边缘世界 RimWorld

边缘世界 RimWorld

Vanilla Furniture Expanded - Farming
1,012 条留言
Rooskie 9 月 29 日 上午 2:51 
@Slimez Biggest consideration of aritifcal basins is in space utilization of 11x11 grow room. You get much more limited with space than with power imo.
Slimez 9 月 13 日 下午 8:03 
TLDR: Artificial ecosystems are a more compact, modular source of food. While they can almost match the efficiency of a full hydroponics setup when powered with batteries, the same is not true with load following. However, given the battery based hydroponics setup, the same harvests/day using artificial ecosystems has a better power efficiency if less than 22.87 hydroponics basins are placed. In the peaker powered hydroponics setup, anything less than 17.72 hydroponics basins is less efficient compared to equivalent harvests/day of artificial ecosystems.

Artificial ecosystems can offer nearly the same efficiency, and with a much smaller footprint. And they are much more efficient compared to a partial hydroponics setup.
Slimez 9 月 13 日 下午 8:03 
Given the artificial ecosystem's 350% fertility and constant power draw of 50W without the need of an external sunlamp, only 76.8 artificial ecosystem tiles/boxes are needed for this same 48.52 riceplant harvests/day. At 50W each, this results in a power draw of 3840W.

As such, Artificial ecosystems are only 97.34% of the power/harvest efficiency when compared to a sunlamp and 24 hydroponics bays, when the sunlamp is provided power by a constant source with overnight storage in a 50% eff battery. If using a 100% battery mod, or using load following power generators, the hydroponics setup requires only 3738Wd, while the artificial ecosystem only has 85.29% efficiency compared to this.
Slimez 9 月 13 日 下午 8:03 
So for anyone like me who got this mod thinking that it would be great on gravships to help grow rice for the infinite food and power strategy, I have a few findings.

A sun lamp costs 2900W for 55% of the day. If you have some sort of load following mod or surplus solar power, this costs only 1595Wd. If you rely a lot on batteries, this means that each sunlamp costs an average of 2058Wd (due to the 50% charge efficiency)

Lets assume the worst case, a constant power supply of 2058W needed for the sunlamp alone + at least one battery. Add in 24 hydroponics basins, each with a constant 70W requirement, and now a sunlamp+24hydroponics requires 3738W of power. With 96 growing tiles and a 280% growth rate over 55% of the day, you can expect 48.52 riceplant harvests per day.
Deez Games 9 月 10 日 上午 12:02 
@Aquifel toggle off the sow option for the grow zone before you start cutting the blight, it fixes that problem as long as the tileable planter boxes still have that option like normal grow zones do.
Deez Games 9 月 9 日 下午 11:58 
Would love to see this also add fertilizer, a resource gained when cleaning Animal Filth, which can then be used to create rich soil at a cost of 100 fertilizer / tile.
It would give a low tech way to get some benefit out of all that poop shoveling time we have to do in our barns, and could have a low cost research tied to it.
Mike3223cz 9 月 9 日 上午 8:30 
am playing 1.3 and, could this mod be compatible with this mod?:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1499848654&searchtext=toggle+harvest

... when am playing i have the mod Project Rimfactory, but when i have the Toggle harvest mod, they wont harvest it and i cannot set it to harvest automatically (unless the pawns do it ig?)... could it be made compatible? (used the tilable hydrophonics bay... and if the ecosystem is similiar, could it be added too? pls...
EfeTheCaptain 9 月 9 日 上午 12:53 
Can you make a patch for Dubs Bad Hygiene, to make planter boxes require manual watering ?
Anker 9 月 6 日 下午 4:44 
Took a quick look in devmode. I don't believe sprinklers affect the growth rate of crops in hydroponics; only soil.
FlareFluffsune 8 月 30 日 下午 1:43 
Is it possible to get a toggle to make scarecrows scare all animals? Also, there seems to be an issue with them, for some reason instead of running away from them animals seem to run to them to go in the opposite direction and if there is a row or grid of scarecrows they get stuck permanently frightened in the middle of them all and you end up having a bunch of animals stuck in your fields.
Aquifel 8 月 25 日 上午 11:06 
Not sure if this is a bug or just unfortunate.

