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One boomalope needs 1.6 nutrition per day, which is 32 hay. Since one patch of haygrass harvests into 23 hay, each tile of haygrass supplies 72% (0.71875) of the daily intake of one boomalope. Assuming growing in regular soil (100% fertility), yield per day is 1.9, meaning you'd need 17 tiles of haygrass to feed one boomalope, not taking into consideration failed harvests due to low-skill growers, delayed harvests due to eclipses, lost harvests due to fire or blight, or any other unforeseen consequence. Production-wise, one boomalope produces 12 chemfuel every 2 days, while the chemfuel-powered generator consumes 9 chemfuel every 2 days. Thus, one boomalope can run 1.33 generators for 17 tiles of crops and a total of 36 job assignments (17 sowing, 17 harvesting, 1 milking, 1 refueling).
Meanwhile, the refinery can make 3.5 nutrition into 35 chemfuel. Rice has a yield of 0.0542 nutrition per day per tile, so since 35 chemfuel can fuel a generator for 7.78 days, we're looking at 0.4216 nutrition grown per tile by the time we need to refuel. This means we need 9 tiles of rice to grow enough to sustain one generator (again assuming 100% fertility and no accidents). This comes down to 20 job assignments (9 sowing, 9 harvesting, 1 making chemfuel, 1 refueling) to handle 1.0 generators.
My verdict from running the numbers? Not really that much different on a small scale, but as you start using more chemfuel-powered generators, grown crops will compound into less work, especially if you start using higher fertility ground such as hydroponics. Personally, I'd also consider boomalopes wandering around the base a security risk if one of them were to die and explode.
Le edit: I should also add that refinery-produced chemfuel can be made from whatever's left over from your food production - generally you don't need to dedicate any extra space for it. If you're not already growing haygrass for other purposes, that'd be an additional reason not to dedicate a new area for haygrass production.
I think he was asking for an answer to his question which is "Is this efficient?".
Not "Solve all of my problems with mods please."
You have eyeballs in front of your head.There a screen with the text that OP wrote. You have a brain to read the information properly.
Combine these ingredients, and you'll know how to not look stupid.
I suppose turning off solar flares in the scenario editor is always an option. I assume OP hasn't made this base yet so he could choose to remove them if he wants.
Yeah I don't really care how you feel, it's just a suggestion to OP. Also I think Solar Flares are just BS since you have no way to defend against them and they are entirely unpredictable.
I like a good challenge, but only when it feels fair.
https://steamcommunity.com/sharedfiles/filedetails/?id=1564657272
1. Who tf cares about winning Rimworld? The same people that care about winning Minecraft?
2. Solar flares account for less than 1% of actual playtime so to say it would make a big difference disabling them compared to turning off mechanoids is baffling
3. The beauty of Rimworld is that anyone can play however they want, they can even do fun ideas like making a self-contained base powered only by boomalopes if they want. The OP even said he was open to modding and hasn't mentioned difficulty so who knows how exactly he wants to do this.
4. The game has multiple difficulty settings and even a PEACEFUL mode so by your logic is anyone who isn't playing the highest difficulty not even playing the game?
5. Do you also think that tornadoes were fair and challenging?
/rant
If you're building inside of a mountain would you want to use the mod Vegetable Garden in order to get tools to allow you to place dirt indoors like ontop of stone flooring?
Funny, all it did was answer the exact question the OP asked.
Im misreaded stg, sorry. Post removed.
You didn't have to erase the post that was doing the math to help OP, that was actually very helpful. The problematic post was where you were acting like an elitist and saying how people should play.