means that you have to feed every single one of them.
The consumption of the bioreactor is the worst: 3 creepvines + 1 fungal = 13 inventory slots, and fungals aren't early gameplay unless your lifepod spawns near the forest. The nuclear reactor is better: 1 disinfected water + uranium = 2 inventory slots, and by the time you've found the fragments to build one, you already have found some uranium.
Both reactors are more like kickstarter reactors to quickly setup a base in caverns where you can't find heat or light sources nearby, until you can establish a power line or scrap the base and move on. At least now until the O2 base or other consuming requirements come into gameplay and a base constantly draws power.
My suggestion for the bioreactor to make it useful and fun to play:
- let the reactor use everything that's organic: plants, creatures, eggs ... it's like a big techno stomach
The nuclear reactor doesn't have much problems. By the time you get it you already possess all reactor types with power lines and the cyclops, so you probably need it mainly for setting up a base in a deep and very large cavern system without any heat source near. There aren't much places and uses for that. My suggestion for the nuclear reactor:
- give it a greater power capacity or put more uranium resources ingame
- but with a radioactive or danger disadvantage (easy use at the price of danger)
My suggestion generally for both reactors:
- let them autofeed on inventory from a nearby or included container, so the player only fills a container
- allow them to be placed inside a base or sub as an additional emergency power supply
- when power gets consumed, always withdraw power from self replenishing sources first (solar/thermal)
The consumption of the bioreactor is the worst: 3 creepvines + 1 fungal = 13 inventory slots, and fungals aren't early gameplay unless your lifepod spawns near the forest. The nuclear reactor is better: 1 disinfected water + uranium = 2 inventory slots, and by the time you've found the fragments to build one, you already have found some uranium.
Both reactors are more like kickstarter reactors to quickly setup a base in caverns where you can't find heat or light sources nearby, until you can establish a power line or scrap the base and move on. At least now until the O2 base or other consuming requirements come into gameplay and a base constantly draws power.
My suggestion for the bioreactor to make it useful and fun to play:
- let the reactor use everything that's organic: plants, creatures, eggs ... it's like a big techno stomach
The nuclear reactor doesn't have much problems. By the time you get it you already possess all reactor types with power lines and the cyclops, so you probably need it mainly for setting up a base in a deep and very large cavern system without any heat source near. There aren't much places and uses for that. My suggestion for the nuclear reactor:
- give it a greater power capacity or put more uranium resources ingame
- but with a radioactive or danger disadvantage (easy use at the price of danger)
My suggestion generally for both reactors:
- let them autofeed on inventory from a nearby or included container, so the player only fills a container
- allow them to be placed inside a base or sub as an additional emergency power supply
- when power gets consumed, always withdraw power from self replenishing sources first (solar/thermal)
Comments
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Looks like it could float now, but maybe just my imagination. The reactor was always the most useful one in the game and now even looks good. It only seems to take more place than before.
This cries for a cool looking solar panel, because now it'll be the last reactor with old graphics.
I've found a lot of disinfected water bottles in the cargo containers that litter the bottom of the ocean, especially near the Aurora. I have not yet tried to make a nuclear reactor with them, but I would assume the "found" bottles are equivalent to the constructed bottles.
On another note, I noticed this on the trello boards - this issue might be about to go away.
That's the "Nuclear Reactor Rod", which implies that you will somehow craft fuel rods for the nuclear reactor. Hopefully the recipe will not include disinfected water (which is a kinda dumb thing to need anyways - I'm pretty sure modern nuclear reactors don't require distilled water to function).