For anyone else who was curious about the info window mod. Francis John answered this in a reply, but it took a while to go through all the comments and find it. It's Dubs Mint Menus by Dubwise.
Good nugget. I know this wasn't specifically a part of the topic, but for any new players who see this, make sure to add a decent sized dining table and chairs, some recreation and some good artwork to any grow structure: hydro or greenhouse or even open fields. Your pawns will be spending a great deal of time in there, especially a rice hydro room, and adding the amenities will greatly help with mood, inspirations and also travel time.
In my experience, the length of the heat wave/cold snap has to(guessing based on experience) do with: The initial temperature setting before world generation, biome and latitude. Closer to the equator, you get longer heat waves and cold snaps are rare/short. Near the poles, you almost never have a heat wave(in the do incident section in developer tools, you can actually see the heat wave event is disabled) but cold snaps will last a long time. So, you can have really long heat waves and cold snaps. The temperate zone(roughly halfway up or down from the equator to the nearest pole) will have the best balance with length of heat wave/cold snap, lasting only a day or two, but should be of similar length(unless you're in a desert or some cold biome). To deal with the heat waves, use passive coolers which again, only require wood. I hope you find this helpful.
In tropical regions, passive coolers are perfect, on arid maps otherwise, wood is too precious to be used in a passive cooler, so if an indoor crop is built, air conditioners are way better.
my colony is at 15N and 39W and i once had a cold snap that lasted so long that when it ended, i forgot i don't live in arctica. it felt like 3 months, but idk. i literally barely survived and my vegetarian (high life) colony got to taste some human meat. they were so mad about it they started killing each other, the irony of that. i'm still not sure what am i supposed to eat during cold snaps that long? just keep 1k meals in a fridge just to be safe?XD
21:10 solar flares don't last long enough to kill crops in hydroponics basins. The flare always seems to end right before they end up dying, the plants stay in 5% health untill they are harvested but that's fine.
One thing I've noticed with Rice - while it says that the harvest is 5 units, it frequently gives a pattern like 5-5-5-4 rather than 5-5-5-5, even with highly skilled planters. My suspicion is that the "5" is a rounded figure, and the actual figure is something more like 4.8 harvest units (which is 80% of 6). That would put the actual rice harvest much closer to the figures you're seeing for corn where the rounding doesn't have quite so obvious an effect in having the harvest value reduce from what is reported. i.e. for the points where you're reporting 500 rice, you'd actually only be getting 480 rice. That then affects calculations on using it for chemfuel, as you end up with a little bit less rice than the game's rounded figure would indicate you should get.
Hummm I have never test this directly but for the hydro vs greenhouse it was practical testing so the numbers were accurate. But I really need to compare rice and corn in a practical environment.
Excellent tutorial! If I could make a request/suggestion for a future tutorial... I'd really love to see one on the effects of wealth. The ones I've seen lack your thoroughness and attention to detail, and seeing that it is such a core dynamic of the game I think it well worth having a better understanding of
I was thinking of testing that with some bionic pawns, take regular pawns see how big the raids are. Then kit them out with bionics and see how much bigger they get.
One thing I feel is that raid scale depends not only on wealth, but also on the number of pawns you have. I'm not sure but I've had reasonably large raids in the early game because I had like, 6-8 pawns on the colony.
On batteries and Zzztt-events: Most of you probably know this already, but if FJ has stated it explicitly anywhere I did not catch it. The size and power of the explosion Zzztt-events cause is proportional to the amount of energy stored in connected batteries, so it's a good idea to use as few batteries as you can get away with. If you noticed an episode or three ago in the 395-challenge series, FJ had an Zzztt with no batteries installed - that did basically nothing. In my previous base, I was powered mainly by wind (it was on a costline, and beaches are great for wind turbines), and I found I needed 6 batteries to even out the fluctuations. I therfore had two banks of 6 batteries each, that were connected to the grid via switches, and I tried to alternate between them to have stored power always available... Well of course I had the occasional 12-full-batteries-Zzztt, and those cause pretty big bangs. On my current hydro-focused setup, I have three batteries and the Zzztts, while not harmless, don't blow big holes in walls and are trivial to deal with.
In order to prevent Zzzt events form totally cutting me off from power, I full charge a few batteries and then disconnect them via a switch from the power grid. The zzztt event happens, I just flick the switch and I have power back online.
@@timedraven117 That's a neat idea but batteries have a built in discharge amount. Something like 1% per day. The battery will eventually drain itself even when not used.
@@birdofterror6628 Then you refill it later, although I've never had that problem before anyways. But its meant to be an emergency reservoir until your solar and wind can build back up.
@@timedraven117 I can respect that, and have considered things like that myself. Problem is once your base is really big it becomes difficult to micro manage all of the systems, and if you have backups to your backups that adds a lot of dangerous wealth.
@@birdofterror6628 One large battery with a switch is sufficient for the emergencies. Eclipses typically only last for a day or so, ZZzt and its effects usually last for a day as well. So you don't need an enormous amount of power if you disable nonessential systems.
Fantastic tutorial. Love the power brick idea. I've been using the compartmentalized system since beta and it is so understated. Thank you very much for sharing!
@Francis John plants' rest period is a real thing. photosynthesis works in reverse, and the roots then get oxygen. Some plants like venus flytraps even have a dormancy period where the rhizome requires rest for months at a time. (from about Oct to February)
The big issue with hydrophonics is solar flares. Losing your crops is a big hit, although rice doesn't hurt all that much because of its short growth time.
corn should be immune to blight, as well as other plants with a long growing period. also time when growers harvest rice, and plant rice, works in corn favor because that time is spent on actual growing rather than sowing new field. in general, corn should be better than any other plant, even considering the events. but rice can be used to gain experience quickly
As someone who is running a 20 year old sea ice base, I use wind for my hydroponics pretty much exclusively, besides the occasional unstable power cell and vanometrics.
I used geothermal, as well as raider corpses (cannibal is overpowered in frozen places.) Edit... that was ice sheet, not sea ice. No geothermal on sea ice.
Giving you a like, comment, and sub just because I appreciate the summary in the description so much. I will watch the entire video later for your metrics.
Yes, but a giant field of 1 crop will get about 1/3 of that one crop blighted, while a giant field of alternating crops will get 1/3 of one section of 1 crop blighted. It's a much smaller starting amount of blight to cut out.
When last I played, you could not get zzzt events unless that power grid had conduits in it. It is possible to corner-spot batteries in a way that can connect to the sunlamp from outside the growing area, removing yet another annoying hazard from the list while still keeping both growing area and electricity walled in/separated.
Regarding crops and power, there are areas on maps where temperatures around the year are from 30 degrees celsius to higher (even had 78 degrees celsius during heat wave). Plants stop at growing at 50 degrees celsius. For greenhouses, you need coolers that add power consumption. Not sure how many pasive coolers are required, but I assume too much wood would be invested.
