![]() Vanilla Furniture Expanded is not required to play with this module. This module is a part of Vanilla Furniture Expanded which can be downloaded below. buildings moved to the Farming tab when FF is installed planter boxes require soil to construct Tamed predators are no longer scared by scarecrows for convenience Glowers on tilable and non-tilable ecosystems now overlight their tiles but have a smaller normal light radius Gizmo allowing to choose if colony animals should be affected added to scarecrowġ.0.1 (): - Sprinkler no longer works when unpowered the yields are great too, but the extra work power required is also great.- Sprinkler no longer boost plant in hydroponic (they still boost planter box)ġ.1.1 (): Fixed Animal feeder not appearing in the correct tab. If you're not extremely short on space, then I recommend not using hydroponics, if you realy want to reduce the space you need for your base, then use them with rice, but that also kills of the 'misc' work power of your farmers, because they have to constantly plant and harvest with them. My personal energy setup is to have 4-8 (depending on turret ammount) geothermal power and 16 or 8 (at least 8, even with 8 geothermal) solar panels, those help keeping up the sunlamps duing the day.įor a regular base without mods, I recommend using 2 solar panels instead of a geo for a single sun lamp with a battery, because geo is better used for other electricity, that are constanly at use. So component wise it affordable for me, but I still dislike the energy consumption and the extra maintenance and only create greenhouses even for neutroaleafes. I'm also using replacable steam geyseer mod and fluffy breakdowns -> no comp requires, but maintenance, if maintenance goes below 50%, then things still can breakdown, maintenalnce slowly degrades, and has a slidebar at what poins colonists start repair it back up to 100% (base is 70%). I'm using simply soil, so I can create soil anywhere (also have growing plots, but that's a sleeping mod for now until it gives the option to grow corn). To be fair, while the 70W each for the basins isn't bad, the 1900W for each sunlamp is a little trickier p (Or however much it is now, can't imagine it was lowered though) You can place hydroponics under a mountain on rough stone. Plant your corn and such in greenhouses, and if you have extra power, use hydroponics too. which may not be detrimental given how fast they grow, unless you're starved.īoth are viable and good for different situations. They also take 70W each to maintain, and if you lose power for, say as long as a solar flare lasts, you'll lose all your crops. That's pretty huge, but they can only grow certain crops. Originally posted by Myriad:Hydroponics has a greatly increased growth rate. The thermal generator can sustain a sun lamp easy.īoth are viable and good for different situations. Plant some devilstrand there and come back in a few months. They're basically self sustaining if you find a thermal vent across the map near a good patch of rich soil. Sun lamp and greenhouse is quick and easy, with the added bonus of being able to grow ANY crop (or tree for that matter with enough heaters and a few holes in the roof.) which may not be detrimental given how fast they grow, unless you're starved. Hydroponics has a greatly increased growth rate.
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