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Best food source mid game


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On 10.10.2018 at 4:50 AM, crypticorb said:

First up, start a bristle blossom farm. It requires nothing other than water, light, and temperature control.

easier said than done... well, to be frank Bristle Blossoms ware my go to first as well but I am stingy with cooling the purified pwater. Mushrooms sure are much more easy but ultimately it is Berry Sludge I a(i)m for, since it does not need to be kept cool/in a special place. Simply put: Make the jump from Bristle Blossoms to Mushrooms asap, all you need is slime, coal or natural gas generators and possibly vents.

It all depends on your style of play.
Personally I never grow mushrooms except that it is a great emergency.

First of all, I suggest you never run out of resources of any kind. That is, if you are going to use dirt to produce food, never allow your reserves to reach zero, because at some point you will need that resource.

Second, always have more than one source of food, at least until late game when you have your base all built and well planned, that's where you can eat only one type of food and nothing happens.

To start, meal lice is a good start. I suggest you cook it and pickle it, so it will not rot so fast.
As a second source I suggest that you cultivate Bislte Berry with the water of the initial biome, since it is at a good temperature and it will last too many cycles. These berries can be cooked with the wild Pincha Peppernut, because there are many plants around the world and in a few hundred cycles you will have hundreds or thousands of kilograms of peppernuts.

I suggest you try to destroy the least amount of wild plants you can find. With them you can have mushrooms, pincha peppernut and sleet wheat to easily maintain 12-16 dupes.

And as another option, you can have a hatch farm and produce casserole to make barbeque.

How to do this? Well, you need 3 rooms. One of 96 tiles of size to raise 8 hatches.
In this room use some autosweepers that collect all the eggs that come out and send them to the second room.
In this second room you will have another autosweeper to throw the eggs to the floor to hatch with time. You will use (I do not remember the name) the building to leave the animals you catch (the one with an arrow pointing downwards) and you will activate in auto wangler to collect all the animals that are no longer babies (those that have more than 5 cycles of life) and these adults send them to the third room.
In the third room, you will activate the auto wangler so that the adults are automatically transferred. So everyone in this room can kill them and have "easy" meat.
It sounds complicated and this method is a bit slow, but once the production rhythm is stabilized, easily you will have a lot of meat all the time and with the pincha peppernut that is "free", you will have +16 morale food for your dupes, only with the time your dupes will spend on grooming at 8 hatches a day.

So in the late game you can eat Barbeque with the extra meat you're going to have and Stuffed Berry once you have stabilized the water temperature (because the berrys only need water, without slime, without puffs, without anything else) all the time.

If you need an example, let me know and I'll send you some detailed screenshots. :D

On 10/9/2018 at 8:14 PM, crypticorb said:

That works, but it can't sustain more than a handful of dupes.

Not really! You gave more concrete numbers yourself - but most maps can sustain 12 full dupes on free range pepper bread. You just make every single sleet wheat on the map accessible and take measures to keep any damage from coming to your ice biomes.

It does become rather labor intensive, though, Also I'm not a fan of actively farming sleet wheat in the wild, you waste a lot of fertilizer and it becomes too labor intensive. Just turn harvesting on and let them grow naturally.

I've found that wild sleet wheat is a great stopgap, though, because every time you uncover another one you just retrieved whatever that plant's production was from the beginning of the game. So digging into a few sleet wheats in an old game can boost your food storage easily by 100,000 kcal or more when you're in a scramble for some food (as long as they're surrounded by co2, most are).

--

"What is the best midgame food?"

That all really depends on what you're going to run out of first. Mushrooms have an appeal because if you're most people you have basically unlimited slime. Berries have an appeal because they're pretty easy to set up and you can get lots of morale. Wheat is challenging to farm but each plant produces a LOT of calories.

On 10/10/2018 at 12:28 AM, crypticorb said:

Slimelung can only be contracted by breathing in infected air, but the main problem with keeping slime in the base isn't from infection, it's the side effect: your dupes will smear germs on solid objects after handling the slime. This will eventually trigger a mass disinfect that will take up lots of valuable time. You'll also have the issue of carting slime into the base from the slime biome, which gets some germs in the air.

I've never had any issues.  In my current world I built a pair of polluted water pools right in the middle of my base and used an aquatuner to keep one side cold and the other hot before hitting the water sieve.  I store slime in the cold pool and dupes run it from there a few floors down to the mushroom farm. I never notice them doing mass disinfections or getting sick.  The only time slimelung seems to become a slight problem is with dupes spending too much time in the puft ranch.

When I have noticed dupes disinfecting tiles all the time it has been because the tile is touching a slime tile.  You would think a solid tile would prevent the germs from migrating through it.

I don't know why anyone would use anything other than berry sludge for mid game, it more than double the value of the produced food. Resulting in you getting 4kcal berry sludge each time it produce an item.