I think the fertility system could be a lot more detailed like rice shouldn't be the universal starter plant for 90% of colonies, in reality rice needs very wet environment it would be a lot cooler if there were more food plants with more emphasize on your biomes temperature and weather grow rice in swampy areas, potatoes in cold ones and add some stuff like wheat and cabbages etc. also seasonal growth for crop rotations would be cool and would work fine with shorter average growth periods I know it sounds a bit too complex but with a few tweaks to how everything around it works it would make a lot more sense, I've never grown potatoes because it's so rare that you don't have at least normal soil
Francis John: "Today we're doing a tutorial on some esoteric and boring function." Me: "All right, this is gonna be the highlight of the day! Hey, Baby, come watch." My wife: "Rewind it! I need to here him say 'Aaaand we're back!' again!"
My friend Jhon, I thought it was that time of the week where we got nothing, but as usual, you saved the day! I know this is not the right post but you know, i´m not your average follower either. My name is Ricardo, i would like to speak to you about the current new ONI build. I´m an industrial designer (ie, design machines) and I would love to help you desing the most OBNOXIOUS builds possible. Cheers!!! Thanks!!! And keep it going master Jhon!
Very useful video. Although, I usually just grow rice, even late game. Because of the amount of stuff that randy can throw at you that inhibit, or cripple, crops can be problematic. Sure, it's labor intensive. But you can just 'hire' and pirate or two, and put the to work.
Its been a hot minute, but I recall a reddit thread that did the numbers and concluded that under most circumstances potatoes win out over rice, however I believe that thread only looked at it from the perspective of standard difficulties gaining the expected full harvests. The biggest factor as I recall is they generally win out in terms of nutrition per labour hours of your pawns, making rice really bad because it requires a dedicated gardener force where potatoes and corn generally require less direct maintenance so are better for smaller populations that have more important jobs to do than harvest rice all day, generally concluding berries sit somewhere between rice and potatoes.
A great aspect of Ice Sheets is that Solar is a big player on them, half of the year is dark sure, but the other half of the year you can lean on solar for all day and night power allowing you to build chemfuel reserves without burning chemfuel so you're more ready for the dark season.
Pretty much, rice is the we have to eat now even if it's takes one pawn constantly working. Corn for when you are in no rush and Potatoes are somewhere in the middle.
Ahh you can hear the anger build up when you talk about destroyed solar arrays. I seem to recall a playthrough where they got destroyed almost every episode ;) The barricade trick is pretty cool, easily enough to do too! It's also nice to see the conventional wisdom around chemfuel/hydroponics challenged. Hydroponics definitely have their place on ice and desert biomes, but outside of that I find them far, far too costly in startup resources. As for chemfuel generators, I'm a bit torn on their purpose.
I still use chemfuel generators, I think I have 5 of them still running. I will continue to run them until we have most of the Geothermal tapped into. I think chemfuel generators allow you to run all the power hungry buildings before you expand far enough to tap into all the geothermal.
as long plants did not suffer any damage before hand(being too cold, not getting sunlight for a long period of time, or burned by fire), plants in hydroponics can normally last through solar flare just fine, there's no need for forced harvesting. another thing to note about sun lamps and growth, plants doesn't go straight to their full potential growth in the morning and drop slowly in the afternoon, this can cause some deficiency on long term growth. Sun lamp immediately maxes up the plants' growth efficiency in the morning and keep it that way until when the plants sleep. I also try to keep the plants in optimal temperature as being too hot and too cold can affect growth efficiency as well.
@@dr.sugar1060 and on a fact that this is not a full blown tutorial on everything, and usually covers some specific part of a game like bugs, or medicine or armor or power bricks or industrial saunas and etc.
Nice tutorial and ratios. The metric you're measuring by is food/time which is a pretty good metric. Interestingly, in terms of food/work potatoes actually rank above rice in hydroponics.
To me the greatest blessing for power are weather controllers that make forces your map on a rainy thunderstorm, it will turn your wind turbines to basically geothermal generators. On a side note, on sea ice of the poles, wind and sun viability is kinda possible at certain times since a lot of those maps, it will be 100% lit for months and then dark for months, controlling the population growth a little, one can use the powerbrick to farm a ton of food with hydroponics to use for the dark months, during the sunless months with mostly wind the power should hold, maybe a couple of chemfuel generators for 1 hydronsetup but it will still be mostly wind and solar powered.
@@SirSilicon Theoretically growing plants to produce more energy than the light applied COULD be possible if chemical energy was extracted from the soil to make up for it. Not in this world with our plants and soil. But it is possible.
@@snakedog9694 Our Energy (from our body) is based in chemical transformation of natural substances . Our body extracts the glicoses from the food (and lot's of other things) to produce literally elétrical Energy. I think that science could learn more looking how this works on us to replicate, we did it but not with rimworld eficiency. Maybe there is a nobel prize hidding in this game. Lol.
In my country, Brazil, there's a group of scientists trying to envolve this thought that it's called biomass, where diferent kinds of organic substances could be used to produce eletrical energy by chemical reactions, just like it is in the nuclear fission. In southwest we have cana de açúcar, where we extract sugar, coffe and rice. In the north we have coconuts and açaí. The thing is that while other countrys invest millions of dollars in research, my country invest like five thousand at least in a Project like that. Extremelly sad. I would like to be the president. :/ It is so easy for us. We have everything and do nothing with it. Our polltical sistem is based in dumb people choosing dumb rullers.
The "dormant cycle" of plants is controlled by temperature (i.e., some plants go dormant during the winter). That is not the same as the circadian growth rhythm (which is controlled externally, as a reaction to sunlight - not like animals, who can sleep whenever they feel tired). Many plants do require a period of darkness to grow at optimum speed (they won't "go to sleep" by themselves; if they're always lit they'll just keep accumulating energy and not growing) but that doesn't apply to all (i.e., some are able to do both things at the same time). And, in any case, it works in exactly the opposite way from Rimworld: plants absorb energy during the day and grow faster during the night (in Rimworld, they _stop growing_ during the night).
Wow I’ve played rimworld awhile and I didn’t know that potatoes didn’t get changed as much by rich soil, I’ve always planted potatoes, well exept in hydroponics of course
Is it a violation of a law of physics that growing rice via a sun lamp is both food and power positive even if you fuel the sun lamp with the rice you're growing?
Terrain Zone Selections is a good mod for easily creating grow zones that match soil type. It helps for making organic bases with odd-sized stockpile rooms too.
I actually use potatoes in hydroponics mainly because of the labor cost. If I really need someone trained on plants, then the only thing they do is plant and harvest rice.
Im doing a mountain base, so i gonna stick with your hydroponic build instead, we dont have a lot of open ground. But knowing solar panels does not block wind turbine is interesting, did not know that.
Is the nice window of the plants and basic datas a mod? I have to struggle with the very uncomfortable list view, would like to know how to get the window
I guess that just goes to show that time played is not a valuable metric when working out general game knowledge and skill. People with lots of hours in a game always state it like it is. Can we just take a moment and put that idea perspective here perhaps considering how long it would take a pragmatically inclined person to run the tests Francis did to make this video (3 hrs)? TLDR Quantity != Quality or Undeerstanding
@@nommy8599 Did you take my non use of solar panels as an indication I lack skill and knowledge? I prefer low power bases and have always found 2-3 geothermal more than sufficient.
I used to build them, at the start, but these days I tend to use just geothermal and alien power cells. A single battery is enough to deal with any momentary cuts, and reduces those nonsensical "electrical explosions" to a minimum. Here he needs solar and wind, of course, due to the massive number of pawns, but up to 30 pawns or so you can do fine without them.
