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Watering Bristle Blossom


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Every on knows that Bristle Blossom takes a ridiculous amount of water. What if....

We can make it much less. From 80 kg a cycle to 6 kg a cycle.

When you build it you need to build the Liquid valve before planting. Valves set to 30 g/s. and Connect the pipes like in the picture. That way you plants only need 10 g/s per plant. That will make Bristle Berry only take 15 kg of water per 1000 calories.

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Yeah I made this in Debug mode so it have to be useless :p

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Interesting, so as long as they're getting some water every game second they're happy enough for growing? Have you tested the minimum boundary that Bristles will be happy with? Would be even cheaper if they're satisfied with valves at 3 g/s (1 g/s per plant)

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1 minute ago, Sevio said:

Interesting, so as long as they're getting some water every game second they're happy enough for growing? Have you tested the minimum boundary that Bristles will be happy with? Would be even cheaper if they're satisfied with valves at 3 g/s (1 g/s per plant)

Or even the absolute limit... 0.1g/s?

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Actually, a lot of the hydroponics can be done like this. Bristle Blossoms, Sleet Wheat, Pincha Pepper, and Thimble Reed. As long as the pipe is not empty, then there's a delay in stifling. As long as there's evenly distributed liquid packets and not a straight-through configuration, this should work.

Although I don't think putting the valves in the path of the growing plant is such a great idea - they need to be out of the way or the plant might uproot itself.

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6 minutes ago, The Plum Gate said:

Although I don't think putting the valves in the path of the growing plant is such a great idea - they need to be out of the way or the plant might uproot itself.

Never had that problem in 200-300 cycles..

 

41 minutes ago, Sevio said:

nteresting, so as long as they're getting some water every game second they're happy enough for growing? Have you tested the minimum boundary that Bristles will be happy with? Would be even cheaper if they're satisfied with valves at 3 g/s (1 g/s per plant)

Minimum is 9 g/s, it looks like it checks every 3 secs. and it needs to have at least 27 g of water when it checks. So you can have 1 valve per plant or 1 every 3. but if you put in 4 plants per valve then it dont work.

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The code is not really willing to help. What I understand is that the function that checks if there is enough water is called with a fixed time step but the actual consumption is done on a variable time step. The consumption never consumes more than available, but as long as the plant is marked as having enough water for a small amount of time, it will grow.

smi.UpdateIrrigation(0.0333333351f);
...
smi.UpdateIrrigation(0.2f);
...
smi.AbsorbLiquid(smi.deltatime);

I don't know what is the time unit used in the state machine. I wouldn't be bothered if crops required more water than needed for the next absorption; requiring enough water for the next minute wouldn't be a bad idea, even if it means that the crop will never drink all the available water. What bother me though, is that water can be consumed even if the plant doesn't grow if i'm not mistaken.  I don't really like it at is a way to dispose of polluted water.

 

edit: If it's in seconds,

smi.UpdateIrrigation(0.2f);

would check if there is enough water for 0.2s, that is for the Bristle Blossom

0.2 x (80000 / 600) = 26.6g

This is consistent with the value you found.

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Woah an exploit, the food system is literaly broken in my opinion. Is anyone did this and calculate the result in real game mode? 

Add Cooking mechanism, its really bad in my opinion, 300 calories mealwood for 100 calories pickles is not worth it in the long run, better making refrigerator freezing room. I know they reduce the mass kg so you can put more in ration box/refrigerator and add more timer before they rot expired plus removing some germ.

If i count

  • the time dupe cook
  • time dupe bring ingredient,
  • electricty and heat from cooking station

Versus the benefit , the gap is too big. Better eat it raw

They should add tons of benefit, stress relief, more buff, more calories, and more penalty or debuff for uncooked one

Right now i can understand they need polishing and add other stuff, after agriculture and recent patch they seems balancing the food in wrong direction. Me like : This one and that one need too much requiremnt , better make more planter box with moar mealwood

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6 hours ago, Botaxalim said:

Right now i can understand they need polishing and add other stuff, after agriculture and recent patch they seems balancing the food in wrong direction. Me like : This one and that one need too much requiremnt , better make more planter box with moar mealwood

They could smooth the transition by introducing stunted growth - just let it grow without meeting the additional domestication requirements. It seems counter intuitive, but they are already growing in the environment -as it stands, they won't grow at all if you don't meet those additional requirements.

As you can see in the original post - there's ways around this for some requirements.

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Just get rid of the domestic growth time and implement growth speed bonuses for maintaining strict temperature/pressure and irrigation/fertilization.  If you don't water or fertilize the plant, it'll just grow as slow as wild plants.

Shameless plug

 

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This makes sense, in a way.  So far I like the agriculture system.  We still have an "easy as pie" option with mushrooms for most of the mid-game (until you run out of slime), and as far as needing valves to control the water rates? I do that in my garden -- otherwise I'm just wasting water.  

I tried to provide light naturally without adding heat to the system by using Shine Bugs... but they slipped out the door... and made their way down and into my mushroom patch.  Major fail!  BTW, my observation indicates that Shine Bugs have a tendency to move down and to the right. I mean, they can move all over, but their weighted average appears to be down and to the right.  ... perhaps I can use this to catch them again.

 

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11 hours ago, KittenIsAGeek said:

I tried to provide light naturally without adding heat to the system by using Shine Bugs... but they slipped out the door... and made their way down and into my mushroom patch. 

Ya, I don't really get the shine bug thing.  As you say, they're very prone to hindering mushroom farming, and for plants that want light they're too intermittent unless you manage to lock them in, but overall it's easier to just use a light bulb, which is first tier tech (usually the second thing I research).  Lights just cost basically whatever spare wattage you have and are not using anyway.  I usually end up killing all the shine bugs.  So many useful or interesting mobs that could have been added and instead we got minor annoyances.  The only reason I can think for adding them is to add some 'lore' for why there are plants inside an asteroid that require light.  Unless they're going to power solar panels in the future maybe.

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On 9/9/2017 at 7:48 AM, brummbar7 said:

Ya, I don't really get the shine bug thing.  As you say, they're very prone to hindering mushroom farming, and for plants that want light they're too intermittent unless you manage to lock them in, but overall it's easier to just use a light bulb, which is first tier tech (usually the second thing I research).  Lights just cost basically whatever spare wattage you have and are not using anyway.  I usually end up killing all the shine bugs.  So many useful or interesting mobs that could have been added and instead we got minor annoyances.  The only reason I can think for adding them is to add some 'lore' for why there are plants inside an asteroid that require light.  Unless they're going to power solar panels in the future maybe.

Lights also produce heat.  Right now, that's my primary problem.  I mean, you can move heat using thermo regulators or the new ones for liquids, but my primary base still ends up getting far too hot.  Perhaps I just need to design better or generate a world with more than 4 wheezeworts...

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