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I can have up to 5 of each plant type and 4 empty slots across 4 Biodomes with this build style, my current base has the 4 domes but I currently don't have the resources for the last two plant types.
At one time you could remove the door, plant in all the pots and put the door back and didn't lose the extra plants. I don't know if that still works.
I gave up on the efficiency part and went for the aesthetics of the design. It really doesn't take me that much longer to harvest in this base. Look left harvest look right harvest walk to the next junction. Go around the whole thing clockwise.
https://steamcommunity.com/sharedfiles/filedetails/?id=2594598868
What do you use all those harvested crops for? The only one I need on a regular basis are frost crystals for glass production.
LOL, I'll keep it short. I'm a manufacturer at heart. I created a production operation to craft 100 stasis devices or fusion igniters in one session. This base produces all the plants in one harvest. Except Mordite and Faecium, I extracted them from the ground. After only three lots, I broke the bank and never produced any more.
This was build in my early days of playing. I've learned a lot since then and wouldn't even consider building something like that again. But, it was a lot of work and I really like how it looks. I just can't bring myself to delete it. I have deleted all the other resource bases though.
Yes, definitely don't delete that masterpiece! You never know what HG will change in the future to make multiple production runs worthwhile.
That's both slower AND it uses twice as many building components since you can't actually harvest while running through without breaking stride. Using the bottom method you must stop and look up to harvest...therefore it's much slower.
You can always add doors to see which orientation the biodome is in first, then carefully rotate the "screwdriver" cuboid in the proper direction "X" number of turns. The main problem doing so is that depending on how your scroll wheel is tuned, it could turn the cuboid 180 degrees rather than 90. That's a particularly annoying issue when positioning storage containers, too.
Right, half the time you don't have to make any change in orientation at all. It's usually with direction turns that you have to be careful, or if you randomly rotate the scaffolding cuboids by accident. As mentioned above, you can peer into the biodome and actually get a sense of its orientation because of the relative position of the harvest panel which is an equilateral triangle. It's orientation points to the valid door connections, but because it's equilateral, you first have to check its orientation by placing doors, then thereafter track the harvest panel:
https://steamcommunity.com/sharedfiles/filedetails/?id=2777181425
You can have both efficiency and looks, since the closest packing usually also looks the best. And I agree, the kind of farm with cuboid hallways underneath both looks bad, is slow (because you can't run through, you stop, look up, run to the next), and worse, it also uses twice as many (or MORE) building components....all of which deduct from your global construction total.
The fastest harvest by far, before they nerfed it, was the overplanting ability of biodomes in the Prisms (and prior) update. Then you only needed ONE biodome for everything....infinite plantings by adding and subtracting doors.
The current fastest harvest is a run-through type, like the farm example in figure 2, as you never have to stop...just keep running and harvest as you run-through. In that particular example I didn't try for some cool aesthetic, but one can easily see that string theory could be used to create designs that were both aesthetic, compact, and a single path (ie. string), so a visiting player would never get lost or get bogged down with an inefficient harvest run.
https://steamcommunity.com/sharedfiles/filedetails/?id=2133730821
The underlying cuboids are only used to position the biodomes, and each biodome is exactly 4 cuboids from the other. After the biodomes are properly positioned, the cuboids are removed, leaving only the connected biodomes.
Prisms was the last update with the old construction system which blocked building things out of order, requiring building order knowledge to get some things done.