One addendum: If you grow crops for chemfuel outside hydroponics, you should really be growing haygrass over rice. No matter the fertility of the soil, the yield is better. If you want to super-min-max and have access to cacti, their yield is better than normal and poor soil hay, provided you also grow hay inbetween the cacti.
so i was thinking... uh the travel distances are gonna be a thing i think on this map... you may have to zone people into specific areas to keep people working things farther away from the "core"
I doubt, that in his current playthrough this would be a concern. It would be suprising if there was even enough work for 300 colonists in the first place.
@@h4roeverynyan55 actually yeah ur prolly right. the only problem i am seeing coming up is with the animals and training them to keep them from going feral... huh. he might be able to do a ranch like from oni
@@joshuamoore9703 I couldn't find the wildness of cows, goats and chickens, but I assume that, since they're domesticated animals, their wildness isn't particularly high. If they only need to be trained once every 10 days, its probably not difficult if they're limited to a specific area on the map.
I think 30-40 farmers could farm everything regardless of distance, give them planter arms. After that 20-30 cooks, 4 crafters, 5 artists. As for animals cows have wildness of 5%, so they cannot go wild. However they will need to be milked everyday and that is based on animal skill. Say 200 cows so 20-30 animal pawns. I'm sure their is stuff I'm missing but I think distance will become less of an issue and we become more and more specialised. By the end most pawns will have a single task.
@@FrancisJohnYT have you looked into something like ONI and having a breeding stock with a larger "wild" population in one of your little boxes? maybe rats lol feed them all of the failed recruitment attempts
Uhn, when did they change corn? Corn used to give something like 30% more food, in general, than rice. At least last I did this testing on... A17 I believe. Also I remember a time where putting a single solar panel to support a solar lamp was the go to way, because the lamps didn't use to turn off on their own so the solar would keep them active during daytime only.
FJ's numbers assume an instantaneous crop harvest with no down time. The extra pawn time needed to harvest and replant the rice multiple times would increase the corn's average in comparison a bit, probably bringing it up just past even with rice.
I get that hydroponics require more power and materials than just sun lamps but if you are at the point where you have enough power bricks and steel then it seems like a good way to make your growing area as small as possible while feeding the same number of people so they are space efficient and not energy efficient assuming that the space the extra energy production and storage takes up is not more than the space you saved. That said I haven't bothered with hydroponics much mainly due to the fact they can't grow corn and other things.
Wait, what about the Solar/wind setup you got there with the hydroponics. How many sun lamps does that support and does it have a higher productivity overall ?
If you can afford the steel mixing solar to power the sun lamps and chemfuel generators to power the Hydroponics you can drastically increase crop output per tile. Though for the cost of one hydroponics setup (3 sun lamps worth) you could build two solar power bricks and power 28 green house sun lamps worth though an infinite volcanic winter. If you have the space solar green houses are the most cost/labour to production efficient by a huge margin. If you don't have space hydroponics are the most space efficient.
There is another advantage using hydroponics : it take 2 time less space to produce the same amount of food and dont require much more power , you can power it with solar panel too. one sunlamp + hydroponics = two sunlamps without hydroponic ( if on rich soil). There is another downside with hydroponic i think it make the game harder because the difficulty is scaled with wealth
Also you can build it on sterile ground, turning it to the only vanilla way to increase crop surface where soils are scarce. It is also a good way to adapt rapidly our crops, when you lack herbs or cotton, an hydroponic settlement may provide these quickly.
@@dr.sugar1060 ice sheet is possible.. sea ice i dont think so.. there a series on yt for nb ice sheet with no cannibal.. i dont quite remember who did it tho..
So rice all the way, potatoes when you lack good soil and it's all stony, and corn is literally only useful if you like big harvests to stock up between seasons... or to provide variety for your lavish meals
Not quite, rice takes way to much work. Unless space is at a premium I use potatoes, it might take up more space but it requires less work from my pawns. I would recommend corn after you have greenhouses set up as they make things even less labour intensive. Corn before greenhouses is to risky as a cold snap or toxic fallout can devastate you due to their long grow time.
I just had a catastrophy... short on a battery exploded it - which set fire to my warehouse as I was trying to move the Chemfuel out of it... a pawn collapsed, as I tried to grab him and the Chemfuel - *BOOM* * BOOM* *BOOM* everyone burned and all my resources aflame. 10mins of fire fighting and first aiding.. my guys are struggling to live - we are out of first aid - we are just surviving - *Rage fuelled Boomaloope appears*... NOOOOOOOO! ... It gets to my hospital my guys are trying to shoot it - Hits *BOOM* all on fire again... and they all die. This game is savage.
I doubt it would be to great, most of the late game wealth comes from expensive weapons and armor. The multiplier for masterwork and legendary Items makes them way more expensive than they should be.
@@FrancisJohnYT then that makes me think of weather can you balance the quality of weapons and gear to your advantage when it comes to the difficulty curve?
It would work, however outside of cold snaps you would risk stifling the crops with heat so you would need to remove a bunch of the roof to exhaust the heat. I don't fancy building and removing roofs for cold snaps, though I suppose you could use a system with vents.
for each sun lamp you need about 2 solar panels and 0.25 wind turbine (4=8:1) Thanks again Francis! One sun lamp with rice is 4.3 duplicants ":D" Still what bothers me is I have this all down on a spreadsheet and I didn't come to this conclusion, so, How?!
I suppose the question is, what questions were you trying to answer when you started the spreadsheet? I was trying to figure out how many hydroponics/greenhouses and land I would need to support 395 dupes.
I love how you are still trying to defend the hydroponics + chemfuel generators setup: Yeah its for a harsher environment, something like an icesheet. But yeah, you would need 8000 steel on an icesheet to get that setup lol. That being said, hydroponics do have their place, when there is no growable soil to use for sunlamps
I've been doing these types of greenhouses for a few playthroughs now, and yeah, they work absolutely beautifully. I still though do use hydroponics for slow crops like devilstrand - don't have the patience for them slowpokes :)
The blight thing is no longer true. I was playing last night, had a field of potatoes, a field of cotton, and a field of rice. Blight hit the potatoes and I had to let it go to deal with more important things, since I still had rice on the way preventing starvation. Without an additional blight event it eventually spread to the cotton.
I was unclear when I explained this, the reason for the crop gaps is for limiting the initial blight hit. The blight can only start on one crop type, if you have a huge field of one crop you can get a huge chunk of it targeted. If you vary your crops the initial blight should be much smaller. Once blight forms it will spread regardless of crop type.
