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Is clay applicable for Fertilizer synthesizer


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11 minutes ago, Neotuck said:

Why?  Seems pretty balance now.

As it is if you are sleet wheat farming, fertilizer saves dirt in the long run 

Not by much and if you are bristle farmer as I love to do, using sustainable fertilizer would be good.

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8 minutes ago, cpy said:

Not by much and if you are bristle farmer as I love to do, using sustainable fertilizer would be good.

A fair point on the bristles, but I find it easier to expand my bristle farm than try and keep it fertilized

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I Don't use fertilizer because it's not worth it and it's not sustainable.  The farming stations on all my farms are disabled.  A feature that people avoid using is a good candidate for a tweak of some sort.

Like for example if there was a better way to turn clay back to dirt.  Like a new type of hatch that eats clay and poops dirt rather than coal.

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There are other options, if water is limited then ranch plenty of hatches and pakus.  You can compost the extra eggs and meat

If you have plenty of water but not enough PW to sieve then farm extra bristles and let them rot to compost

The best dirt farming is using both sieving PW and rotting bristles with the extra water from the sieve.  This works best if you have a PW geyser on your map

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3 hours ago, greggbert said:

I Don't use fertilizer because it's not worth it and it's not sustainable.  The farming stations on all my farms are disabled.  A feature that people avoid using is a good candidate for a tweak of some sort.

Like for example if there was a better way to turn clay back to dirt.  Like a new type of hatch that eats clay and poops dirt rather than coal.

If you have the stations disabled you're better off replacing it with two farm/hydroponic tiles. Farm stations give no passive benefit.

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6 hours ago, bleeter6 said:

If you have the stations disabled you're better off replacing it with two farm/hydroponic tiles. Farm stations give no passive benefit.

Aren't farm stations are a requirement for a farm room?  Without the stations isn't it true that you dont' get the farm room bonus?  So if I deleted the station all my other mushrooms in the room would grow slower?

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31 minutes ago, greggbert said:

 

Aren't farm stations are a requirement for a farm room?  Without the stations isn't it true that you dont' get the farm room bonus?  So if I deleted the station all my other mushrooms in the room would grow slower?

The room itself has no bonus, it only allows you to use the farm station for the growth bonus.

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4 hours ago, greggbert said:

 

Aren't farm stations are a requirement for a farm room?  Without the stations isn't it true that you dont' get the farm room bonus?  So if I deleted the station all my other mushrooms in the room would grow slower?

Farm room bonus does nothing. The microfertilizer from the station does all the work.

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I think the whole system around fertilizer is flawed. The only use currently for fertilizer is to make micronutrient fertilizer. That really is an unnecessary step inbetween. Previously, fertilizer atleast had a good use for sleet wheat and bristle blossoms. Now it's basically producing one very particular resource to directly, without additional elements involved in the proces, produce an other very particular resource.

I mean that's ok for high tech materials like steel. Atleast steel has that worked out better, where you have to mix and match several of these inbetween materials. But something like fertilizer to increase plant growth should not have such an unnecessary step involved. I'd say give fertilizer some more use, like before, and maybe a more straight forward way to produce dirt.

The way I look at it, the cultivable soils should be tiered, with dirt being the easiest to produce but also the least directly beneficial, fertilizer being the middle ground and micronutrient fertilizer high tech specialized fertilizer giving the most benefit. So we can use all of these to cultivate most plants (with exceptions for specific plants maybe), but the grade of soil should influence both plant growth speed and how difficult it is to make said soil.

Plants always have been a problematic part of the game to balance. How many times have they overturned fully implemented the ingame mechanics regarding this? I understand the developers; they tried to make this a major thing but it didn't work out, so they dumbed it down for now so they could focus on it later on. However, I'd say @Cheerio @Ipsquiggle @k_nicole the time has come to focus on this again, really listen to the community (and not just my opinion) and work it out, keeping in mind that it both has to be challenging enough for experienced players (maybe in terms of how they have to do effort of sustaining a big populations of dupes), as well as easy enough for new players (easy access to resources and plant growth to sustain a smaller group of dupes).

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I thought whole damn point of sage hatches is to poop dirt and not coal! Just don't allow them to eat dirt or rocks. Done!

Even if they ate clay and made 100% dirt out of it, you'd still be wasting precious ceramics.

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1 hour ago, cpy said:

I thought whole damn point of sage hatches is to poop dirt and not coal! 

When did they ever poop dirt?

The point of sage hatches is the 100% conversion rate

1 hour ago, cpy said:

Even if they ate clay and made 100% dirt out of it, you'd still be wasting precious ceramics.

Clay is renuable, once you get a steady supply produced you will have more clay than your kilns can handle

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