Darkin Coaled Posted July 12, 2019 Share Posted July 12, 2019 Seems I will be coming in here when I've had some thoughts on "a matter" and asking everybody to chill before I even write what I want write. Everybody, please chill. Now, this is about Klei making utility plants be buildings with inputs and outputs. Can we not have that? Worts were a curiosity, a potted plant with a quirk. It was useful to an extent (personally I always had 3 cooling every instance of electrolyzer, oxygen at 18 degrees or so, at 90% capacity.) but it wasn't especially powerful and I'm sure most people simply considered them to be very cool features of the game. I will add the oxyferns here as well, it would be a nice thing to have in some rooms or under some rooms where co2 is very slowly pooling from duplicants doing their thing. If these plants were designed too powerful or useful you can always adjust their outputs till they become a niche item where they belong. As a long-term solution these should not scale too well so the mapgen and space missions limit makes them can't really make them a main source of XYZ. It would have been an easier solution as well. Instead they are now yet another building, requiring upkeep and either higher levels of technology or constant errands to keep them functioning. Can we have our potted plants back? Link to comment Share on other sites More sharing options...
Guinaro Posted July 12, 2019 Share Posted July 12, 2019 Personally I think we could use different benefits regarding the state of the plant. You could have Potted plants, Wild Plants and Farmed plants. Potted plants that produce stuff be it mealwood, bristle blossoms, wheezeworts or oxyferns. Output at 50% of wild plants. Decor plants would yield double decor in a pot. Wild Plants found or planted by pips: produces as current wild plant does. Standard decor rating Farmed Plants output at quadruple the rate of Wild Plants but have a halved decor rating. This would mean for each Farmed Plant, you would need 4 Wild plants or 8 Potted plants. Ofcourse any plant should yield seeds in this case. The chance could be different for each plant however. So mealwood has a base chance of 10%, oxyfern 3% and wheezeworts 1%. Since you can get them as care packages aswell, this won't be to overpowered. For oxyfern and wheezeworts (currently seedless plants) they could use the growth cycles as measure of producing a seed aswell, as no harvesting is done to the plant. This can be even be combined with the base chances. So a wheezeworts has e.g. 10% base chance, so on average only 1 in 10 life cycles would produce another seed. A Potted Plant wouldn't use resources and have low output, however an occasional Oxyfern or Wheezewort, could make your base more manageable. Also they could be decor boosters. Since they have a limited effect they have their use for targetted spot functionality. Be it decor, cooling or CO2 to O2 conversion. (Hey maybe we could have plants that heat environment aswell?) Wild Plants are for Parks and Nature Preserves. Or just as you found them on your asteroid. Also not consuming resources. Providing a use case for wild farming. (Less spaced used inside your base, Double production rate of potted plants in exchange for dupe travel time and less decor) Farmed plants could be used in Farmboxes (which have their use in not restricting gasflow beneath them and/or not hampering running speed), Farm tiles, where gas and run speed isn't an issue. And Hydrophonics where you don't want the hassle of running around with bottles. And yes automating them with sweepers would make SPOMs and such again a viable solution, if you want a maintenanceless version, you will need 8 times the seeds and place. Wild Plants are a challenge when setting up at fixed points in your base. As Pips need natural tiles to work, and you are limited in what you can easily obtain. So it requires pre planning, and luck with your map spots (e.g. no caves where you don't want them). Or even more hassle to terraform your base to the necessary plants requirements. Take for example that three regular dupes need 10 farmed oxyferns to have enough CO2 exchange for O2 to survive. This would mean in the wild, you need 40 plants (usually I find around 10 - 20 on any given map), and in potted form a whopping 80 plants. (You would only get such an amount at end game, and take a regular crew of 8 - 16 dupes: that means a whopping 214 - 427 oxyferns. 5 Mealwood for a single dupes, becomes 20 wild plants or 40 potted plants. Again 8 - 16 dupes is 240 - 480 potted plants. This could mean that End game you could indeed rely on potted plants instead of farmed ones. But until you hit end game, you would still need to use other means before you can become self sustaining without investing resources. And good luck getting the required number of seeds. I feel this would give us options without harming the game, except maybe if you take exception to the fact that potted/wild plants won't consume resources. However I do hope that you remove geysers from your game too, as those too are free resources, you don't have to do anything for. Link to comment Share on other sites More sharing options...
natanstarke Posted July 12, 2019 Share Posted July 12, 2019 I was already told someone will mod the old wort back when the game launchs, probably the favorite mod of all ppl when it hits. I was told by the person itself in a stream need say even if he dont make it i will try too probably just need to edit a text file right? Link to comment Share on other sites More sharing options...
Gwido Posted July 13, 2019 Share Posted July 13, 2019 cheat mods are always popular. Link to comment Share on other sites More sharing options...
Whitecold Posted July 13, 2019 Share Posted July 13, 2019 Both the oxyfern and the wheezeworth seem underwhelming. The biggest benefit of wheezeworths was that they had no maintenance. If I need to supply them, why not use an ice-e fan instead, and later on aquatuner+steam turbine provides maintenance free large scale heat deletion. AETNs could use a buff as well, right now I don't really see any reason to use them once you have the turbine available. Wild Oxyferns do very little. 12 oxyferns are needed per dupe, that is how many you get about at the start. Which means you may as well not bother with the wild ones. Domestic ones require water, at which point they seem awfully close to the electrolyzer, and seem to offer little advantage besides requiring less research. Link to comment Share on other sites More sharing options...
DarkMaster13 Posted July 13, 2019 Share Posted July 13, 2019 6 hours ago, Whitecold said: Both the oxyfern and the wheezeworth seem underwhelming. The biggest benefit of wheezeworths was that they had no maintenance. If I need to supply them, why not use an ice-e fan instead, and later on aquatuner+steam turbine provides maintenance free large scale heat deletion. AETNs could use a buff as well, right now I don't really see any reason to use them once you have the turbine available. Wild Oxyferns do very little. 12 oxyferns are needed per dupe, that is how many you get about at the start. Which means you may as well not bother with the wild ones. Domestic ones require water, at which point they seem awfully close to the electrolyzer, and seem to offer little advantage besides requiring less research. Oxyferns convert 100% of water mass to oxygen mass. Electrolizers convert it to 88% oxygen, output at a very high temperature, and require electricity. The only additional cost for oxyferns is a small amount of dirt and the need to supply them with cooler water. When you're going to start water based oxygen generation, it's best to domesticate any oxyfern seeds you have first, then move on to electrolizers after that. So they're better, but are seriously limited in numbers. Once you've planted them in some CO2 pit, you pretty much never touch them again. Link to comment Share on other sites More sharing options...
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