Jump to content

farmer's tune-up buff


Recommended Posts

Not unless there are other benefits.

Not even if the growth room is absolutely the largest size it can get does 1% per cycle outweigh the loss of 6 tiles lost to the farm station itself. So as said, unless there are other benefits the farm station will never be worth building.

9 hours ago, Xyangy87 said:

1517448682x-1566688407.png

Maybe the tooltip is wrong.

I planted two Bristle Blossoms at same time. The tuned-up one matured after 3 cycles, while the another was about 50%.

So I think the tune-up buff should make the grow speed 100% up instead of 1% progress per cycle.

Has anyone done further tests on this with larger test sets?

 I've done 2 quick tests and I have not yet seen the farmer touch applied to more than 2 plants per farm station which effective still makes them worthless as that still only weighs up the space they themselves take up (and not even that actually).

Particularly frustrating is that the plants that get it applied seems to be random and not confined to the growth room with the farm station.

1 hour ago, Saturnus said:

I've done 2 quick tests and I have not yet seen the farmer touch applied to more than 2 plants per farm station which effective still makes them worthless as that still only weighs up the space they themselves take up (and not even that actually).

Yeah, I tried to plant 6 Bristle Blossoms just now but just one tuned-up. Sorry for not enough tests.

The Greenhouse is not a bad idea and very interesting for me. I hope Klei will make it useful in next update.

1 hour ago, Xyangy87 said:

Yeah, I tried to plant 6 Bristle Blossoms just now but just one tuned-up. Sorry for not enough tests.

The Greenhouse is not a bad idea and very interesting for me. I hope Klei will make it useful in next update.

Observing a a bit more, farming skill seed drop chance increase seem to only apply to plants if in a green house with an active farm station. So at least in the beginning farm stations do have a purpose. When you got the seeds you need just deconstruct it again.

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.

14 minutes 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.

It doesn't seem to matter. I locked the farmer inside the green house and he still refuse to apply the tune up to more than two plants. Deconstructing the farm station, rebuilding it, and reassigning the job also doesn't matter. Two plants seem to be the maximum that can get a tune up per farm station which means that the grow bonus is probably just supposed to be compensation for the area the station itself takes up, and the only real benefit is the green house as a whole get the farmers seed drop chance increase applied.

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

21 minutes ago, Saturnus said:

 

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

And still that is the intended idea. I'm sure they will fix this, just as they fix the fact that generators get tune-ups at complete random. 

Also i would say 50% power increase on petrol gen / steam gen is more op then the 100% on plants. But that might just be me ? 

 

Considering they take specialized dupes at atleast tier 2 of the profession, i  think it might be okay. We'll have to wait and see.

The developers stated it was a 50% bonus? It's a 50% bonus in that it takes 50% off the time to mature - or just cuts the remaining time by 50%. I'm not sure how you all are coming to the conclusion that it's a true a 100% bonus; indeed 100% of 6 cycles is 6 cycles - 50% of 6 cycles is 3. Whatever tool tips there might be are most likely errant in their intent to convey the nature of the boost. This observation equates to a 50% boost in growth rate. Only in terms of time to maturation does it grow 100% faster and only under this mathematically peculiar case - it is in fact growing 200% faster. In this instance, percentages above 100 should be used to describe the outcomes of the underlying bonuses and not the bonuses themselves.

A 25% bonus, then would take 1.5 cycles off a 6 cycle plant ( 133.3% boosted in growth rate), 50% bonus would take 3 cycles off ( 200% boosted in growth rate) 75% would take off 4.5 cycles ( now a 400% boosted in growth rate ).

I would try tuning up a blossum @ 50ish percent and see if it's time to mature drops from 3 to 1.5 cycles from the time it got fertilized. It might be designed such that they'll only properly tend and tune up the plant if it is a low percent into maturity.

I'm thinking the tending threshold is a bit low, and this is why they're ignoring the station. But I haven't gotten my farm hand to do anything useful lately, so I lack a farmer altogether. One way or another, it farmer bonuses don't look hammered out properly in the tooltips so it looks like they just cut all the times in half and stuck a place holder there.

41 minutes ago, The Plum Gate said:

The developers stated it was a 50% bonus? It's a 50% bonus in that it takes 50% off the time to mature - or just cuts the remaining time by 50%. I'm not sure how you all are coming to the conclusion that it's a true a 100% bonus; indeed 100% of 6 cycles is 6 cycles - 50% of 6 cycles is 3.

However you wanna look at it really. It's 6 cycles to grow now it's 3. That can be said as a 100% increase in growth rate (ie. a doubling of growth rate), or maturing time is reduced to 50% (ie. a halving the time to mature).

This just happens to be a bad mathematical example..This disconnect is essentially between the bonus display, and the results.

Clarity with regard to the tool tips, maybe in the info panel - the plant would gain a bullet point - boosted growth (by X%), and remove any strangeness in trying to figure out what happens to fertilized flowers.

1 hour ago, SkunkMaster said:

Also i would say 50% power increase on petrol gen / steam gen is more op then the 100% on plants. But that might just be me ? 

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.

1 minute ago, Saturnus said:

.... And the power station has to be in the same room.. 

Not quite. there just has to be a power station in the room with the generators, and a engineer assigned to one power station. You could have 10 rooms with just 1 engineer and he would service all the generators.

That said, i hear what you say about using resources on it.
 

If your farmer feeds bristle berries with 6 days remaining the time to harvest on the tool tip drops to 3 days. But the duration of the bonus only lasts 1 day. So each time your farmer feeds your plants they will double in growth speed for 1 day.

1 hour ago, zzKratoszz said:

If your farmer feeds bristle berries with 6 days remaining the time to harvest on the tool tip drops to 3 days. But the duration of the bonus only lasts 1 day. So each time your farmer feeds your plants they will double in growth speed for 1 day.

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

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...