6:08 I beg to differ I think this is one myth that people has been perpetuating for too long It's actually the other way around: you want to grow corn early on, and migrate to rice (with hydroponics) once you have stabilized The reason is simple Per same amount of land, over the same duration of time, rice will always produce more food than corn That makes rice the superior food crop, except for one thing: it is much more labour intensive And this is where stages of the game matter Early on, when you are just starting out, you will only have handful of pawns. Labour is scarce at this point. It's the reason why your early game pawns are mostly generalists. You cannot specialise yet, because there is so much to do, you need your pawns to be able to do multiple things. For this reason, labour is scarce at this point, you really don't have the extra labour to spare on multiple plantings and harvestings. So even though rice is the superior crop, you should choose corn early game, due to its efficiency in terms of labour As the game progresses however, things change You will come to a point where you are no longer short on labour. It's also generally around this point in the game where you start specialising your pawns. You can afford to have a pawn who does nothing besides working on something non essential, like making dusters or art, because you now have the labour to spare. It is at this point where you should transition to rice for the rest of the game, because the only limiting factor for rice aka labour is no longer an issue Running on rice also helps with storage space, which becomes an issue late game. With rice, you will be going through multiple smaller harvests, using up most of the rice each time before the next harvest comes in. Compared to corn, where you need to dedicate a lot of space to one gigantic harvest, and then have most of that space sit empty as your corn gets used up while you wait for the next harvest. Corn is an inefficient usage of storage space, which isn't a problem early game, but can be a limiting factor in your base building later on I know it's intuitive to think "oh, rice grows fast, so it must be for early game when you need food fast", but that's an overly simplistic analysis that does not take into consideration the limiting factors of rice and corn Again: the limiting factor of rice is labour, which makes it a poor early game food crop when labour is scarce, but excellent late game food crop when you have an oversupply of labour. The limiting factor of corn, otoh, is overall nutrition output and storage space, which makes it an inferior late game food crop when you space is scarce and you need to produce as much food as possible to feed large colony, but excellent early game food crop when labour is a premium and space is plentiful
So if you have a lot of normal soil and a average temperature you can use 4000 steel and 100 components to create a power brick (28 Solar generator +7 batteries) with average of 15 sun lamps in a area of around 2000 tiles without counting the walls to produce around 7500 rice every 6 days = 750 simple meal enough to keep 40 people easily feed. if you want to do or needs to use hydroponics you can produce rice 3 times as fast meaning only 5 sunlamps but 120 hydroponics been fueled by 23 chemfuel .meaning 17280 steel , 200 components but using a area only 600 tiles without counting walls. you would need to fuel the generator using 920 every 10 days or 1900 Rice, so your total rice output would be 5600 or 32 people . BUT if you multiply by the area to see what is the most effect way possible of producing food by Area you could triple that meaning 96 people using the same 2000 tiles. I really hope I help at least a little bit , i spend a good hour doing the math , I hope this can help you Francis ,and sorry if their is any English mistake , not my main language
Numbers are good but issue you will find is the hydroponics need 24/7 power so the solar won't work for them. You use the solar for the sun lamps and then you use chemfule for the hydroponics.
@@FrancisJohnYT like i said , in the second scenario i'm pretending you cant use the sun , like a harsh enviroment or a cave base. And its not like chemfuel can be turn on and off automatic , they use the fuel regardless if you are using the energy or not. So if you create this tipe of setup you can store the excess energy you gain at night in batteries to power your base in the day
Possible, but electric heaters are vulnerable to solar flares and zzt events. Considering that they're serving as the emergency backup, it's better to have something that will continue to work in an emergency, thus campfires.
I'll most likely add in some electric heaters later, for now I want to expand like crazy. We need to double our farming so we can double our pawns. Wood is cheap and saves us steel and components. Later on we will be swimming in both of them so adding is a few heaters will be no issue.
I like how you can just produce food forever on the same tile with no problems
Raimbeau's Fertile Fields has both fertility and soil deplete for you -- as well as sweaty ways to remede to this ;)
Circle of life baby! :)
In between cuts we fertilize the land with the bodies of enemy raiders.
For anyone else who was curious about the info window mod. Francis John answered this in a reply, but it took a while to go through all the comments and find it. It's Dubs Mint Menus by Dubwise.
13:06 Randy: "Stop exposing all my secrets!!!" *throws meteor*
His timing this tutorial was on point, kept getting in my way.
Good nugget.
I know this wasn't specifically a part of the topic, but for any new players who see this, make sure to add a decent sized dining table and chairs, some recreation and some good artwork to any grow structure: hydro or greenhouse or even open fields. Your pawns will be spending a great deal of time in there, especially a rice hydro room, and adding the amenities will greatly help with mood, inspirations and also travel time.
6:40 you can also feed berries to royalties
Part of the niche scenarios he mentioned.
@@mirjanbouma but worth mentioning all the same
Yeah, I didn't know that, still wouldn't if I didn't see this. Definitely worth mentioning.
Do they like berries or something?
I guess it's so they don't die when they are away
23 minutes ago I told myself I was just going to watch a little bit of this video to get the gist of things. Good stuff, very informative.
In my experience, the length of the heat wave/cold snap has to(guessing based on experience) do with: The initial temperature setting before world generation, biome and latitude. Closer to the equator, you get longer heat waves and cold snaps are rare/short. Near the poles, you almost never have a heat wave(in the do incident section in developer tools, you can actually see the heat wave event is disabled) but cold snaps will last a long time. So, you can have really long heat waves and cold snaps. The temperate zone(roughly halfway up or down from the equator to the nearest pole) will have the best balance with length of heat wave/cold snap, lasting only a day or two, but should be of similar length(unless you're in a desert or some cold biome). To deal with the heat waves, use passive coolers which again, only require wood. I hope you find this helpful.
This should be pinned, excellent comment
In tropical regions, passive coolers are perfect, on arid maps otherwise, wood is too precious to be used in a passive cooler, so if an indoor crop is built, air conditioners are way better.
I for a time lived in the Aus desert, can confirm passive coolers are effective. We kept our meat in it xD
my colony is at 15N and 39W and i once had a cold snap that lasted so long that when it ended, i forgot i don't live in arctica. it felt like 3 months, but idk. i literally barely survived and my vegetarian (high life) colony got to taste some human meat. they were so mad about it they started killing each other, the irony of that. i'm still not sure what am i supposed to eat during cold snaps that long? just keep 1k meals in a fridge just to be safe?XD
14:40, there's the slip! Can't wait to see you calling your dupes pawns in the new series
Overcalculating everything, micro managing precise food production and calling them dupes, thats pure Oxigen not included syndrome
21:10 solar flares don't last long enough to kill crops in hydroponics basins. The flare always seems to end right before they end up dying, the plants stay in 5% health untill they are harvested but that's fine.
Thank god for that. Same as with freezers, the solar flare always seems to end like an hour before your entire meat stock goes bad
I think different crops have different health
One thing I've noticed with Rice - while it says that the harvest is 5 units, it frequently gives a pattern like 5-5-5-4 rather than 5-5-5-5, even with highly skilled planters. My suspicion is that the "5" is a rounded figure, and the actual figure is something more like 4.8 harvest units (which is 80% of 6). That would put the actual rice harvest much closer to the figures you're seeing for corn where the rounding doesn't have quite so obvious an effect in having the harvest value reduce from what is reported. i.e. for the points where you're reporting 500 rice, you'd actually only be getting 480 rice.
That then affects calculations on using it for chemfuel, as you end up with a little bit less rice than the game's rounded figure would indicate you should get.
Hummm I have never test this directly but for the hydro vs greenhouse it was practical testing so the numbers were accurate. But I really need to compare rice and corn in a practical environment.
Excellent tutorial!
If I could make a request/suggestion for a future tutorial... I'd really love to see one on the effects of wealth. The ones I've seen lack your thoroughness and attention to detail, and seeing that it is such a core dynamic of the game I think it well worth having a better understanding of
I was thinking of testing that with some bionic pawns, take regular pawns see how big the raids are. Then kit them out with bionics and see how much bigger they get.
