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farmer's tune-up buff


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5 hours ago, The Plum Gate said:

To heck with me trying to figure out the math on that - too many variables and to seldom the perfect conditions in my colony.

If your farm station is used once on bristle berries instead of 6 days the plant will take 5 days to grow. Twice and it will take 4 days to grow. It doubles the growth speed but if you want the plant to grow in 3 days instead of 6 days you need to fertilize it all 3 days. Since the bonus only lasts 1 day.

Basically each time you fertilize bristle berries you grow it 1 day faster.

15 hours ago, Coolthulhu said:

The bonus is 100% and you can see it by checking the plant's "Growing [x%]" tooltip. Plants with the tune-up show halved time.

It seems that tuning job is not a priority. Farmers will prefer to haul things, operate and so on, unless the station is at higher priority.

That and the plant will literally say Farmer tuneup if you mouse over.

16 hours ago, Saturnus said:

That is fair enough though. 100% increased growth rate for all plants would be a ridiculously OP bonus.

I don't think it would be OP - the plant count is irrelevant in long term, you can get any number eventually. What counts is water use (halves for given amount of duplicants, or allows twice the number of duplicants per given water supply). And it comes at a cost of dedicating a duplicant to do the job.

But I think it will be reduced to 50% for the public release.

2 hours ago, Kasuha said:

I don't think it would be OP - the plant count is irrelevant in long term, you can get any number eventually. What counts is water use (halves for given amount of duplicants, or allows twice the number of duplicants per given water supply). And it comes at a cost of dedicating a duplicant to do the job.

But I think it will be reduced to 50% for the public release.

You can't get an infinite amount of plants because you can't get an infinite amount of water.  I mean, sure, you can plant 5000 bristle berries, but good luck coming up with the 100,000 kg water per cycle required to keep them growing.  The geysers only give 5000 kg water/cycle.

The plant food doesn't change the growth requirements, so the plant food actually reduces the amount of water it takes to feed a dupe, which is the limiting factor in a sustainable colony.

16 hours ago, Saturnus said:

I think it's just you.

The electrical engineer has to service the machine every 3 cycles to get the bonus and it deletes refined metal in the process. And the power station has to be in the same room. To be honest, I'd rather just keep my refined metal and build more generators to compensate. Nothing says inefficiency more than perpetually needed service tasks to be done and deletion of a finite resource.

I wonder why almost noone talks about this. It seems to be a terrible idea to use a non-renewable, relatively expensive ressource for the powerplant.

Besides that, 96 tile powerplants is small and duplicant time cost is high. These factors I can work with though, but I'am not touching this as long as it costs me unrenewable ore.

24 minutes ago, Zarquan said:

You can't get an infinite amount of plants because you can't get an infinite amount of water.  I mean, sure, you can plant 5000 bristle berries, but good luck coming up with the 100,000 kg water per cycle required to keep them growing.  The geysers only give 5000 kg water/cycle.

The plant food doesn't change the growth requirements, so the plant food actually reduces the amount of water it takes to feed a dupe, which is the limiting factor in a sustainable colony.

Er... "any number" is not infinite. And yeah, that's exactly what I wrote about so I don't understand your problem with it. At the very best you can double number of duplicants in your colony. Is that OP? I don't think so.

2 minutes ago, Kasuha said:

Er... "any number" is not infinite. And yeah, that's exactly what I wrote about so I don't understand your problem with it. At the very best you can double number of duplicants in your colony. Is that OP? I don't think so.

Oops, I wrote this right after I woke up and misread your post.  Sorry about that.

*shrug* There are times where I'm less fond of dumping more coal generators at my energy problems.  Mostly because someone hasn't figured out how to put an exhaust pipe on it, much the same as the petrol generator.  If I'm trying to avoid coal, the +400W from a tuned NG is great, and depending on which patch, +400W x5 gens = free 2KW.  Unfortunately, it's still buggy and you can't depend on your EE to reapply it, sometimes even to one gen much less all of them.

 Though, considering I generally avoid wasting metal by only using the smelter, this tends to be bar less of an issue.  I'm usually drowning in metal.  My only complaint is you can't pick which metal it uses.  Normally I have like 60T of iron sitting around by cycle 80 or so and would prefer it to used the refined iron instead of the refined gold I'm upgrading my power grid with... but *shrug*

2 hours ago, storm6436 said:

*shrug* There are times where I'm less fond of dumping more coal generators at my energy problems.  Mostly because someone hasn't figured out how to put an exhaust pipe on it, much the same as the petrol generator.  If I'm trying to avoid coal, the +400W from a tuned NG is great, and depending on which patch, +400W x5 gens = free 2KW.  Unfortunately, it's still buggy and you can't depend on your EE to reapply it, sometimes even to one gen much less all of them.

 Though, considering I generally avoid wasting metal by only using the smelter, this tends to be bar less of an issue.  I'm usually drowning in metal.  My only complaint is you can't pick which metal it uses.  Normally I have like 60T of iron sitting around by cycle 80 or so and would prefer it to used the refined iron instead of the refined gold I'm upgrading my power grid with... but *shrug*

Try putting your copper and gold behind locked doors and only allow that dup to get to the iron for the machine.

Well hell, why didn't I think of that? >< lol

Though on further review, I'm not sure that would work during certain phases of my expansion -- primarily because I use the gold by the ton when I go to rewire my grid.  Hard to rewire the grid quickly with the gold accessble by a small number of folks and there's also no guarantee those folks won't get a random "Not my job but I'm bored so I'll do it" task to replentish the power station's metal stores and chuck some gold in there anyway.

 

 *shrug*  I'll try it anyway next time I'm at that phase to see if it helps though.

2 hours ago, Saturnus said:

Doesn't seem to work. Gofers and courier will happily just bring the first metal the find.

Then it has to work.  Just have that one gofer that can only get to the iron have permission to get to the machine.  Ugly micro but should work.

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