 

A lot of people is stuck in the past (where the only working choice was mushroom) and seems to use mushroom, one of the worst food items and hard to sustain production lines.

 

The latest version of the game actually means dirt is easy to make, so even meal lice is fine as a long term food, unless you up the morale difficulty.

1 hour ago, Miravlix said:

I don't know why anyone would use anything other than berry sludge for mid game

I like to produce a lot of berry sludge and unpermit it to everybody so it`s an emergency food supply in case of a disaster of some sort.

12 hours ago, avc15 said:

Not really! You gave more concrete numbers yourself - but most maps can sustain 12 full dupes on free range pepper bread. You just make every single sleet wheat on the map accessible and take measures to keep any damage from coming to your ice biomes.

I just counted mine: 137 sleet wheat, enough for 13 dupes, easy for 12. The effort is also not that high, as each harvesting gives 1800 kcal, you have around 0.6 harvesting actions per dupe per cycle. That is for frost bun, pepper bread also needs the peppernuts, but even with that it should not cost you more than, say,15...20% of your dupe time.

7 hours ago, Miravlix said:

A lot of people is stuck in the past (where the only working choice was mushroom) and seems to use mushroom, one of the worst food items and hard to sustain production lines.

No. Mushrooms are really easy to produce, scale fast and are pretty good food item for a long time. I usually have food solved for a long time using them by cycle 20 or so. Maybe you are doing it wrong?

40 minutes ago, Gurgel said:

I just counted mine: 137 sleet wheat, enough for 13 dupes, easy for 12. The effort is also not that high, as each harvesting gives 1800 kcal, you have around 0.6 harvesting actions per dupe per cycle. That is for frost bun, pepper bread also needs the peppernuts, but even with that it should not cost you more than, say,15...20% of your dupe time.

I mean, it's not just the harvesting action. It's all the long distance running and each cooking action requires at least 1 deliver action as well (so about 2 delivers per harvest unless....). So per dupe you have something like:

Run & harvest once to the far corners of the map, 0.6 times per dupe

Retrieve & deliver to grill, 1.1 times per dupe per cycle, again to the far corners of the map

Now, you can reduce the number of errands by something like 40% just by setting priorities and storage carefully, and also pepper bread is the fewest errands per kcal. But if you're using every ice biome on the map like this, it really does wind up using more than 20% of your dupe time because they're pretty far away from your base. And good luck getting the dupe that harvests it to also carry it back to base.

21 hours ago, Mr.Trueba said:

How to do this? Well, you need 3 rooms. One of 96 tiles of size to raise 8 hatches.
In this room use some autosweepers that collect all the eggs that come out and send them to the second room.
In this second room you will have another autosweeper to throw the eggs to the floor to hatch with time. You will use (I do not remember the name) the building to leave the animals you catch (the one with an arrow pointing downwards) and you will activate in auto wangler to collect all the animals that are no longer babies (those that have more than 5 cycles of life) and these adults send them to the third room.
In the third room, you will activate the auto wangler so that the adults are automatically transferred. So everyone in this room can kill them and have "easy" meat.

images?q=tbn:ANd9GcTyRF_30Ev--K7Ny4BjORD

More seriously, I worked yesterday on an automation to kill hatches with a raising and decreasing water room, based mainly with weight plate and doors. It worked, but I felt that the energetic cost of the liquid pump was too much.

On 10/12/2018 at 3:27 AM, avc15 said:

I mean, it's not just the harvesting action. It's all the long distance running and each cooking action requires at least 1 deliver action as well (so about 2 delivers per harvest unless....). So per dupe you have something like:

Run & harvest once to the far corners of the map, 0.6 times per dupe

Retrieve & deliver to grill, 1.1 times per dupe per cycle, again to the far corners of the map

Now, you can reduce the number of errands by something like 40% just by setting priorities and storage carefully, and also pepper bread is the fewest errands per kcal. But if you're using every ice biome on the map like this, it really does wind up using more than 20% of your dupe time because they're pretty far away from your base. And good luck getting the dupe that harvests it to also carry it back to base.

I just did a measurement: I have around 1600sec/cycle for harvesting, transport, cooking and traveling to these activities with 12 dupes for Pepper Bread.  That is around 22%. 

Simply use conveyor system to deliver to kitchen, so is just some dupes to harvest, and a dupe to cook -  dupes don't need to transport mushrooms or even fertilize with slime.

Because i keep food stored in a chlorinated room, all i need to do is to stockpile as much as food as i can. It gets easy to reach millions of stored KCal with mushrooms, and i nice way to get rid of slime.

One more reason to mushroom farming: With Space Industry Upgrade, water will become more valuable than it already is. 

For what i saw, Rockets will be, primarily, fueled by water - Steam Engine (water), Petroleum engine (water to the oil well, water generate the oxygen to made oxylite), Hydrogen engines (Water to create liquid hydrogen and liquid oxygen ).

It is more water consummers, with the same amount of water providers.

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