@@FrancisJohnYT then adding a couple legendary goldy grand scupltures? Oh yaisse !:o)
In particular, I'm curious as to whether 500% threat scaling is as bad or worse than fixed wealth progression mode after 10 years.
@@FrancisJohnYT definitely looking forward to that
One thing I feel is that raid scale depends not only on wealth, but also on the number of pawns you have. I'm not sure but I've had reasonably large raids in the early game because I had like, 6-8 pawns on the colony.
I always, literally always, learn something from your Tutorial Nuggets. Thank you for another great video!
IKR? Every time I see one and think “I already know all that” I watch it and realize I’m dumb 😋
@@Quirkyhndl dumb is not not knowing everything! Dumb is having been taught that ice floats and still ordering soda with ice on the bottom of the cup.
On batteries and Zzztt-events: Most of you probably know this already, but if FJ has stated it explicitly anywhere I did not catch it. The size and power of the explosion Zzztt-events cause is proportional to the amount of energy stored in connected batteries, so it's a good idea to use as few batteries as you can get away with. If you noticed an episode or three ago in the 395-challenge series, FJ had an Zzztt with no batteries installed - that did basically nothing. In my previous base, I was powered mainly by wind (it was on a costline, and beaches are great for wind turbines), and I found I needed 6 batteries to even out the fluctuations. I therfore had two banks of 6 batteries each, that were connected to the grid via switches, and I tried to alternate between them to have stored power always available... Well of course I had the occasional 12-full-batteries-Zzztt, and those cause pretty big bangs. On my current hydro-focused setup, I have three batteries and the Zzztts, while not harmless, don't blow big holes in walls and are trivial to deal with.
In order to prevent Zzzt events form totally cutting me off from power, I full charge a few batteries and then disconnect them via a switch from the power grid. The zzztt event happens, I just flick the switch and I have power back online.
@@timedraven117 That's a neat idea but batteries have a built in discharge amount. Something like 1% per day. The battery will eventually drain itself even when not used.
@@birdofterror6628 Then you refill it later, although I've never had that problem before anyways. But its meant to be an emergency reservoir until your solar and wind can build back up.
@@timedraven117 I can respect that, and have considered things like that myself. Problem is once your base is really big it becomes difficult to micro manage all of the systems, and if you have backups to your backups that adds a lot of dangerous wealth.
@@birdofterror6628 One large battery with a switch is sufficient for the emergencies. Eclipses typically only last for a day or so, ZZzt and its effects usually last for a day as well. So you don't need an enormous amount of power if you disable nonessential systems.
Fantastic tutorial. Love the power brick idea. I've been using the compartmentalized system since beta and it is so understated. Thank you very much for sharing!
Just ✍️ plant ✍️ potatoes ✍️ coz ✍️ you're ✍️ Irish
I’m Chinese what should I plant?
@@willisverynice rice
@@Sample69 that’s racist
@@willisverynice so go farm labradors ?
@@eryk9004 that’s also racist
@Francis John plants' rest period is a real thing. photosynthesis works in reverse, and the roots then get oxygen. Some plants like venus flytraps even have a dormancy period where the rhizome requires rest for months at a time. (from about Oct to February)
The big issue with hydrophonics is solar flares. Losing your crops is a big hit, although rice doesn't hurt all that much because of its short growth time.
I disable solar flares because it's fucking annoying.
subscribing after 1 video is kinda rare for me these days. but you are well worth it
corn should be immune to blight, as well as other plants with a long growing period. also time when growers harvest rice, and plant rice, works in corn favor because that time is spent on actual growing rather than sowing new field. in general, corn should be better than any other plant, even considering the events. but rice can be used to gain experience quickly
Finally! Someone else who appreciates Bjorn's work!
Very informative, thanks for taking the time to figure it out for us
I love it when he posts
As someone who is running a 20 year old sea ice base, I use wind for my hydroponics pretty much exclusively, besides the occasional unstable power cell and vanometrics.
I used geothermal, as well as raider corpses (cannibal is overpowered in frozen places.) Edit... that was ice sheet, not sea ice. No geothermal on sea ice.
Sea Ice gang represent
@@yaemz123 There is no geothermal on sea ice
@@TastyBaldEagle you are right of course. I was on ice sheet, not sea ice. Sorry about that. Of course you realize, now I have to do a sea ice run...
Giving you a like, comment, and sub just because I appreciate the summary in the description so much. I will watch the entire video later for your metrics.
Blights spread from different plant types to others, and through walls if they aren't 3 or so tiles away.
Yes, but a giant field of 1 crop will get about 1/3 of that one crop blighted, while a giant field of alternating crops will get 1/3 of one section of 1 crop blighted. It's a much smaller starting amount of blight to cut out.
When last I played, you could not get zzzt events unless that power grid had conduits in it. It is possible to corner-spot batteries in a way that can connect to the sunlamp from outside the growing area, removing yet another annoying hazard from the list while still keeping both growing area and electricity walled in/separated.
Regarding crops and power, there are areas on maps where temperatures around the year are from 30 degrees celsius to higher (even had 78 degrees celsius during heat wave). Plants stop at growing at 50 degrees celsius. For greenhouses, you need coolers that add power consumption. Not sure how many pasive coolers are required, but I assume too much wood would be invested.
These are by far the best comment sections on yt.
I think the fertility system could be a lot more detailed like rice shouldn't be the universal starter plant for 90% of colonies, in reality rice needs very wet environment it would be a lot cooler if there were more food plants with more emphasize on your biomes temperature and weather
grow rice in swampy areas, potatoes in cold ones and add some stuff like wheat and cabbages etc.
also seasonal growth for crop rotations would be cool and would work fine with shorter average growth periods
I know it sounds a bit too complex but with a few tweaks to how everything around it works it would make a lot more sense, I've never grown potatoes because it's so rare that you don't have at least normal soil
i think adding different crops per biome is good but when you require rotations its gonna be a big mess with random events intervening
Francis John: "Today we're doing a tutorial on some esoteric and boring function."
Me: "All right, this is gonna be the highlight of the day! Hey, Baby, come watch."
My wife: "Rewind it! I need to here him say 'Aaaand we're back!' again!"
My friend Jhon,
I thought it was that time of the week where we got nothing, but as usual, you saved the day!
I know this is not the right post but you know, i´m not your average follower either.
My name is Ricardo, i would like to speak to you about the current new ONI build. I´m an industrial designer (ie, design machines) and I would love to help you desing the most OBNOXIOUS builds possible.
Cheers!!! Thanks!!!
And keep it going master Jhon!
Very useful video. Although, I usually just grow rice, even late game. Because of the amount of stuff that randy can throw at you that inhibit, or cripple, crops can be problematic. Sure, it's labor intensive. But you can just 'hire' and pirate or two, and put the to work.
The exact same thing I do.
Its been a hot minute, but I recall a reddit thread that did the numbers and concluded that under most circumstances potatoes win out over rice, however I believe that thread only looked at it from the perspective of standard difficulties gaining the expected full harvests. The biggest factor as I recall is they generally win out in terms of nutrition per labour hours of your pawns, making rice really bad because it requires a dedicated gardener force where potatoes and corn generally require less direct maintenance so are better for smaller populations that have more important jobs to do than harvest rice all day, generally concluding berries sit somewhere between rice and potatoes.
