PinkyDK Posted July 3, 2017 Share Posted July 3, 2017 If I want a duplicant to be a gardener I cannot currently get him to fertilize plants without also delivering everything around the base unless I restrict him. Usually it means he will run around doing other things and forgetting his plants... PS. I would also love to use irigation (hydroponic tiles) and switch off the fertlization part... Link to comment https://forums.kleientertainment.com/forums/topic/80341-seperate-deliver-and-fertilize/ Share on other sites More sharing options...
Oozinator Posted July 3, 2017 Share Posted July 3, 2017 You can configure the electric airlock, who can pass it and in which direction. Easy to restrict movement with that. Link to comment https://forums.kleientertainment.com/forums/topic/80341-seperate-deliver-and-fertilize/#findComment-936583 Share on other sites More sharing options...
PinkyDK Posted July 3, 2017 Author Share Posted July 3, 2017 Thank you for the reply - When I wrote my suggestion I honestly thought about wether people would bring it up and I decided not to waste text on it. Locking out dupes with doors are ofcourse a possibility, however making this would be so difficult and time consuming I think it would kill my base while getting settled. It does take time to double up on most fascilities just to make sure specific dudes can do specific tasks. A solution could perhaps also be obtained by combining the harvest-job with fertilization... Shouldn't change the game much - just make it better IMO... Link to comment https://forums.kleientertainment.com/forums/topic/80341-seperate-deliver-and-fertilize/#findComment-936605 Share on other sites More sharing options...
Masterpintsman Posted July 3, 2017 Share Posted July 3, 2017 I want to build a colony, not a prison. Link to comment https://forums.kleientertainment.com/forums/topic/80341-seperate-deliver-and-fertilize/#findComment-936620 Share on other sites More sharing options...
Kasuha Posted July 3, 2017 Share Posted July 3, 2017 Deliveries definitely deserve to be split. The 'deliver' job covers way too much. I would even say jobs should be split to execute and deliver subcategories with specifying whether the dupe will do the 'execute', 'deliver', both, or neither, thus making the checkbox in the jobs window four-state for jobs that apply. Cook, Compost, Research, HydroFan, Power (execute = run wheel, deliver = coal), Repair, Harvest (deliver = fertilize/plant seeds), Build - all these jobs can have their execute and deliver modes since for each of them the player may want specific dupes to do both or only one. Pure Deliver is then left to delivering materials to machines that are not tied with any job: deoxydizer, terrarium, deodorizer, outhouses, purifier, distiller, sanitizer. I wonder what jobs the apothecary and textile factory are. Cooking? The ones that don't apply are Combat, Massage, Art, Mop, Sweep and Dig, these don't need any deliveries. The icons might look perhaps like this (but I'm sure even better can be made): Link to comment https://forums.kleientertainment.com/forums/topic/80341-seperate-deliver-and-fertilize/#findComment-936672 Share on other sites More sharing options...
brummbar7 Posted July 3, 2017 Share Posted July 3, 2017 6 hours ago, PinkyDK said: A solution could perhaps also be obtained by combining the harvest-job with fertilization... Shouldn't change the game much - just make it better IMO... Yes, this is what I would like to see. Fertilize is just too important and generates too many jobs. Way more jobs than actually harvesting. It's worth pointing out though, that according to the last update preview, in the future we'll get dupe access control on all doors, for free. So we won't even need powered doors to use that feature, as I understand it. And that probably really is the easiest way to control fertilizing jobs. Though it does take some planning, and I'm guilty of not always restricting my farm access enough for that to work. Especially peppers, which I sometimes mix in with distillers and such. Link to comment https://forums.kleientertainment.com/forums/topic/80341-seperate-deliver-and-fertilize/#findComment-936693 Share on other sites More sharing options...
Townkill Posted July 3, 2017 Share Posted July 3, 2017 They should add an option to farm/hydroponic tiles to disable fertilization as well. I only irrigate about half my pinchapepper plants and those are the only ones i want fertilized but realistically have no way of limiting it without rebuilding half the farm. Theres also cases where you're overproducing and might decide you dont really care about fertilizing your sleet wheat as well. Shouldn't have to uproot them all to build planter boxes just to stop fertilization Link to comment https://forums.kleientertainment.com/forums/topic/80341-seperate-deliver-and-fertilize/#findComment-936696 Share on other sites More sharing options...