If you get blight on a crop in a tileable planter box, colonists will cut the blighted plant and immediately replant the same plant before moving on to cutting the next blighted plant instead of cutting all blighted plants first. If you have a few tileable planter boxes next to each other this can real easily put you into a permanent loop on cutting blight.
Schadenfreude 8 月 21 日 上午 2:36 
When you inspect the Artificial Ecosystem it mentions "Aprox. nutrient solution used per plant per day 1.1..." what does this exactly mean?
[Akolit] 8 月 14 日 上午 3:33 
Всем привет, перевел мод на русский. Создатель мода респект
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3548647575
Anker 8 月 13 日 上午 7:39 
You know how there's a button on sun lamps to automatically place a growing zone around the zone it covers? It'd be nice if you had the same for sprinklers. I *can* carefully trace out the edges, but I've already seen the game can do it for me.
im a ♥♥♥♥♥♥♥ cabbage 8 月 12 日 下午 6:51 
just checked, sprinklers seam to add 3 or 4 grow once a day when they turn on
yololejoueur 8 月 12 日 下午 12:08 
yeah i believe sprinklers dont really work, they change nothing or maybe we just dont use it the way it supposed to ... what ever i have a lot of fertile land anyway :steamhappy:
Enterprise12 8 月 11 日 下午 3:24 
same, sprinkler i havent seen do anything to my plants on soil
Geisthander 8 月 11 日 下午 2:44 
I seem to be having an issue where hydroponics basins and artifical ecosystems placed over polluted tiles only allow growing tox environment friendly crops. Is this intended? Seems like at least the artificial ecosystem should be exempt from this restriction
Anker 8 月 5 日 上午 1:58 
Also:

"In extreme biomes (extreme desert or ice sheet) it’s simply too easy to slap down 5-6 planters when you have 0 fertility available."

I think the balance there is *you have to play in extreme biomes*. Don't you have enough problems already?
Anker 8 月 5 日 上午 1:57 
Not completely sure what sprinklers do. I did a debug test with sprinklers over fertile and regular soil, and while it turned on once per day while powered, the listed plant growth speed was unaffected.
aNamelessBunny 8 月 1 日 下午 12:12 
Didn't just spend almost an hour writing a discussion post about how Ecosystems are unbalanced because they use less power per tile than a basin before realizing my brain did Big Dumb and thought 4*20=100. In the hypothetical situation that were true, however, I would write a discussion post about how Ecosystems use less power per grow tile than Basins and therefor Ecosystems should be slightly nerfed to use 20-50 W more than they currently do.
... (=_=;)
andrewblass 7 月 30 日 下午 7:05 
I now believe my scarecrow problem was too many scarecrows. If a small animal found its way into the field, it would then struggled to get out of the web of influence circles.
Wrecker013 7 月 30 日 下午 1:12 
The scarecrow works I think, it just appears to be active warding instead of passive warding. When a small animal goes for a piece of food under the scarecrow, it'll eat for a second then run away before actually finishing in my observation.
andrewblass 7 月 29 日 下午 4:12 
I used the scarecrow for the first time today. Ironically, the first small animals I see are a bunch of crows walking around one of the scarecrows. Intentionally coded not to scare crows as a joke, or are crows and other new animals not yet flagged by this mod as "small animals"?
gravy 7 月 24 日 下午 8:01 
When a plant is growing above where a Hidden Conduit is constructed, sprinklers don't seem to apply a growing bonus to them. Is there a simple way for this to be fixed?
TortaAhogada 7 月 24 日 上午 12:30 
does sprinklers give bonus to plants in hydroponics or just in soil?
gh0stashes 7 月 23 日 下午 10:16 
Is anyone else having an issue with Artificial Ecosystems not providing their sun lamp? This is really weird.