A great aspect of Ice Sheets is that Solar is a big player on them, half of the year is dark sure, but the other half of the year you can lean on solar for all day and night power allowing you to build chemfuel reserves without burning chemfuel so you're more ready for the dark season.
Pretty much, rice is the we have to eat now even if it's takes one pawn constantly working. Corn for when you are in no rush and Potatoes are somewhere in the middle.
What a wonderful tutorial. Thank you for taking the time to do this.
There's always Randy throwing a siege mortaring the setup lol
Interesting. I think I'll use the basinless setup for my ganja empire playthrough.
I always take a pawn with high plant skill or passion in it
there’s a mod called auto cut blight. helps a ton with stopping the spread aswell
Brilliant breakdown of how it works.👍
You are the man Francis! Have been loving your content
19:45 That's so cool, it's such a great idea.
You did it thanks francis i love this channel
Ahh you can hear the anger build up when you talk about destroyed solar arrays. I seem to recall a playthrough where they got destroyed almost every episode ;) The barricade trick is pretty cool, easily enough to do too!
It's also nice to see the conventional wisdom around chemfuel/hydroponics challenged. Hydroponics definitely have their place on ice and desert biomes, but outside of that I find them far, far too costly in startup resources. As for chemfuel generators, I'm a bit torn on their purpose.
I still use chemfuel generators, I think I have 5 of them still running. I will continue to run them until we have most of the Geothermal tapped into. I think chemfuel generators allow you to run all the power hungry buildings before you expand far enough to tap into all the geothermal.
as long plants did not suffer any damage before hand(being too cold, not getting sunlight for a long period of time, or burned by fire), plants in hydroponics can normally last through solar flare just fine, there's no need for forced harvesting.
another thing to note about sun lamps and growth, plants doesn't go straight to their full potential growth in the morning and drop slowly in the afternoon, this can cause some deficiency on long term growth. Sun lamp immediately maxes up the plants' growth efficiency in the morning and keep it that way until when the plants sleep.
I also try to keep the plants in optimal temperature as being too hot and too cold can affect growth efficiency as well.
When did you get the name tutorial nuggets?
One of life’s great mysterys
I think it is a play on the concept of gold nuggets.
@@dr.sugar1060 and on a fact that this is not a full blown tutorial on everything, and usually covers some specific part of a game like bugs, or medicine or armor or power bricks or industrial saunas and etc.
@Mr Shift, pretty much. Once I called the first one that I just kept it up.
Nice tutorial and ratios. The metric you're measuring by is food/time which is a pretty good metric. Interestingly, in terms of food/work potatoes actually rank above rice in hydroponics.
To me the greatest blessing for power are weather controllers that make forces your map on a rainy thunderstorm, it will turn your wind turbines to basically geothermal generators.
On a side note, on sea ice of the poles, wind and sun viability is kinda possible at certain times since a lot of those maps, it will be 100% lit for months and then dark for months, controlling the population growth a little, one can use the powerbrick to farm a ton of food with hydroponics to use for the dark months, during the sunless months with mostly wind the power should hold, maybe a couple of chemfuel generators for 1 hydronsetup but it will still be mostly wind and solar powered.
Ah yes, the infinite energy and food exploit in Rimworld, nice!
Lisa, in this house we obey the laws of thermodynamics!
@@SirSilicon Theoretically growing plants to produce more energy than the light applied COULD be possible if chemical energy was extracted from the soil to make up for it. Not in this world with our plants and soil. But it is possible.
rice!
@@snakedog9694 Our Energy (from our body) is based in chemical transformation of natural substances . Our body extracts the glicoses from the food (and lot's of other things) to produce literally elétrical Energy. I think that science could learn more looking how this works on us to replicate, we did it but not with rimworld eficiency. Maybe there is a nobel prize hidding in this game. Lol.
In my country, Brazil, there's a group of scientists trying to envolve this thought that it's called biomass, where diferent kinds of organic substances could be used to produce eletrical energy by chemical reactions, just like it is in the nuclear fission. In southwest we have cana de açúcar, where we extract sugar, coffe and rice. In the north we have coconuts and açaí. The thing is that while other countrys invest millions of dollars in research, my country invest like five thousand at least in a Project like that. Extremelly sad. I would like to be the president. :/ It is so easy for us. We have everything and do nothing with it. Our polltical sistem is based in dumb people choosing dumb rullers.
Thanks for the vid. When I start up rimworld again it's nice to have updated tutorials
@francis john plants sleep irl too. They have a dormant cycle in most cases, which can in some cases can even exceed local animal life.
The "dormant cycle" of plants is controlled by temperature (i.e., some plants go dormant during the winter). That is not the same as the circadian growth rhythm (which is controlled externally, as a reaction to sunlight - not like animals, who can sleep whenever they feel tired).
Many plants do require a period of darkness to grow at optimum speed (they won't "go to sleep" by themselves; if they're always lit they'll just keep accumulating energy and not growing) but that doesn't apply to all (i.e., some are able to do both things at the same time).
And, in any case, it works in exactly the opposite way from Rimworld: plants absorb energy during the day and grow faster during the night (in Rimworld, they _stop growing_ during the night).
Wow I’ve played rimworld awhile and I didn’t know that potatoes didn’t get changed as much by rich soil, I’ve always planted potatoes, well exept in hydroponics of course
So long as it's not rich soil potatoes are just fine.
Is it a violation of a law of physics that growing rice via a sun lamp is both food and power positive even if you fuel the sun lamp with the rice you're growing?
Yes, but it's a game.
Me: *smiles every time he says potatoes*
This video: So you have chosen face pain...
pohdatohs
Terrain Zone Selections is a good mod for easily creating grow zones that match soil type. It helps for making organic bases with odd-sized stockpile rooms too.
14:54 someone’s been playing too much ONI
To much? or not enough?
There is no such thing as too much ONI
@@bayukharesma6881 louder for the dupes in the back!
I actually use potatoes in hydroponics mainly because of the labor cost. If I really need someone trained on plants, then the only thing they do is plant and harvest rice.
Doesnt that massive power brick give you tons of building wealth?
Im doing a mountain base, so i gonna stick with your hydroponic build instead, we dont have a lot of open ground. But knowing solar panels does not block wind turbine is interesting, did not know that.
Looking forward to this having to be remade for Ideology!
Is the nice window of the plants and basic datas a mod? I have to struggle with the very uncomfortable list view, would like to know how to get the window
Me as a gardener: That's not how plants interacting with their soil and growth works! D:
Me as a former programmer: And yet crop growth is still the most realisticially simulated thing in Rimworld.
The moment I've heard you misspelling pawns as dupes I knew I will find ONI videos on your channel)
Dupes? Wait, what? Your Rimworld save can feed your ONI colony?
Didn’t you know? They can fly to different planets now 🤓
In my thousand hours of Rimworld I don't think I've ever made a solar panel. Could be you've converted my thinking.
I guess that just goes to show that time played is not a valuable metric when working out general game knowledge and skill. People with lots of hours in a game always state it like it is. Can we just take a moment and put that idea perspective here perhaps considering how long it would take a pragmatically inclined person to run the tests Francis did to make this video (3 hrs)?
