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Huge Wheezewort Change


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So far I have the only solution for that- leave 4 dirt tiles, build farm upon them - plant 4 wheezeworts, deconstruct farm plots and seal the room in hydrogen. Insulate the room and wait until seeds will plant itself. It will be 4 times worse but I can increase land patch to 8 tiles as wheezeworts are completely useless now at least naturally-planted they will serve some purpose.

4 minutes ago, chemie said:

Not all maps have caustic biome.  do any others even have phosphorite?

So, no bleach stone either? combined with no chlorine geyser, that would be kind of game breaking would it not?  People have complained about the relatively small amount of bleach stone available in the past.

1 minute ago, Craigjw said:

So, no bleach stone either? combined with no chlorine geyser, that would be kind of game breaking would it not?  People have complained about the relatively small amount of bleach stone available in the past.

Sinks are viable substitutes for hand sanitizers and rust oxydizers produce chlorine as a byproduct, which can be fed to squeaky puffs for conversion to bleach stone (though I haven't checked the math to see if this is a practical solution).  The bigger issue for worlds without caustic biomes (if such worlds exist) would be the lack of balm lilies needed for medicine.

It's nice that phosphorous is trying to get more uses, but worts really seem like the wrong place to do it. Doesn't wort lore state their nutrition comes from breathing air? That sounds a lot like a filter feeder to me. So why not feed them from the air? It'd make more sense.

There are two major options for air feeding:

A) Worts consume germs. Sounds trivial, but providing a STEADY supply of germs is not so simple. Most germ sources have a limitation on gas types, limited source material, or a narrow temperature range before it breaks. Setting up a sustained germ solution will be tricky.

B) Worts delete gas. It doesn't take much gas consumption to kill the SPOM, as even a trivial 10g/s multiplied across 4 worts will nuke a third of the electrolyzer's power. There will be hard choices between thermal efficiency and how valuable the gas itself is.

I would be accepting if Worts used a proportional amount of Hydrogen to an AETN, perhaps 2g/s would be ok.  but 10g/s is a lot of Hydrogen to spare for 1 Wort, at that rate, an AT would be probably be more efficient.

 

In response to the feeding Worts hot phosporite, this is almost game breaking, as there is no way to sort hot from cold materials, a cooling system would need to be made, that is closed and once chilled, would be really difficult to keep chilled while it's being transported to the Wheeze cooling chamber, making cooling with Weezes totally bollocks.

This nerf sucks dogs balls IMHO.

 

30 minutes ago, bobucles said:

There are two major options for air feeding:

A) Worts consume germs. Sounds trivial, but providing a STEADY supply of germs is not so simple. Most germ sources have a limitation on gas types, limited source material, or a narrow temperature range before it breaks. Setting up a sustained germ solution will be tricky.

I love this solution, hard to implement and highly unlikely.

Would be a good use for sporechild and berries ;)

2 hours ago, chemie said:

Not all maps have caustic biome.  do any others even have phosphorite?

The rust biome spawns dreckos. Dreckos produce large amounts of phosphorite. Someone needs to do the math on drecko - mealwood - pip sustainability.

3 hours ago, bobucles said:

A) Worts consume germs. Sounds trivial, but providing a STEADY supply of germs is not so simple. Most germ sources have a limitation on gas types, limited source material, or a narrow temperature range before it breaks. Setting up a sustained germ solution will be tricky.

i need this!

i dunno if the cold biome  can survive with 1/4 of effect of the new wheezewort.

for me, the electrical power for colling water need to be nerfed for compensate this. (1.2 kw en QOL3)

I use 9 wheeezewort for cooling water (50 to 10° :p) at 3 kg^/s in pipe.

Need to looking for another setup costing less of 1.2 kw/s

 

 

 

 

What bugs me is the phosphorite requirement.  Phosphorite isn't native to the cold biome, so why would the local flora and fauna there need it to survive?  That's not a complaint about the mechanics, but nitpicky details like that always seem to catch my attention.

56 minutes ago, goboking said:

What bugs me is the phosphorite requirement.  Phosphorite isn't native to the cold biome, so why would the local flora and fauna there need it to survive?

Semms weird to me as well. It`s ok balancewise. You got tons of it usually and its easy to renew. Alternatively the worts could require ice, dirt or wolframite all of which would be pretty terrible.

3 hours ago, Sasza22 said:

Semms weird to me as well. It`s ok balancewise. You got tons of it usually and its easy to renew. Alternatively the worts could require ice, dirt or wolframite all of which would be pretty terrible.

Would it? Ice seems fine to me, considering we have a building that makes it. It would arguably be better than phosphorite, as long as the consumption is not too high, because you can guarantee it’s not too hot, unlike phosphorite.

On 28/06/2019 at 2:06 AM, JohnFrancis said:

So wild variant only provides 1/4 the cooling. I can actually live with that I mainly use them for battery boxes and plug sockets. 

I think the devs are trying to push us to use the ice machine early then move onto the steam turbine. I have seen notes that seeds self plant after sitting on the ground for a while. This looks to be incredibly powerful does anyone know if the wild growth rate has been nerfed?

it's probably to kill a lot of system using weezie in a close room to overcooling some stuf

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