Jump to content

Wild Crop Production "organic pepper bread"


Recommended Posts

I wanted to start a topic about growing wild crops when recourses are too low for fertilizing or irrigating domestic crops

Using pips ability to plant seeds I have built several nature reserves with the intention of feeding 16 dupes with pepper bread

If my math is right 180 wild sleet wheats and 36 wild pincha pepperplants should be enough to provide 18,000 calories per day worth of pepper bread (or less if you include time for harvesting)

Feel free to share your own ideas about wild crop production and building nature reserves with pips

80531267_SleetWheat.thumb.jpg.564723d575e2ef82e4805992de8ed4b0.jpg1542752289_PinchaPlants.thumb.png.1c50e1404f89df7e58b03e79b60b2f8b.png1502198466_MessHall.thumb.png.9f767baf3668f011e4a672f4b7ec49bb.png

I have done this several times, never a problem. I do use liquid cooling for the Sleet Wheat though, either a loop with a steam-turbine cooler or ouput from a cold slush geyser. As it is simpler, I fill with CO2. For Peppernut, I use the 3+3 Layout as well, also filled with CO2 and heaters+temperature sensors dispersed as needed.

I never thought to make these things nature reserves. As they are outside of my base and I usually have a nature reserve directly before the exit, no need.

As to numbers, 10 Sleet Wheat + reserve (0.5...1 more per dupe) is perfectly enough.

2 hours ago, Gurgel said:

I have done this several times, never a problem. I do use liquid cooling for the Sleet Wheat though, either a loop with a steam-turbine cooler or ouput from a cold slush geyser. As it is simpler, I fill with CO2. For Peppernut, I use the 3+3 Layout as well, also filled with CO2 and heaters+temperature sensors dispersed as needed.

I never thought to make these things nature reserves. As they are outside of my base and I usually have a nature reserve directly before the exit, no need.

As to numbers, 10 Sleet Wheat + reserve (0.5...1 more per dupe) is perfectly enough.

Got any screenshots?

Only time I use liquid cooling is for bristle blossom, because I have to deal with the heat from light sources.  But sleet wheat/nosh bean farming doesn't produce any heat so wheezworts are enough.  Still have to automate them with doors or they will drop the temp too low

True about the numbers, with 16 dupes on the map I'm producing extra grains

44 minutes ago, Neotuck said:

Got any screenshots?

Sure. Had to dig a bit through old saves as I have run mostly shorter-term experiments the last few months. But here is a typical example of what I use:

sw01.thumb.png.12db866de7e558b03cc3d77faea38c8f.png

sw02.thumb.png.cae0e63c6f66a36d3684f431570b4d9c.png

Cooling is by 100g/sec pwater at -9C. Could be done with a lot less, but the water also serves to cool things in space and I have it available. I have no idea why there is one column on the right side that does not have anything planted in it. I am sure I had a good reason, but this was back in March and I threw away all intermediate saves a few days back. Feeds 15 dupes nicely as it is and should be enough for 16. Gas is CO2 at 350g. All metal tiles are copper, all non-insulation tiles are sedimentary rock for its low SHC.

For turbine-based cooling, I have used crude oil in a loop. High efficiency requires a primary loop with super coolant and a heat exchanger, but this needs so little cooling once things have stabilized that it is hardly worth the effort. 

Now for the Peppernuts:

pn01.thumb.png.2b38fc7f28b39b90003b10b8a3093134.png

Thermo sensors are set to 50C. Gas is also CO2 at 350g. Metal is again copper and normal tiles are sedimentary rock.

Of course, this does not look nearly as aesthetically pleasing as your installation, but it does the job nicely and long therm. This colony was at cycle 7096 and had the two farms active for > 1000 cycles, I think.

 

I'm planning a 16-dupe vegan run based on spicy tofu right now. Arbor Trees and Pincha Peppernuts will be hands-off while the Nosh Beans will be fertilized. I also want to optimize temperature management - for example counter-flowing the incoming lumber against the outgoing ethanol to cool the irrigation fluid.  From there I think the tepid ethanol will keep the peppernut field warm before getting chilled and pumped into hydroponic farm tiles. Also just starting to play around with the heat economy of Fertilizer Synthesizers. All on Aridio....

Cooling the Nosh Farm is prolly gonna be standard polluted water loop cooled by steam turbine + aquatuner.

Calculating input requirements is a bit convoluted, but it mostly boils down to figuring out how much a thing produces divided by how long it takes to produce that thing. EG: Sleet Wheat makes 18 grains every 76 cycles (72 if you dupe-harvest). That's 18 / 76 = 0.236 grains per cycle. It takes 10 grains to make a bread, so you need ~42.4 Sleet Wheats (10 / 0.236) to make one bread every cycle. Each Pepper Bread provides 4,000 Calories. 18,000 Cal is 4.5 times that, so you're about right - 190 Sleet Wheat. (180 if you have enough farmers to immediately harvest all that wheat.) Pincha Pepperplant is left as an exercise to the reader.

