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I've had to plant indoors and the flares haven't killed the plants.
I'm not in a cave though
So all in all solar flare to op and very annoying unless you have some way of combating it then it souldnt bother you that much or you just dont have electricity.
I saw another user use the same technique and I'm pretty sure others do too:
Simply build another room and put a roof over it (or don't if you're in a temperate climate with a year-round growth season). I recommend you DO build a roof (easier) but it DOES cost a bit of extra power.
Place heaters and coolers so you can manipulate the temperature and grow lamps
Place your growth zones.
Now the pro's and con's are as follows:
A "greenhouse" will generally be less affected by solarflares because the plants simply go dormant over hydroponics that will generally kill your plants when a solarflare hits. Often enough it will take MUCH longer for a greenhouse during a solarflare to kill off your crops because it takes some time for the temperature to reach critical/killing levels. In a pickle you can even rip off the roof of a greenhouse and you won't be affected by the solarflare AT ALL (unless you play in a desert/arctic.)
A greenhouse will take up more power and space than a hydroponics-lab though...
In door growing means your peds won't be attacked by wandering wild animals and if you set your zones correctly your animals won't use those planted crops as a source of food. (with the Vegetable Garden mod you can even build pastures and you won't have to worry, much, about feeding your animals as it allows you to grow grass)
If you don't mind mods; the mod "Tilled Soil" or "Vegetable Garden"(I prefer the latter) give you garden soil and tilled soil which aren't as good as hydroponics (150% growth for Gardensoil and 200% for tilled soil) but good enough to make solarflare-annoyancea a thing of the past.
In general, using this technique) 4 zones of 5x5 will net you SO much food you will HAVE to sell raw goods to the traders or your freezers will clog with raw food and you migh even welcome the occasional solarflare or blight event so you can empty out your fridges a bit.
As such I ONLY build hydroponics for crops I DON'T need a lot of but DO need to have quickly (think smokeleaf/psychite & Hay, if you even have animals that is) and I use greenhouses for food production for a more steady flow of raw food (Corn/Rice/Beans/Spuds)
Your seasonal 'bread and butter' should be Corn in a big ol' regular field during the normal growing cycle. It's a plant-and-forget crop until harvest time, and makes a great barn-stuffer through winter. The exception to this is your first year, where potatoes are better for short-term survival.
Strawberries in a modest open-ground greenhouse works really well to help weather through winter. It's less resource intensive, less power intensive, and it won't die off in a flare. If your corn/potato storehouse runs thin, you have something you can mix with meat for fine meals (or eat raw in a pinch). I tend to grow this side-saddle with Healroot for year-round supply. Devilstrand also comes to mind for this as well.
You don't need much. My first-year plans are a 5x10 of potatoes, a 6x10 plot of cotton, and a 5x10 plot of haygrass around two windmills while I work on a 5x11 plot of healroot and 5x11 plot of strawberries in a one-lamp greenhouse.
Never wanted for food, only building supplies and labor.
there is nothing that you can do but set plant cut to Priority 1 , Harvest them if they are over 66% and hope to save some of the food.
on Icesheets with not usable soil this can be the death of a small colony.
In this scenario, the only failsafe is severe overproduction.. which is expensive as hell.
once you at the stage you are overproducing a solar flare is just bothering , but then you just starting to slap down the first hydroponics and wait for the first harvest and then get a blight and a Solar flare its a real bummer..
Yeah, we had plenty of prepared meals and food in the freezer, my psychoid harvest was delayed and I just find it annoying that indoor (deep in mountain basically) hydroponic platnts die with a solar flare...the power wasn't really down long enough to justify 90%+ plants dying. It wasn't super devastating to my economy really, as this colony is doing fairly well, it's just a balance oversight in my opinion.
Plus I'm just not sure I follow the logic of a solar flare killing plants instantly...
Either way, in the cold regions, yes I agree w/above posters, you need a walled in, roofed, heated, & backup battery supplied growing zone....It is also hugely helpful if growing Devilstrand is a priority.
As far as how fast the plants die, yes that's a horrible implementation. It should be something like a blight (where half of them die) or the growth rate needs to be turned down some so letting them survive a solar flare isn't unbalancing.
There is a great mod that adds a researchable device that negates solar flares, but has a ludicrous energy consumption while active. You'll end up having to make a large array of batteries to keep powered during the flare, but it does mean that planning and work can overcome the event mid to late game. the same author also has a nice fuse mod that can be used to mitigate zzzzt.
We arent on earth so solar flares could be very different.
Yes no electricity for a short while shouldnt cause so much harm to plants...but its a balance to make hydroponics have a drawback.
You could increase the chances of blight on hydroponic crops, or increase the duration of solar flares...
Personally I'd just increase the chance of disease and have the same overall result that way.
You really only use Hydroponics as a last resort, otherwise its far better to just grow things outside, or in a covered room with a heater, etc.
To be honest with you I never really use hydroponics really. I just get a mod that lets me til the ground and then the plants start to grow really fast.
Frozen food don't rot and there is no events (yet) that target them.
Also there is always hunt... (if your biome/season make that possible)