I got them to provide their sun, but I had to place a normal sun lamp somewhere else in the room and suddenly all of the ecosystems, even the ones out of range, started working normally. I'll submit a bug report, I know, I know, I just want to know if anyone else has run into it yet.
Redwoodcoast 7 月 21 日 上午 9:37 
From a balance perspective, I find the early game planter to be far too cheap/OP. In extreme biomes (extreme desert or ice sheet) it’s simply too easy to slap down 5-6 planters when you have 0 fertility available.
ŹamorakGodsword 7 月 19 日 下午 3:08 
Do Artificial Ecosystem crops get boosted by sprinklers?
ChrisB 7 月 17 日 下午 3:41 
just had confirmation from ludeon this is a known bug with the latest unstable patch, never mind!
ChrisB 7 月 17 日 下午 3:33 
my pawns no longer seem to be able to sow plants when the tillable artifical ecosystem (modular) is placed on top of a gravship substructure, although this was fine yesterday. has anyone else come across this? no error logs, just straight up doesn't work (although they still sow on soil, or the ecosystem when it's placed on any other floor layer, just not gravship substructure)
ms.szubo 7 月 15 日 上午 8:37 
tilable boxes are so ugly when place together like why this ugly hole in the midle wish they connected together.
]TPG[*Dagger 7 月 12 日 下午 7:18 
What bonus does the sprinkler actually give? The plants all show 100% grow rate outside. I added the sprinklers outdoors, does that not work?
t0m4s1t0 6 月 30 日 上午 6:34 
Cafe is in brewing expanded.
Edie 6 月 3 日 上午 2:59 
esperava mais opções de plantas, café por exemplo :steamfacepalm:
Vlka-Fenryka-7th 4 月 29 日 下午 5:15 
I'm not sure if anyone else has has requested this, but can you add the ability to "link" the tilable hydroponics because it'll make them a lot easier to manage.
™Antaries Cz ツ 4 月 25 日 上午 9:34 
not sure if intended or not but scarecrows dont protect crops properly. Animals repatedly try to eat it and sometimes they manage before scarecrow trigers fear. It seems that it scares animal off every one second or so, and if animal starts eating right after it trigers scare, they manage to eat your crop. i think it needs to refire more often.
vincent_renevot 4 月 14 日 下午 7:09 
@LapisAzure no. i know it's short for 400 but it save little wood.
LapisAzure 3 月 26 日 下午 3:59 
Does the farming techniques research do anything other than unlocking the scarecrow?
Aizuki 3 月 4 日 下午 2:22 
somehow Healroot get cutted first when i want to plow the soil
Ciallo~ 3 月 3 日 上午 6:09 
super sprinkler,as the mushroom growing speed plus 100%, earn silver by cloth faster than the drug
Slaine 2 月 10 日 上午 1:22 
is This Compatable with Growing Zones +? Or is there an alternative that limits Grows until X?
Unforgiven 2024 年 11 月 16 日 下午 7:31 
Great stuff, only issue I have is that I can't grow one crop added by medicines +, crimson bulb, every other new crop works though.
مُتَّقِينَMUTTAKIIN 2024 年 11 月 3 日 上午 9:27 
\3
games.clawdia 2024 年 11 月 2 日 下午 2:12 
I like this mod, but I think it misses the flower bases, I mean a beatiful tildable flower base for people who like to beautify their colonies
Zilenan 2024 年 10 月 13 日 上午 1:30 
Hey can you update this so planter boxes can plant mycothread from Vanilla Mushrooms Expanded? They can already plant some of the crops from that mod, but not all of them.
Bagehi 2024 年 10 月 8 日 下午 4:55 
I was hoping this would allow me to grow tropical plants in temperate climates, but that doesn't seem to be the case. Or I'm doing something wrong. Are the plant options locked to the climate?
Greven 2024 年 10 月 7 日 上午 12:16 
does anyone know if the Sprinkler work with Hydroponics?
-thanks
Twilight 2024 年 9 月 25 日 下午 5:44 
Thanos snapped. Just use a shelf, functions the same way.
Samnosam 2024 年 9 月 22 日 下午 9:03 
What happened to the animal feeder?