![]() When making a "greenhouse", you must consider other plant needs. The following plants can't be grown in a hydroponics basin: A long solar flare will kill all hydroponic crops, though colonists can harvest crops to prevent a total loss. It is recommended to have batteries and/or alternative power sources in the case of breakdowns and conduit explosions. Power is absoultely critical to use, as plants will quickly die without it. Also, hydroponics has a much weaker effect on plants with lower fertillity sensitivity, like potatoes. So if growers and harvesters are already in high demand, then adding hydroponics won't help. However, this output comes at nearly triple the labour - hydroponics only increases growth rate, not harvest yield. This alone makes them a no-brainer for many players. Hydroponics basins can almost triple (280%) the output compared to standard fields on the same footprint. The following plants can be grown in hydroponics basins: Note that standing lamps aren't suitable for crop growth: plants require at least 51% light, while standing lamps provide a maximum of 50% lighting and do not "stack".Ĭolonists will automatically plant only 1 type of plant per basin. The sun lamp is required to provide light in the absence of sunlight (due to the roof). This isn't a problem in the growing season while outdoors, but in order to regulate temperature, you must grow indoors, under a roof, and use a building like a heater. Hydroponics only provides soil fertility, so all other plant growth conditions must be met. Each basin has a cleanliness value of -3, making a large hydroponics farm a very "dirty" prospect. They can't be uninstalled, only deconstructed for half their value as usual. This is absolutely critical, as when unpowered, its plants will wither very quickly. In order to function, they require 70 watts of power, day and night. Hdroponics basins are placed on the ground, and default to planting rice plants. For example, rice gets the full 280% effect, while potatoes won't benefit nearly as much. The exact speed boost depends on the Fertility Sensitivity of the plant in question. They require 100 Steel, 1 Component, 2,800 ticks ( 46.67 secs) of work, and a Construction skill of 4.Ī powered hydroponics basin acts as a terrain with 280% soil fertility, twice that of rich soil. But those second 2 look really solid for any colony.Hydroponics basins can be constructed once the Hydroponics research project has been completed. I wouldn't take the first one since i don't value research or animal handling early on. ![]() Another thing is having to many passions just speeds base development so much i end up not wanting to recruit more folks.Īs for your choices. Constructor/grower/miner/cook/researcher. I tend to prefer to specialize pawns into specific jobs rather then having people assigned to do like 5 things at the highest priority. Overall i just rank shooting passion as most important for my initial 3 colonists. Go burn some freaking tree's in the wild. Makes 0 sense to set fire to your own home. Pyro is also one of those frustrating things. Not having them go berserk because of that or them being frail or asthma etc. Either they overdose 24/7 or they have withdrawl for a year. A character that gets addicted is pretty much useless for over a year. Obviously i look for other things such as not having chem fascination is quite important. But i tend to also look for at least 1 double passion crafter. If i do a big lag colony perma base thing i tend to recruit the same things. Since i tend to do tundra/boreal/ice if i'm looking for a challenge i hate starting without a cook/grower because it just takes up so much time. I then make sure 1 has medicine +5 passion and 1 has +5 social passion. But these days i just random till i find these 3 combinations: Shooting/Construction Shooting/Cooking Shooting/Growing During like A12 or A13 i wrote down the backstories that where the "most" op combinations in my opinion.
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