Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Luckily the other main field was intact and I had kinda over produced crystals(enough to make 60 power cells in storage) by that point. Was planning to halt planting any more, only bottle neck is not having printed components tech, stuck with the soldering bench so dam slow even with my 2 level 10 crafters.
Other flaw is since they are individual fields, the farmers take enough manure for each field so 1 piece each time and someone goes and replaces that 1 piece in the storage, not a problem where I have the cattle grazing but the fields further away I gave up on having them fertilised, wastes too much time.
Toxic ash killed my synth fields so haven't been able to finish that test beyond a single harvest, not enough info to make a conclusion but didn't seem to be any different than the crystal crops, provided both were alive and well to maintain the balance.
True but the main giant grass field is being grazed so I need to keep them planting it for the cattle since I am not using feeders in this save.
My manure storage is right by the craft tables to use in fuel production, not bothering with renewable power sources or a lot of electronics in general due to having only the soldering bench and lacking the printed components breakthrough. So the plan was until I get enough power cell generators to replace the 38 diesel ones, I made extra to make sure I have no power shortages during solar flares, there not all running at once either each controls a set part of the turrets around the base. That takes priority over growing crops a little faster, especially when I tend to make too much in the first place.
That said could not resist starting a new play through might get back to that one later down the track, I always fall into the trap of making too big a base, then it gets annoying to maintain.
It got to that size mostly because I used it to get the master of the herd achievement, took me awhile to get the Ulfen population back down from 60+ to 10, I started with just 3 breeding pairs in 6 years I had over 60 of them, that is even with a set back of losing half the herd when it reached 20 in a breach in the outer wall early on.
Going to try for a smaller base this time around, emphasis on try.
No, I have no solar panels, no wind mills, no batteries just the generators:
1 for the soldering bench or 3D printer
5 to power 4 missile turrets
7 to power the 4 laser turrets in the killzone
and 24 when I need to power up the 16 laser turrets covering the outer walls.
I make a point of having slight more than I would need in the event of solar flare or one breaking down.
Each is connected to its own power switch in my anti flyer bunker, usually only the 7 powering the 4 turrets in the killzone are in use.
The missile turrets were originally for dealing with enemies that broke off to attack the walls but they have largely been retired.
The 16 laser turrets have taken over that role and I also wait till the flyers are in the middle of my base on their way to the bunker or cattle herd before I flip the switch and fry the lot of them while they are distracted with other targets.
At one point when my cattle herd was at it's height, I had over 10K of manure sitting on the ground during winter had no issue keeping them supplied with fuel. Just hated all the notification dings when it started to rot during spring and summer.
Had 2 power cell generators in my bunker in the event any of the diesel generators acted up during an attack.
The plan was to replace the diesel generators with power cell generators, other than that all I really had left to do was reconstruct the fortifications to concrete instead of wood.
Other than that nothing else in the base is using electricity, I purely used it for defence that play through.
Didn't bother with an air cons or cool rooms just had a food store room with grain, pumpkins and dried meat for making quick meals. Made it to year 10 on that save before I lost interest.
No electric light just used oil lanterns had plenty of meat when I culled the herd each winter for making animal fat.
Used the stick powered stove for cooking, 6 regular forges didn't bother with the electric one.
Had no malfunctions the entire 10 years no mods installed for that save.
In the main place I grow energy crystals, I did the strips in a full square around a normal field of skinbark.
https://steamcommunity.com/sharedfiles/filedetails/?id=3024201956
I also had another area set up with parallel strips, but which is currently growing Synth plant and grain grass. Originally it was energy crystals where the synth plant is and giant's grass where the grain grass is. I still cycle both into those fields as needed. But the point is it works for Synth plants as well.
https://steamcommunity.com/sharedfiles/filedetails/?id=3024201944
Long story short, it does work for an extended period of time, with lots of harvest cycles, just leaving the fields in place. I originally converted the soil to loam with mulchtubes, but have used the parallel strips of energy crystals and giant's grass to maintain it just fine.
Toxic ash has killed all of my fields a few times, btw. I just halted harvesting on the energy crystal fields when it happened until the giant's grass caught back up. I've also 'rotated' the crops a couple times, like every 2nd year or so, where I swapped the energy crystals and giant's grass.