What can anyone tell me about the microreactor CBM? I’m not sure how these work or how much they’ll make me radioactive, or how that upgrade CBM works.
After you install it, you can produce radioactive slurry from plutonium cells. You can then eat it to place it in the reactor. It places it in the storage tank.
When you have any plutonium in the storage tank, it is automatically consumed by the reactor at the rate proportional to how much of it is in the tank.
When plutonium is in the reactor, some of it (proportional to amount) is consumed every turn to produce power.
This means that after you consume the slurry, power production won’t start at once, but will ramp up and then slow down after a while.
Radiation is produced at every point of the reaction - first just for you holding the slurry (very quickly), then from it sitting in the tank (slowly), then from it being in the reactor (barely any) and then from it being consumed to create power (moderately).
If you produce a ton of power in one turn (at least 250), you take 1 point of damage to chest, lose 10 power and get a bit of pain.
Advanced reactor consumes a tiny part of the power it produces to purge radiation from the tank, reactor and energy production (but not holding the slurry).
[quote=“Thwap, post:7202, topic:42”]What can anyone tell me about the microreactor CBM? I’m not sure how these work or how much they’ll make me radioactive, or how that upgrade CBM works.[/quote]Coolthulhu beat me to it, but a bit more in depth info:
Fuel types:
Plutonium cell: 5,000 power
Plutonium Slurry: 500 power
Watery Plutonium Slurry: 250 power
Power generation seems tiny, but it occurs over time, making it much easier to keep power-hungry cbms fed, as you can more or less control how fast your power builds/drains with a bit of practice. If you know you will be using lots of power, don’t worry about limiting your intake to your max power, as that will result in slow generation - you could instead use 4-5x your maximum to speed up the generation over time. Doing this can allow you to keep several high-usage cbms going non-stop.
The reactor is ‘always on’ but is toggled to control if you consume plutonium or not. If you happen to massively overload on power generation, you can use the plutonium purge cbm (autoinstalled) to remove all plutonium, though it leads to a nasty bit of radiation.
If you install the upgrade cbm, it removes your reactor and replaces it with the advanced reactor, so the same end result as crafting the advanced reactor directly.
For detailed spoiler info, check below.
General:
If any fuel exists in storage, move 0.5% or 1 to the reactor per tick. If you have an active plutonium filter running, move 2.5% or 1 to reactor per tick instead.
Count up 10% of stored plutonium and 1% of reactor plutonium, if that number is over 500, add one radiation. If not, save it for next tick.
Each unit of power generated adds three to the number checked for radiation.
If over 250 power is set to be generated in this tick, apply 1 pain and 1 torso damage, remove 60 from the count, add 50 power, stick a message in your combat log, check again. (this leads to spam if you are killing yourself so you know there is a major problem)
If you are foolish enough to rip out your reactor without safely emptying it of plutonium, each tick 40% of the plutonium you have still in your body is multiplied by 100 and added to the counter for radiation. Don’t rip out a reactor with radioactive material still in it.
If you use the plutonium purge cbm, the total of all plutonium you have consumed is added to the radiation counter.
Basic reactor:
Take 2.5% of the plutonium in the reactor and convert it to power with a limit of 500 per tick and a minimum of 1.
Advanced reactor:
Take 5% of the plutonium in the reactor and convert it to power with a limit of 2,000 per tick and a minimum of 1.
If the number checked for radiation is higher than 50, burn one power, reduce it by 50, and check again. (same efficiency as rad scrubber cbm, but automated)
[quote=“Coolthulhu, post:7203, topic:42”]Radiation is produced at every point of the reaction - first just for you holding the slurry (very quickly), then from it sitting in the tank (slowly), then from it being in the reactor (barely any) and then from it being consumed to create power (moderately).[/quote]Not sure on how fast the slurry adds radiation, I never got that working, but it should follow the normal radiation leak mechanics, which may be a bit too high. I will see if I can change that around, once I have time.
Also, thanks for making me look at it in the code, I just noticed that I seem to have screwed up when I last updated it, so putting the correct numbers above instead of the current ones (which are split between two sets of numbers for each) so it can help people later on.
i second that… but more important: what tools exactly does the game expect from me to have to be able to repair bows?
Gunsmith repair kit or firearms repair kit, I think. Dunno if just having tools of the right types (presumably fine hammering, screwdriving, sawing etc) counts as well, but I doubt it.
What are the post-threshold mutations for a fish? Its not in the wiki. Since your basically a Dagon-like Lovecraftian Fish-man long before the threshold, I’m kinda curious as to what comes after. Little-mermaid metamorphosis? Something from the Syfy Channel? (Sharktopus, for the loose?)
Thanks for the info, guys. Think I’ll hold off on using this, I don’t need power that badly yet.
As far as I can tell, theres nothing after the threshold. Fish is terrible anyways, wouldnt get near it. At least squid gives you a high intelligence, fish got nuthin’.
oh so true… I spend more time on forums talking about game…then actually playing game. Shuld really work on unnoobiing myself into some more late game characters.
Is there any way to open up glass walls and display cases found in jewelry stores and museums quietly, or is it just smash, grab, and run like hell?
Also, regarding jewelry… some of them offer bash and cut protection, but can those work since they have no coverage at all?
[quote=“Azrad, post:7211, topic:42”]Is there any way to open up glass walls and display cases found in jewelry stores and museums quietly, or is it just smash, grab, and run like hell?
Also, regarding jewelry… some of them offer bash and cut protection, but can those work since they have no coverage at all?[/quote]
Display cases might (?) be pickable, I’ve never tried (crowbar > picks erry day) but otherwise, yeah just break it and make a run for it.
I don’t think armor that has 0 coverage can provide protection, just as they provide no encumbrance. No idea why they have armor values.
Do holy symbols do anything other than count as jewelry? Perhaps that quest (that I’ve never completed) for a religious relic?
Do holy symbols do anything other than count as jewelry? Perhaps that quest (that I’ve never completed) for a religious relic?[/quote]
Spiritual folks can focus on 'em for morale.
Hello, I have a militery black box and I am at a mk4 algorithmic data analyzer in a science lab, but I can’t figure out how to read that black box, please help
Drop the box in the middle of the four radio-tower things, then use the analyzer and it should give an option to decrypt the box.
Drop the box in the middle of the four radio-tower things, then use the analyzer and it should give an option to decrypt the box.[/quote]
Thanks, there are also some consoles for doors called “entrence” or something. Seems I cannot open them, first time I get a shock and second time console is destroyed. Do I need higher level in computers? Now I have 5.
Yes you need higher lvl in computer or more luck. i would asume that your int plays into the check whether you succeed with the hack or not.
You could also just cut through the doors if you had an acetylene torch.
[quote=“Azrad, post:7219, topic:42”]You could also just cut through the doors if you had an acetylene torch.[/quote] I have one of these but I don’t know how to reload it. What do I need for it?
You can not reload it.