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harvesting times: up to 15 plants at once, without sacrificing looks with biodome
plants/base factoring in the 3k elements per base limit
up to 15 plants without sacrificing looks in 1 biodome -> 15:1
vs
4 plants in 1 large tray +1 (glass) cuboid -> 2:1
16 plants in 4 large trays + 4 (glass) cuboids -> 16:8 <-> 15:7,5 <-> 2:1
->
https://steamcommunity.com/sharedfiles/filedetails/?id=3063886627
https://steamcommunity.com/sharedfiles/filedetails/?id=3066363552
all in one (except electromagnetic powerplant)
or
https://steamcommunity.com/sharedfiles/filedetails/?id=3044978617
requiring a slightly more complex teleporter system
https://steamcommunity.com/sharedfiles/filedetails/?id=2826520316
base design
https://steamcommunity.com/sharedfiles/filedetails/?id=2501884131
stacked,
using roomframes as intermediates
subleaf-designs
https://steamcommunity.com/sharedfiles/filedetails/?id=2502415855
variants with landing pads
https://steamcommunity.com/sharedfiles/filedetails/?id=2502416807
it is recommended to start with at least one roomframe for a raised build
to avoid "collisions" with respawning rocks, plants,...
https://steamcommunity.com/sharedfiles/filedetails/?id=2518800248
https://steamcommunity.com/sharedfiles/filedetails/?id=3068090988
using electromagnetic power is a must have
to stay within the 3k building elements upload limit
since both example bases use around 8k kps
using solar power will reduce the number of domes
both biodome hive-bases carry 148 biodomes with 15 plants each -> 2220 plants
a base made of small cuboids with the same capacity/number of plants would need 555 large hydroponic trays in 555 small cuboids
so 2220 plants + 555 large hydroponic trays + 555 small cuboid rooms= 3330 "building elements"
already beyond the 3k upload-limit
add gangways,
add powerplant,
even more beyond the 3k upload-limit
https://steamcommunity.com/sharedfiles/filedetails/?id=2968088778
https://steamcommunity.com/sharedfiles/filedetails/?id=2968088686
a)
https://steamcommunity.com/sharedfiles/filedetails/?id=3066363552
"side domes" can get accessed/harvested from the corridor
by just doing a turn in their direction
thus minimising movement/walking distances
b) no clipping/overlapping of structures
https://steamcommunity.com/sharedfiles/filedetails/?id=2502415855
c) with only one access per dome 15 plants in each dome without having plants growing through the floor at the entrance/exit points (clipping/overlapping)
->
base design
https://steamcommunity.com/sharedfiles/filedetails/?id=2501884131
enter via a shortrage teleporter from for example a room below, see my more detailed upper post
clipping/overlapping is also the reason why i suggest to use roomframes as intermediate elements bewtween floor-levels when stacking
avoiding clipping/overlapping is a matter of taste so
hard to build in less space consuming way without clipping,....
remembering my first steps in deepspace agriculture (parent designs of The Beehive I/II) long ago
https://steamcommunity.com/sharedfiles/filedetails/?id=2488181122
half of it got swallowed by a volcano thanks to an unplanned planetary biome-change
https://steamcommunity.com/sharedfiles/filedetails/?id=2488180484
rebuilt on a small dead frozen world
later "evolved" to "The Beehive"
*Ograus flips cape back to flow in the breeze*
you can do similar for the freighter rooms, too... 2 wide and run down the outside decking holding the button... rest at the end and come back up the other side doing the same... i place the quad rooms in a 2x18 block with each row dedicated to one plant type... i think i generally end up with 12 blocks of grow rooms split so half are on each side of my freighter and stacked 3 decks high...
i can't say that what i describe is any faster than the domes but it works for me... i might have maybe 2 or 3 bases with the domes out of over 100 bases spread across like 12 saves... 99% of my growing is done in my freighter grow rooms as described above...
Yeah he's a monster lol. Should see the one he build underwater. :D
Planting outside is optimal of course, but I know that isn't an option with resource types like Mordite and Faeceum.