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
Don't you give seeds to hopper which is connected to this machine?
And manually collect plants once they grow. (If I recall correctly there is going to be robot which will autoamte it)
This method allows for infinite production of plant seeds, for exmple for ampule crafting, or other fun things like matter creation from essentially nothing.
No you can't feed it from a hopper. That doesn't work.
I've been playing a bit more with it today, and discovered quite a lot. :)
My room had an air block in it which was introduced by my planting seeds near the edges of the room! I did that because of my second thought, which was that the hydroponics bay was acting like a room designation block. It isn't. :)
Now that the air block is gone, you can place a plant seed (as you said eggymatrix) OR plant on top of it!
I checked the plant growth time, and it's roughly 1% per 10 seconds, so 1000 seconds or so to grow into a harvestable plant (Baubleberry - not tried any others yet).
Here's the big 'but' though, when the plant is fully grown and you harvest it, the plant that's left is regrown starting from 50%! So, the hydroponics bay makes plants grow at TWICE the speed of plants grown normally. It's the same effect as a granary in Civilization for example.
(I planted a plant next to the bay just to see, and they grew at exactly the same time).
OK, that's great, but I'm pretty sure vaporators are bugged.
I put 3 vaporators in the room and the controller reported 343% greenhouse effect. But it doesn't decrease the growth time one iota!
They also use quite a lot of power. It was eating through my enriched coal really quickly.
Also, possibly yet another bug, is despite having a few hydroponics bays in the room, the room controller reports 'No classification'. Maybe it's because I have an ampule crafter / dispenser in there at the same time though? I was going to put a medbay in there eventually.
Well, I did an experiment.
I harvested a plant from a hydroponics bay and timed how long it took to re-grow to maturity.
It was 7' 52'' = 472 seconds
Then I put a PTG fully powering a vaporator in the room (which gave a 114% greenhouse rating) and did the same thing.
It took... 472 seconds!
So, vaporator is doing nothing apparently?
a) To grow anything, place a seed or plant on top of the hydroponics bay like you're placing a normal block. You will probably see some kind of "string not found" error when you do this, but you can ignore that.
b) To harvest a plant, wait until it's fully grown (hydroponics bay will say "100%") and destroy the block above the hydroponics bay with one right click. If you accidentally click twice (which is something I do a lot because I build hydropinics bays in rows and the faint green cross-hair/aiming reticle is almost always virtually invisible) you will get 2 seeds and have to replant the seed and wait for it to grow from a seed all over again (which takes twice as long).
c) The only plants that you can plant are the surface plants used to make ampules (you can't have a decorative "garden of glowing mushrooms" or anything like that).
d) There is currently no way to automatically harvest seeds. The help (which mentions some kind of robot with "herb arms" somewhere) is wrong and none of the robots (basic robot sorter, ...) will harvest hydroponics bays like you'd hope. I suspect this is part of the next DLC and simply doesn't exist yet.
e) The vaporator doesn't work yet, and neither does the room ventillation grill or air scrubber (do not research "clean room building" - you won't find out that it's all unimplemented until after you've spent a huge amount of time and/or power researching "1234 bazillion" little pieces of construction paste)
f) For creating mk5 ampules (so that you can make medical bay and cloning vat), just use a herbicore to get the seeds. It's a lot cheaper and a lot less painful.
g) For getting rid of the nasty "red haze of rubbing salt in your wounds"; for early game just point yourself at some sort of power source (PSB or PCH) and balance something heavy on your 'Q' key or left mouse button so that you're continually taking power (and don't die while you're AFK); then take a break (go to toilet, make a sandwich, wash dishes, ...) for however many days it takes for the game to stop trying to make your eyes bleed. For later game, medical bays can speed this up (you'll have to learn how to make a cup of coffee twice as fast). MK5 ampules aren't an instant cure, can't be automated and can't be put in your suit's inventory (to avoid wasting space in your main inventory), so they're currently too annoying to bother with.
Thank you for the detailed reply. :)
Yes, my reason for trying this was to eventually get Mk.5 ampules for the Med bay and Clone Vat as you said.
When I crafted a few, I did try them after falling down a shaft, after re-spawning, and was pretty underwhelmed by them! ;)
The effect is hardly noticeable in the health boost it gives, if it gives ANY? So, that makes Mk.1 ampules by comparison, completely useless. And, yes, also as you said, the fact that you can't put them in the suit inventory too is annoying (v21 changes that situation).
As regards the Vaporator not working, does the dev know?
If you look here: https://steamcommunity.com/app/254200/discussions/0/1694923613866779971/#c1694923613869531304
He seems to be under the impression that they make a big difference, whereas Kruel found the same as me. This was in June this year, so maybe it needs reporting that they are in fact not working.
I haven't timed it, but I think it does help (e.g. healing slowly rather than healing very slowly). For maximum healing rate you'd stand in a medical bay while using the MK5s; and that seems even better (until you realise you've spent 5 minutes preparing stuff to save yourself 2 minutes).
I think this is just differing perspectives. We're looking at version "patch 20" where it doesn't work, but the developer spends all day looking at version "patch 21" where (I assume) it does work. If I'm right, it'd mean that we just need to be patient. :)
Currently running a test in the greenhouse room with 3 plants, 1 on each hydroponics bay 1 on the ground. 42% done and while I can't get an accurate % on the one not on a hydroponics bay visually they look the same.
The code I'm looking at for the PlantEntity code seems to be written such that it includes a speed up for the hydroponics bay but never actually adds it to the plant thus rendering the entire thing useless atm.
As for ampules they are quite nice. They are somewhat slow at the beginning but after they speed up a MK5 ampule can heal the player very, very quick.
Oops. Fixed
Better! The hydroponics bays absolutely have an effect right now. However running the same tests again notes two seperate problems:
1) the regular hydroponics bay goes twice as fast as the advanced hydroponics bay.
2) the room with the vaparators at 102% greenhouse rating or even trying to get it up to 204% greenhouse rating doesn't go any faster than the room without vaparators. I don't play multiplayer ever really so all was done in single player
A quick thought on number 2 and an issue I ran into last week that I never got around to reporting while I was modding a room unbuilder that I was trying to use a segmententity's mRoomController variable. No matter what I did I could never get the room unbuilder to not have the mRoomController be null so I had to use a different method to determine if it was in a room by just checking the mnRoomId to see if it wasn't -1 to determine a valid room. I honestly couldn't even find out where in the code it was setting the mRoomController variable to the room's controller so as far as I could tell it was always null. Which would make the IF statement to check for a proper greenhouse rating always false and cause the vaparator not to work.
Plant to grow to full outdoors : 1 hour
It's 15x quicker on a Hydro and 30x quicker on an Advanced Hydro. If the room has a Greenhouse rating > 100%, then it's 30x and 60x quicker, respectively.
I did a test in a previous post in the thread.
Time for a plant to grow fully outdoors was 944 seconds. (Rapid world setting). HTH?
Was that not before my 'Ooops. Fixed' message? And on P21?