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Did coal production by hatches get nerfed?


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So when I compare my latest map (Rancher mark II) with the previous one (Rancher mark I), I have the impression the hatches produce way less coal then before. Before with 1 max size hatch room I could power 3 coal generators non-stop (with automation), now I can barely keep up with 1. I don't know how to test this, so if anyone has tests/idea's/experiences, please let me know. Makes the early/mid game again more complicated. Not a fan.

A tamed well fed hatch will produce 70 kg coal per cycle, while a tamed well fed sage hatch will produce 140 kg coal per cycle

Running continuously a coal generator needs 600 kg per cycle (without smart battery automation)

So you will need about 8 hatches or 4 sage hatches to run one generator (less if automated with smart batteries)

40 minutes ago, Lutzkhie said:

@R9MX4 i have a question, do wild critters lay eggs a few cycles before dying (either natural death or starvation)?

In my test, wild critters won't feel starving even after they have run out of all their birth calories. Which means, they usually die for age and accident such as temperature and drown.

If they die for accident, they may not have enough Reproduction Rate to lay an egg.

If they die for age, and they dont feel Confined, Overcrowded or Expecting, they should lay one egg before death.

29 minutes ago, 0xFADE said:

Whew it is .95 on a dense puft.  I was pretty sure it was .5 in the last version.  That makes them almost free to breed.

Yeah, Dense Pufts are great.. but because the Prince always starves in their room, I only get Prince eggs out of my dense pufts.  Ah well. Omlette time!

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