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Fertilze with Fertilizer


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16 minutes ago, Kabrute said:

I know this seems intuitive but FFS you chose dirt over Fertilizer for the option of Fertilizing the mealwood......... please klei, please fix this

If they wanted it to be a short term food option it does make sense. Dirt is pretty hard to make in large quatities. Especially now that they fixed the tepidizer bug.

1 minute ago, Oozinator said:

A real problem what i see there is:
When players not research quick enough and dirt is used by outhouses/maelwood, then it's game over?

Pretty much yes. Dirt has become a strategic resource now that you must keep and eye on the consumption of.

Which reminds me, that would be a great addition. A way to group material yourself. Select the materials you always want to keep track on and display them at the top of the list.

12 minutes ago, Saturnus said:

Which reminds me, that would be a great addition.

Yes sure but:
I started since upgrade fourth time a base, perhaps i am unlucky with mapdesign, but now i run out of algae, before electro research is done.
I have 22 plants mealwood for 5 dupes, but workload is to intense. Add i more dupes, maelwood eats up dirt. Stay i low with 3 dupes from start (what i did some cycles) everything is slowed down, because of job management.
When something is that much strategic, then it makes a big difference, if a POI is spawning in starter biome or not. Water out of reach game over too.
Edit: Which leads to next trap.
Players will spend much time, to choose the right three dupes/buff/trait and then when you see the starterbiome (20 blocks in each direction), you know if you have to redo it again..

Its not even about strategy, with the dirt cost mealwood exactly equals deep fried muck bars for quality and kcal per dirt consumed, yet the muck bars can be made much faster.  With nerfing our cooking ability dirt becomes completely non-renewable.  By skipping over the chance at using fertilizer the devs Trolled their player base, in a bad way.  Took an op food, and knee jerked it into uselessness

Perhaps a mechanic allowing both dirt and fertilizer to be used and an option on the farm plot to allow/disallow both. With fertilizer giving a small boost? Or, planter box uses dirt and farm tile fertilizer. For both short and long term.

Unless really want to discourage mealwood. Though I'd rather it be discouraged by encouraging the other food, rather than simply making it unsustainable.

3 hours ago, Kabrute said:

Its not even about strategy, with the dirt cost mealwood exactly equals deep fried muck bars for quality and kcal per dirt consumed, yet the muck bars can be made much faster.  With nerfing our cooking ability dirt becomes completely non-renewable.  By skipping over the chance at using fertilizer the devs Trolled their player base, in a bad way.  Took an op food, and knee jerked it into uselessness

Muck bars require water and a dedicated cook. Since dupes seem to fertilize with 25kg/tile, you can expect a harvest per fertilization (if you're lucky, dupes can fertilize 3 plants per visit). Bringing water takes extra time. So it's dupe time vs. setup time. A sensible tradeoff. New mealwood is not amazing, but it's perfectly usable.

As for the fertilizer: I guess they wanted us to mass farm mealwood as the primary food source. If it used fertilizer, it could only be one of the food sources, not the main one (because early fertilizer comes from outhouses).

However I don't see any excuses for fertilizer being useless early on. This thing spawns in starting biome, is created by composting, but has no use until HVAC-controlled sleet wheat farms are set up - and that tends not to happen within 100 cycles from the start.

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