Coolthulhu Posted July 3, 2017 Share Posted July 3, 2017 Farming system will be reworked in disease update and fertilization may become mandatory and thus turning it off (for individual plants, not dupes) may become rather useless. Link to comment https://forums.kleientertainment.com/forums/topic/80341-seperate-deliver-and-fertilize/#findComment-936726 Share on other sites More sharing options...
PinkyDK Posted July 4, 2017 Author Share Posted July 4, 2017 Yes, lets see... The doors however will be a hard job to use as my case is about keeping my gardener from delivering to everything BUT the plants and that will be a nightmare to setup. Link to comment https://forums.kleientertainment.com/forums/topic/80341-seperate-deliver-and-fertilize/#findComment-936924 Share on other sites More sharing options...
Sevio Posted July 5, 2017 Share Posted July 5, 2017 The fertilizer delivery problem could be much lessened if all the fertillizer a plant needs for an entire lifecycle is delivered after/during planting. Might as well make the fertilizer a requirement for planting the seed at all, while you're at it. To support that change, plants that stop growing should also stop consuming fertilizer. Link to comment https://forums.kleientertainment.com/forums/topic/80341-seperate-deliver-and-fertilize/#findComment-937075 Share on other sites More sharing options...
PinkyDK Posted July 5, 2017 Author Share Posted July 5, 2017 I would like this... Link to comment https://forums.kleientertainment.com/forums/topic/80341-seperate-deliver-and-fertilize/#findComment-937081 Share on other sites More sharing options...
Sevio Posted July 5, 2017 Share Posted July 5, 2017 Alternatively, treat all (horizontally) adjacent hydroponic tiles as one entity with a shared fertilizer and irrigation capacity. Only one pipe input would be needed to water the whole thing and fertilizer delivery jobs could be much larger and less frequent, but be careful not to make too large farm plots because if you run out of irrigation or fertilizer all plants would suffer for it at the same time instead of just some of them. Link to comment https://forums.kleientertainment.com/forums/topic/80341-seperate-deliver-and-fertilize/#findComment-937101 Share on other sites More sharing options...
brummbar7 Posted July 5, 2017 Share Posted July 5, 2017 3 hours ago, Sevio said: The fertilizer delivery problem could be much lessened if all the fertilizer a plant needs for an entire lifecycle is delivered after/during planting. I think this would definitely help, if there were at least the *capacity* to deliver a lifetime of fertilizer at once. And maybe add to that the ability to set the minimum delivery threshold. I would actually like to see this for all buildings that take deliveries. I hate it when I see dupes deliver small amounts of slime and other supplies. Let me choose the minimum delivery a building will accept. Preferably in kg, but a percent slider as exists on power buildings could also work. That would pretty neatly cover farming I think, as I could deliver a lifetime of fertilizer, if I have tons of extra, or smaller amounts, if I'm producing as I go. It would also prevent my dupes from running to the puft pen constantly. Might run into a hiccup if the lifetime fertilizer requirement varies by plant type. But should still be doable I imagine. Link to comment https://forums.kleientertainment.com/forums/topic/80341-seperate-deliver-and-fertilize/#findComment-937114 Share on other sites More sharing options...
MythN7 Posted July 5, 2017 Share Posted July 5, 2017 Just to add to this a bit, I know its prob a bit diff, but deliver on the coal should be not a delivery system as that job, but a deliver that is managed from the jobs column of power role task. and for other delivery comments, thinks like the deodorizer that spits out clay, should store the clay in them so that you don't need a special container set to 4 or less priority so the guys set to sweep are not wearing a grove in the floor from all the trips. Link to comment https://forums.kleientertainment.com/forums/topic/80341-seperate-deliver-and-fertilize/#findComment-937140 Share on other sites More sharing options...
Kasuha Posted July 5, 2017 Share Posted July 5, 2017 7 hours ago, Sevio said: The fertilizer delivery problem could be much lessened if all the fertillizer a plant needs for an entire lifecycle is delivered after/during planting. Maybe not for lifecycle, but topping it up before planting the seed, and increasing the delivery from 10 to 80 kg (i.e. refilling every 20 cycles instead of current 2.5) would already make it a non-issue in my opinion. Link to comment https://forums.kleientertainment.com/forums/topic/80341-seperate-deliver-and-fertilize/#findComment-937142 Share on other sites More sharing options...
Recommended Posts
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.