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Puft offspring vs. temperature?


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Has anybody tried out how temperature influences Puft offspring ratios or whether there are other factors? Food is only PH2O, so there is no influencing it there. The reason I ask is that I have a Puft/Puft Prince farm and they keeps dying out on me, possibly because the offspring is too many of the other types.

Any pointer or explanation appreciated. 

Indeed. I think this needs some way to control the puft variant mix in a room tough. Sure, you can do it manually, but that is not really my thing. My endgame is to automatize everything and get a self-sustaining colony. At the moment, the bugs in the run-time system prevent that unless I do without pufts. As they are by far the easiest way to deal with PO2, that is not a good alternative either. Maybe I will use encapsulation of all PH2O and/or LOX creation eventually, but I am not there yet.

But I think what kills my pufts when I let ONI run unattended for 200 cycles or so is the "does not drop egg" bug, that gets temporarily fixed when doing a save/reload cycle: There just are no more eggs after running for a while without loading. Interestingly, neither hatches nor shine bugs have that problem. 

At first glance Pufts are kind of overpowered, because they produce slime out of something you can get for free through morbs and there are other means to get PO2 as well.

Slime running through an Algae Distiller (600g/s) gives off 200g/s algea, which you can turn into polluted dirt through fish, which then can turn into polluted oxygen again, so you have a feedback loop there already. The rest is 400g/s polluted water. That's a lot of polluted water. It can feed almost 3 Fertilizer Makers, or in other words: a constantly running Algae Distiller creates surplus power:

1 Algae Distiller => ~2.7 Fertilizer Makers => ~0.1 Gas Pump => ~0.89 Natural Gas Generators => ~0.33 Fertilizer Makers...

So with the NGG/FM feedback loop you get about: -120W + 3 * -120W - 24W + 800W = 296W. Just roughly. And you get algae and fertilizer on top of that.

Now the problem with Pufts is simply their throughput. One of them consumes 50g/s PO2 and produces 25g/s slime. So you'd need 24 Pufts for a single Algae Distiller to run continously. That is 4 maxed out stables that you have to micromanage due to the Puft Prince mechanic, plus about 2-3 Morbs per Puft if you submerge them in a liquid, which means you need 72 Morbs... Yeah have fun with that.

Other than that the slime can be used to make Mushrooms sustainable which is kind of nice but at the time you can reliably do that (guaranteeing a constant PO2 flow, moving the Pufts slowly via eggs or with lures) you probably already have the needs and the equipment to provide higher quality foods.

Pretty much matches my observation. You can do without the micro-management if you accept an even lower throughput. I currently just remove all eggs except Puft and Puft Prince and I do not use incubators. You still need to save/load regularly, which kind of negates that. I also did observe that there seems to be a fuzzy upper limit on Morbs, because after a certain number of are present, the new ones just do not move anymore. For the time being, I only use the Pufts as a mechanism to dispose of an over-abundance of PO2. It would be nice though if the did not die out due to the bugs in the game run-time system.

As to food, just mined out slime can keep you going for > 1000 cycles, so no rush. I already established enough natural Sleet Wheat to keep maybe 20 dupes fed forever on Berry Mush, and I am currently (around cycle 1200, having left things to run for themselves for 100 cycles or so several times) working on getting enough water cooled to supply the Bristle Berries. I now go directly to mushrooms right at the start and with only 3 dupes until that works and that makes food pretty non-critical time-wise. 

 

 

IGNORE THE STABLE, it's pointless and does nothing! (Well, it tame critters faster according to the in-game description, I sure can't tell the difference.), so now you have unlimited critter areas. No matter if you go with wild or tame Puff's you can easily have as many as your computer can handle in one area.

 

You just need to feed the critter special food to get the advanced type, after that stop uselessly feeding them dirt or mealwood, the advanced critter lay eggs of the advanced type. I feed my wild sage hatches fertilizer and they still lay sage hatch eggs. So just like building a new O2 setup, critter ranching have a startup cost, but after it's running, you can create something automated, that don't use limited items.

22 hours ago, Miravlix said:

IGNORE THE STABLE, it's pointless and does nothing! (Well, it tame critters faster according to the in-game description, I sure can't tell the difference.), so now you have unlimited critter areas. No matter if you go with wild or tame Puff's you can easily have as many as your computer can handle in one area.

 

You just need to feed the critter special food to get the advanced type, after that stop uselessly feeding them dirt or mealwood, the advanced critter lay eggs of the advanced type. I feed my wild sage hatches fertilizer and they still lay sage hatch eggs. So just like building a new O2 setup, critter ranching have a startup cost, but after it's running, you can create something automated, that don't use limited items.

I wouldn't say completely ignore.  You should still have a "breeding" Stable.  But I agree, you should not Stable/domesticate your "working" Pufts.  Kind of like Slicksters.  Use a Stable for the purpose of increasing numbers, and nothing more.

8 hours ago, PhailRaptor said:

I wouldn't say completely ignore.  You should still have a "breeding" Stable.  But I agree, you should not Stable/domesticate your "working" Pufts.  Kind of like Slicksters.  Use a Stable for the purpose of increasing numbers, and nothing more.

Well, that is ignoring omelettes, isn't it ? 

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