Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
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.
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.
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.
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.
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...
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.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3548647575
"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?
... (=_=;)
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.
-thanks