The Plum Gate

  • Content Count

    1651
  • Joined

  • Last visited

Community Reputation

674 Excellent

1 Follower

About The Plum Gate

  • Rank
    Senior Member
...

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Enable
  1. I should have titled this as discretionary agriculture. Perhaps so. I wanted to ammend my thought a little. This may be a solution to that. -- The farming overlay would show 4 markable options, harvest for food, harvest for seeds, disable harvest, enable harvest. The math here would be a mass inversion on the marked for seed plants, when there's a harvest action, mass of seeds equal to mass of fruit body would drop. The chance for additoonal seeds would also be a factor as a bonus. On marked harvest for food, any seed chance that hits add mass of fruiting body ( kcal ) bonus, so rather than a seed, a bit of extra kcals on harvest. Enabled harvest would inherit the systemic defaults that currently exists. Seed and Kcals. Disable harvest would also behave as the systemic default and drop after the default time. -- Edge cases here being seed only producing plants where no apparent change would occur. So this system is leaning towards fruit body producers unless there's a production boost involved. Another notable edge case might by grubfruit, which can produce two types of fruiting body but only one type of seed. There might be some players that want a foreshortend time to harvest if they desire to produce spindly grubfruit for the roast grubfruit nuts dish. So this is also on my mind as a production control issue as tending the plants produces grubfruit.
  2. Imagine all three implementations mentioned. A farmer can give a wild plant farmer's touch. If your farmer's already have a 1 in 10 chance anyway of a seed, with a modifier that increases this likelihood, I think it would be better to increase crop yield on harvest while being assured that a plant can be left unharvested and produce seeds. Allowing a few plants to grow to maturity without further time-modifying tending, would cause them to go to seed ( not have a chance of it, but to actually produce more than one seed ). For instance, a plant would produce an equivalent mass of seed as it would food instead of food. Disabling harvest would send them to seed. Any plant not harvested would go to seed - as is a default already (bharveat disabled ). This system could easily be tested by having a go-to-seed marker on them in the same mechanism as hallow harvest / disallow harvest / ...allow seed maturity. And then simply have the plants drop seed mass instead of fruit body mass. There would be no harvest action on it, so it would require a natural drop. I think the default is 3 cycles, but this could shortened for cared-for plants to begin with. So irrigated and fertilized plants reach maturity faster than wild ones. We would simply have the option of allowing a plant to produce seeds instead of food, and more food instead of seeds. More simply a modal declaration: natural, default behaviour, food production, seed production. We have this already with the variety, but not within specific types of plants. Some plants only prpduce seeds, perhaps they can produce more when allowed to go to seed and natural drop while being taken care of. While the default behavior is forshortening the time factors slightly in favor of more of a product over time, the extra wait would produce more seeds without a harvest action ( given there's a modified or unmodified natural drop time ).
  3. Description: The farming overlay would show 4 markable options, harvest for food, harvest for seeds, disable harvest, enable harvest. The math here would be a mass inversion on the marked for seed plants, when there's a harvest action, mass of seeds equal to mass of fruit body would drop. The chance for additoonal seeds would also be a factor as a bonus. On marked harvest for food, any seed chance that hits add mass of fruiting body ( kcal ) bonus, so rather than a seed, a bit of extra kcals on harvest. Enabled harvest would inherit the systemic defaults that currently exists. Seed and Kcals. Disable harvest would also behave as the systemic default and drop after the default time. end edit/. Several variables: 1) Predictable static outcomes when allowing an untended* plant to naturally drop - seeds with low kcal of food. "Allowing it to go to seed." This would be a means to produce more seeds of a plant rather than harvesting. This would also solve the rotten food in natural habitat issue. 2) Tending increases growth speed to harvest time. Harvesting would produce more caloric products and less seeds. 3) Caloric production is increased when harvested by a skilled farmer. Existing seed drop mechanism would be diminished. * untended being grown without farmer's touch, grub rub, sweetle intervention, etc. This mechanism would allow farming for seed. Reduction in plant counts when balancing for food products. Abandoned farms could produce seed rather than stifle ( unfertilized and untended but otherwise needs met, i.e, balm lilly paradigm ).
  4. My Pacu are all different random colors - I'll have Gulp fish be blue and lay a tropical egg...
  5. Yes, once the eggs start hatching tame, it's a population explosion. I had a hard time starting mine on seeds until I had the feeder stocked to 20kg. It was bugging out on lesser servings and storage. Now I have so many gulp fish that they bug out and all congregate somewhere they can't reach the feeder. Other than this over like 40 cycles I got 100 fillets or so with numerous continuous population. Is nice food source. Why do these fish weigh 200kg?
  6. Sweetles take the cake on being a pain trying to build floors over terrain. I'm getting to where I ladder off for a crawlspace and build a floor over them and they still find a way to get entombed in a tile under a door and so on. - I think we have shroedinger's radioactive germs in some instances I'll have germs but no apparent recent source. It's like it's fired a bolt, but everything is turned off, so that couldn't be it unless they ooze from the collectors over time.
  7. I'm having issues managing so much mineral mass. Even when only having dug out 20% of the starting asteroid. There really should be an option for larger storage compactor, this would solve the visual clutter and reduce pathing calculations for storing and retrieving items.
  8. I think the source icon should only be active if it's contaminated and capable of producing a source as a result. A clean toilet wouldn't be a source, in other words. After it's used, that's a different story.
  9. You could use a critter lure to trap them, but these are expensive. Does the radiation travel through the closed mesh? I assume the radbolt doesn't, but am referring to the shine bug radiation.
  10. Pleased to say these avoidance setups are working well. Most rad germs die off between research runs and I do an on demand style bolt firing. I'm interested to see more.
  11. Single biggest problem I have is the odd scalding or cryogenic nugget of building material throwing a kink in my thermal planning when building or supply materials. Managing the temperaturs of 1000T of casually mined minerals requires an absurd number of compactors. We have a sweep only option. Can we also get prefered supply source in tandem with sweep only. Build with, or supply from, mark as supply source with some proximity awareness, room awareness, or other tricks to keep the duplicant at the depths from bringing up a red hot igneous delivery into my sleet wheet farm to build a celing. This is also particularly bad with fresh ceramic, refined metal, etc. This whole thing could be done with game mechanics that favor the sweep only style in a designated supply source ( checkbox ) and by proximity or confined to a room for scale.
  12. Ok, so my automation is terrible and I have to keep the lower arm on, so that lower loop is no longer in service. This thing produces loads of pacu constantly overloading the overflow tank, it seems to keep a count at max of 27 critters. I seriously need to rethink the automation on this and perhaps have a dedicated vat for eggs and have a pull or call request from the chute gate when the critter count drops in the breeding pool. I think that would be all it needs. The original post is still perfect of course.
  13. I'm just having trouble with the idea of simply taking off to research ( behind a locked door mechanism ) and then landing again... it's a tedious lunchbox problem. The rocket we do get early on is so cramped its impractical for anything but the fastest, shortest trips and to heck with the hygiene.
  14. There could be generic germs as well. I.e. microbes, harmless or helpful. Biological additives that can precipitate polluted dirt from polluted water. I like the idea of friendly microbes, as in the distillation of ethanol... There could be others here as well.