TLDR Quantity != Quality or Undeerstanding
@@nommy8599 Did you take my non use of solar panels as an indication I lack skill and knowledge? I prefer low power bases and have always found 2-3 geothermal more than sufficient.
@@altaem9152 More that you sounded like you'd learned new uses for them.
[Edit] I get it can also be just playstyle choice too.
I used to build them, at the start, but these days I tend to use just geothermal and alien power cells. A single battery is enough to deal with any momentary cuts, and reduces those nonsensical "electrical explosions" to a minimum.
Here he needs solar and wind, of course, due to the massive number of pawns, but up to 30 pawns or so you can do fine without them.
I'd love to see a tutorial like this for all the Vanilla Expanded mods.
There are pretty few guides about them out there despite how popular they are.
I just put a note down 'Crops don't grow from 5AM to 7PM, let slaves sleep from 9PM to 5AM'
Ah Rimworld.
That one lone centipede in the power brick, randy’s sign he wants to demoralize me.
In my first serious playthrough I lost my solar farms about three times before I learned to cover every tile.
@@FrancisJohnYT the good old lone centipede attack. Especially hard cuz the broken panels drop slag chunks. More work before rebuilding
@@FrancisJohnYT I remember that. Good times.
@@FrancisJohnYT Anita and Sir White ... good times
I like my strawberries thank you very much.
One addendum: If you grow crops for chemfuel outside hydroponics, you should really be growing haygrass over rice. No matter the fertility of the soil, the yield is better.
If you want to super-min-max and have access to cacti, their yield is better than normal and poor soil hay, provided you also grow hay inbetween the cacti.
cacti is very labor intensive tho.. i think haygrass is still better..
"you can support about 67 dupes"
*takes notes even though i never had a colony with more than 8 people before I died*
Good to have a few berries around for nobles should you have trouble meeting their meal requirements.
I dislike hosting nobles, if they did not give so good gear I would prefer to kill them all. But then no more persona weapons and royal permits.
so i was thinking... uh the travel distances are gonna be a thing i think on this map... you may have to zone people into specific areas to keep people working things farther away from the "core"
I doubt, that in his current playthrough this would be a concern. It would be suprising if there was even enough work for 300 colonists in the first place.
@@h4roeverynyan55 actually yeah ur prolly right. the only problem i am seeing coming up is with the animals and training them to keep them from going feral... huh. he might be able to do a ranch like from oni
@@joshuamoore9703 I couldn't find the wildness of cows, goats and chickens, but I assume that, since they're domesticated animals, their wildness isn't particularly high. If they only need to be trained once every 10 days, its probably not difficult if they're limited to a specific area on the map.
I think 30-40 farmers could farm everything regardless of distance, give them planter arms. After that 20-30 cooks, 4 crafters, 5 artists. As for animals cows have wildness of 5%, so they cannot go wild. However they will need to be milked everyday and that is based on animal skill. Say 200 cows so 20-30 animal pawns. I'm sure their is stuff I'm missing but I think distance will become less of an issue and we become more and more specialised. By the end most pawns will have a single task.
@@FrancisJohnYT have you looked into something like ONI and having a breeding stock with a larger "wild" population in one of your little boxes? maybe rats lol feed them all of the failed recruitment attempts
Uhn, when did they change corn?
Corn used to give something like 30% more food, in general, than rice. At least last I did this testing on... A17 I believe.
Also I remember a time where putting a single solar panel to support a solar lamp was the go to way, because the lamps didn't use to turn off on their own so the solar would keep them active during daytime only.
FJ's numbers assume an instantaneous crop harvest with no down time. The extra pawn time needed to harvest and replant the rice multiple times would increase the corn's average in comparison a bit, probably bringing it up just past even with rice.
Use a power spine with heavy watt wire ... I mean dupes. I mean pawns.
I get that hydroponics require more power and materials than just sun lamps but if you are at the point where you have enough power bricks and steel then it seems like a good way to make your growing area as small as possible while feeding the same number of people so they are space efficient and not energy efficient assuming that the space the extra energy production and storage takes up is not more than the space you saved. That said I haven't bothered with hydroponics much mainly due to the fact they can't grow corn and other things.
Wait, what about the Solar/wind setup you got there with the hydroponics. How many sun lamps does that support and does it have a higher productivity overall ?
If you can afford the steel mixing solar to power the sun lamps and chemfuel generators to power the Hydroponics you can drastically increase crop output per tile. Though for the cost of one hydroponics setup (3 sun lamps worth) you could build two solar power bricks and power 28 green house sun lamps worth though an infinite volcanic winter.
If you have the space solar green houses are the most cost/labour to production efficient by a huge margin.
If you don't have space hydroponics are the most space efficient.
I came here too ask this lol thanks for the response
double upload?! great day it is!
That was yesterday, I mean 22 hours ago sooo technically yesterday
@@Idontknowwhattocallmyself still double upload in near time makes an amazing day or two
@@Idontknowwhattocallmyself depends on your timezone. I agree with Rahmat, because it's within 24 hours.
Yeah I guess
@@Idontknowwhattocallmyself we don't have to agree, it's no big deal! 🙂
These videos are amazing
Great and very informative. 👍
Well, one thing you did Not mention is "Space used" - if you don't use the huge Maps, maybe Go for hydro+chemfuel...
There is another advantage using hydroponics : it take 2 time less space to produce the same amount of food and dont require much more power , you can power it with solar panel too.
one sunlamp + hydroponics = two sunlamps without hydroponic ( if on rich soil).
There is another downside with hydroponic i think it make the game harder because the difficulty is scaled with wealth
Also you can build it on sterile ground, turning it to the only vanilla way to increase crop surface where soils are scarce. It is also a good way to adapt rapidly our crops, when you lack herbs or cotton, an hydroponic settlement may provide these quickly.
That limestone meteor tried to interrupt your tutorial
Excellent.
mushroom is the bast food if u in cold area , u just need dark area and
stabil
temperaturel , and wala u make a many mushroom aesly
Next playthrough it would be awesome to tackle ice sheet map.
I don't know if it is possible to do naked brutality ocean ice sheet without resorting to cannibalism.
@@dr.sugar1060 ice sheet is possible.. sea ice i dont think so.. there a series on yt for nb ice sheet with no cannibal.. i dont quite remember who did it tho..
@@nicolasbram165 Rhamadant did it
@@nicolasbram165 He's fairly good. Although the run was on 1.0 however. Pete's glacier ice base was on b18 - 1.0 though, so it shouldn't matter
whatts the mod he uses at 1.47 ive seen it in his other videos. It basically simplifies the details menu.
So rice all the way, potatoes when you lack good soil and it's all stony, and corn is literally only useful if you like big harvests to stock up between seasons... or to provide variety for your lavish meals
Not quite, rice takes way to much work. Unless space is at a premium I use potatoes, it might take up more space but it requires less work from my pawns. I would recommend corn after you have greenhouses set up as they make things even less labour intensive. Corn before greenhouses is to risky as a cold snap or toxic fallout can devastate you due to their long grow time.
nice
I just had a catastrophy... short on a battery exploded it - which set fire to my warehouse as I was trying to move the Chemfuel out of it... a pawn collapsed, as I tried to grab him and the Chemfuel - *BOOM* * BOOM* *BOOM* everyone burned and all my resources aflame. 10mins of fire fighting and first aiding.. my guys are struggling to live - we are out of first aid - we are just surviving - *Rage fuelled Boomaloope appears*... NOOOOOOOO! ... It gets to my hospital my guys are trying to shoot it - Hits *BOOM* all on fire again... and they all die. This game is savage.
