Disclaimer: I like the "survival" aspect of this game. I've been tinkering with starting on different planet types, and seeing if I can survive. Most problems, we have tools to adapt. No oxygen? make an O2 generator. Too hot/cold? plop down your portable heater/cooler. But not radiation. Right now, there is a bug where consuming any item (food, O2, heal kits, herbal leaves, etc.) will round your body ration down to the nearest whole number. However, I expect that will eventually get fixed, which means there's a problem: Without the effect of that bug, there is exactly one way to lower body radiation, and that is via one of the shower decorative blocks. Problem: these require either a large or advanced constructor to make, along with the other "deco" blocks. I find this odd, as many of the items in there (bed, a wardrobe, shower) you can make primitive forms of easily. Why should have to wait until level 7 to have a place to sleep? or bathe! Adding the head-scratching/frustration, these items spawn in as level 1 blueprints. I can (and did) make a blueprint of exactly 1 base core block and 1 shower block, and it's a level 1 BP. While this could be used, it's not really how survivalists want to play... (cheathax!) This means that early game, there is no way to control *body* radiation. We can remove the effects (radiation burn) with early, craftable medical items, but once your body radiation starts going up, you will just be constantly dealing with these burns. Perhaps the Devs mean for high radiation to be only a late-game problem, and we shouldn't be playing on high rad worlds to start, ever? (if so, this will make me sad, because it's a different challenge) It would be really nice if radiation were looked at and re-evaluated as an early-game survival factor, like oxygenless worlds are. Here are some thoughts/ideas on how this could be addressed: Make a new, low level craftable item that has the same effect as a shower. Or perhaps a limited effect. Call it a "Radiation Rinse", that washes away say, 1.0 body radiation. This should be relatively easy to make, probably on the portable constructor... say, a bandage and a bottle of water (or even 2 or 3 bottles of water)? those are not difficult to get with the O2 generator, and could make balancing O2 vs radiation interesting. And it gives another use for the water. The item needs to be made from more basic/early game materials. Or make another pill that does it, but the same limitation applies: it can't be made from difficult materials, like confetti moss scrapings. Change body radiation so it decreases over time when no longer in a radiated environment. So, if you build a base, and you are protected inside, you can go out, get a bit of exposure, then go in, and it decays off while you are inside. I thought this actually worked this way at one point. It does not now. This may be a bug that it doesn't do this... Split out basic (or simple) hygene/comfort items from their snazzier counterparts and make them available on the small (or even the portable!) constructor. e.g. normal (not bunk) beds, simple chairs (not the office style chairs), shower, toilet, wardrobe, simple table. These are all simple things, that should be easy to craft. Leave the fancier ones for a later release on more complex constructors (the TV stand, console, counters, etc.) Alternatively, split out the deco items that have an effect from the ones that don't, and again, make the ones that are usable available on lower constructors, or as a learnable skill somewhere in the lower levels of the tree (things like tables, beds that give back stamina, for example, along with the shower and toilet). This would be similar to how the medical devices were split out of the tech devices. Myself, I'd prefer the first 2 options: give us ways to remove the radiation, either by staying inside, or making a rinse (make me choose between breathing and burning!) over the deco items... although being able to make a shower in an early base for this reason would be nice, too... Anyone else play with this and have any input?