Stealing @kbn's Arbor Tree farm which shaves off 4 cycles per harvest and gets me practice with water clocks - another goal for this playthrough.

 

I always find pepper bread to be the ideal late to end game goal

I don't like the frost burger as I view it as overkill and I don't like the "soul food" debuff 

Spicy tofu would be same farming layout as pepper bread but cooking would require an extra step with microbe musher so you'll need an extra cook

Surf'n'Turf, mushroom wraps, and stuffed berries are all great but why settle for "great" when you can have "superb"?

Pepper bread is certainly the easiest one and requires no elaborate farming set-up.

Never tried the burger, myself.

I did spicy tofu for 16 a while ago, but if you grow domesticated, alcohol making and cooling it tales a of effort and energy. Dirt is free from the distillers at the cost of a bit of work. I think I may try spicy tofu in wild growth some day, but not at the moment.

 

30 minutes ago, occamrazor said:

Calculating input requirements is a bit convoluted, but it mostly boils down to figuring out how much a thing produces divided by how long it takes to produce that thing. EG: Sleet Wheat makes 18 grains every 76 cycles (72 if you dupe-harvest). That's 18 / 76 = 0.236 grains per cycle. It takes 10 grains to make a bread, so you need ~42.4 Sleet Wheats (10 / 0.236) to make one bread every cycle. Each Pepper Bread provides 4,000 Calories. 18,000 Cal is 4.5 times that, so you're about right - 190 Sleet Wheat. (180 if you have enough farmers to immediately harvest all that wheat.) Pincha Pepperplant is left as an exercise to the reader.

Truth is I built the farm first when I only had 8 dupes who were living off fried mushrooms.  I wasn't bothering with slime production as I hate ranching pufts, so I knew I only had a few hundred cycles before I ran out of slime

I do have a slush geyser but I use it to tame a gold volcano, main reason I have so much tempshift plates

I built the farm based on how many wheezeworts I could find on the map, figured 1 wort per 6 wheats would be enough (turned out to be overkill) so I automated them with doors so they wouldn't freeze the plants

20201031174609_1.thumb.jpg.1c39b6e0a0560044420801aa0422b8a5.jpg20201031174621_1.thumb.jpg.a561d9456324644e3fb76999fcd3a58a.jpg

main reason I turned them into nature reserve is mostly aesthetic but also to counter the chilly surroundings debuff my farmers get

Also any one thought about using Sweepy to collect wild crops?  They use less power and cover larger areas than the sweeper arms, curently I'm just using him to collect leftover pepper bread dropped in my great hall so they won't spoil

20201031175627_1.thumb.jpg.5aab923284a86797ca3069fd1f0a6df3.jpg

 

You can also self-harvest for a completely dupe-free farm.  It takes 4 cycles for a ripe plant to just drop its load and start growing anew.  For domesticated plants this probably isn't worth the wait (since you're still providing resources/care/etc...) but for wild its almost nothing.  Add a few sweepy bots/arms/loaders and you can seal the thing off and simply have a free unlimited supply of whatever.

On 10/31/2020 at 5:41 PM, Gurgel said:

I did spicy tofu for 16 a while ago, but if you grow domesticated, alcohol making and cooling it tales a of effort and energy. Dirt is free from the distillers at the cost of a bit of work. I think I may try spicy tofu in wild growth some day, but not at the moment.

I didn't realize wild nosh beans take 84 days to harvest and drop 12 beans, as apposed to sleet wheat which takes 72 days and drops 18 grains

Using the same math of 180 plants I calculate you can produce about 17,143 kcal worth of Spicy Tofu per day compared to the 18,000 kcal per day with Pepper Bread (Don't forget Spicy Tofu is also a 2 step process)  

Looks like Pepper Bread still the best end game choice even by a narrow margin 

11 hours ago, Neotuck said:

I didn't realize wild nosh beans take 84 days to harvest and drop 12 beans, as apposed to sleet wheat which takes 72 days and drops 18 grains

I'm not gonna wild-plant the nosh beans. Looks like 21 plants will feed 16 dupes using (maybe) one full-time farmer (probably two). Lumber and Pincha will be wild grown though.

Gonna be weird not having a stack of hatch ranches or a stable of pudgy purple meatsacks. At least I'll have dirt squirrels to keep a rancher from getting bored.

40 minutes ago, occamrazor said:

Gonna be weird not having a stack of hatch ranches or a stable of pudgy purple meatsacks. At least I'll have dirt squirrels to keep a rancher from getting bored.

I usually try to avoid large scale ranching as it tends to cause lag late game

You could always ranch a few dreckos for infinite phosphorite, handy if you plan on buffing your crops with micronutrient

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...