I wonder what the wealth difference between the 2 setups is and weather the difficulty curve difference is large or miniscule.
I doubt it would be to great, most of the late game wealth comes from expensive weapons and armor. The multiplier for masterwork and legendary Items makes them way more expensive than they should be.
@@FrancisJohnYT then that makes me think of weather can you balance the quality of weapons and gear to your advantage when it comes to the difficulty curve?
Been using a mod which provides tilable hydroponics, I was so confused why you left 4 gaps, then remembered it was a mod
If you were to put all those chemfuel generators in the crop areas, could that sustain your crops during a cold snap rather than building a campfire?
Its what I use to complement heaters.
It would work, however outside of cold snaps you would risk stifling the crops with heat so you would need to remove a bunch of the roof to exhaust the heat. I don't fancy building and removing roofs for cold snaps, though I suppose you could use a system with vents.
Helpful
for each sun lamp you need about 2 solar panels and 0.25 wind turbine (4=8:1)
Thanks again Francis!
One sun lamp with rice is 4.3 duplicants ":D"
Still what bothers me is I have this all down on a spreadsheet and I didn't come to this conclusion, so, How?!
I suppose the question is, what questions were you trying to answer when you started the spreadsheet?
I was trying to figure out how many hydroponics/greenhouses and land I would need to support 395 dupes.
7:40 Which mods add those kind of life improvement feature that the game doesn't have?
I love how you are still trying to defend the hydroponics + chemfuel generators setup: Yeah its for a harsher environment, something like an icesheet. But yeah, you would need 8000 steel on an icesheet to get that setup lol. That being said, hydroponics do have their place, when there is no growable soil to use for sunlamps
That pretty much it, if you have access to soil make a green house. Otherwise your only choice is hydroponics.
"U just Irish"
loooool
I've been doing these types of greenhouses for a few playthroughs now, and yeah, they work absolutely beautifully. I still though do use hydroponics for slow crops like devilstrand - don't have the patience for them slowpokes :)
Devilstrand in hydroponics? Thats not a thing m8. Mod maybe?
@@civiere Oh yeah, I haven't played vanilla since my first (complete) playthrough was done :D
cant grow devilstrand in hydroponics but you do you :)
@@Conqueror933 I do, thank you very much! :)
The blight thing is no longer true. I was playing last night, had a field of potatoes, a field of cotton, and a field of rice. Blight hit the potatoes and I had to let it go to deal with more important things, since I still had rice on the way preventing starvation. Without an additional blight event it eventually spread to the cotton.
I was unclear when I explained this, the reason for the crop gaps is for limiting the initial blight hit.
The blight can only start on one crop type, if you have a huge field of one crop you can get a huge chunk of it targeted.
If you vary your crops the initial blight should be much smaller.
Once blight forms it will spread regardless of crop type.
6:08 I beg to differ
I think this is one myth that people has been perpetuating for too long
It's actually the other way around: you want to grow corn early on, and migrate to rice (with hydroponics) once you have stabilized
The reason is simple
Per same amount of land, over the same duration of time, rice will always produce more food than corn
That makes rice the superior food crop, except for one thing: it is much more labour intensive
And this is where stages of the game matter
Early on, when you are just starting out, you will only have handful of pawns. Labour is scarce at this point. It's the reason why your early game pawns are mostly generalists. You cannot specialise yet, because there is so much to do, you need your pawns to be able to do multiple things. For this reason, labour is scarce at this point, you really don't have the extra labour to spare on multiple plantings and harvestings. So even though rice is the superior crop, you should choose corn early game, due to its efficiency in terms of labour
As the game progresses however, things change
You will come to a point where you are no longer short on labour. It's also generally around this point in the game where you start specialising your pawns. You can afford to have a pawn who does nothing besides working on something non essential, like making dusters or art, because you now have the labour to spare. It is at this point where you should transition to rice for the rest of the game, because the only limiting factor for rice aka labour is no longer an issue
Running on rice also helps with storage space, which becomes an issue late game. With rice, you will be going through multiple smaller harvests, using up most of the rice each time before the next harvest comes in. Compared to corn, where you need to dedicate a lot of space to one gigantic harvest, and then have most of that space sit empty as your corn gets used up while you wait for the next harvest. Corn is an inefficient usage of storage space, which isn't a problem early game, but can be a limiting factor in your base building later on
I know it's intuitive to think "oh, rice grows fast, so it must be for early game when you need food fast", but that's an overly simplistic analysis that does not take into consideration the limiting factors of rice and corn
Again: the limiting factor of rice is labour, which makes it a poor early game food crop when labour is scarce, but excellent late game food crop when you have an oversupply of labour. The limiting factor of corn, otoh, is overall nutrition output and storage space, which makes it an inferior late game food crop when you space is scarce and you need to produce as much food as possible to feed large colony, but excellent early game food crop when labour is a premium and space is plentiful
So if you have a lot of normal soil and a average temperature you can use 4000 steel and 100 components to create a power brick (28 Solar generator +7 batteries) with average of 15 sun lamps in a area of around 2000 tiles without counting the walls to produce around 7500 rice every 6 days = 750 simple meal enough to keep 40 people easily feed.
if you want to do or needs to use hydroponics you can produce rice 3 times as fast meaning only 5 sunlamps but 120 hydroponics been fueled by 23 chemfuel .meaning 17280 steel , 200 components but using a area only 600 tiles without counting walls. you would need to fuel the generator using 920 every 10 days or 1900 Rice, so your total rice output would be 5600 or 32 people .
BUT if you multiply by the area to see what is the most effect way possible of producing food by Area you could triple that meaning 96 people using the same 2000 tiles.
I really hope I help at least a little bit , i spend a good hour doing the math , I hope this can help you Francis ,and sorry if their is any English mistake , not my main language
Numbers are good but issue you will find is the hydroponics need 24/7 power so the solar won't work for them.
You use the solar for the sun lamps and then you use chemfule for the hydroponics.
@@FrancisJohnYT like i said , in the second scenario i'm pretending you cant use the sun , like a harsh enviroment or a cave base. And its not like chemfuel can be turn on and off automatic , they use the fuel regardless if you are using the energy or not. So if you create this tipe of setup you can store the excess energy you gain at night in batteries to power your base in the day
Would it be possible to use electric heaters instead of campfires for heating? Or would they take too much energy?
Possible, but electric heaters are vulnerable to solar flares and zzt events. Considering that they're serving as the emergency backup, it's better to have something that will continue to work in an emergency, thus campfires.
I'll most likely add in some electric heaters later, for now I want to expand like crazy. We need to double our farming so we can double our pawns. Wood is cheap and saves us steel and components.
Later on we will be swimming in both of them so adding is a few heaters will be no issue.
@@FrancisJohnYT wood also replenishes itself, while most other resources have a limited supply