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I've got a single composter set to continuously decompose biomatter. On second glance, I may be finally running out of fertilizer... Currently only on day 81.
5 veggies
4 artificial meat
2 fruit
1 nuts
1 Co2 facillity
1 temp control
1 regular door with vent set to off
saves a lot of water and fertiliser (and crew spend less time with crops, also prevents storage filling up if you overproduce 1 type of food) and it also allows you to more easily monitor which foods you need to grow more or less of.
Regarding fertilizer, I only now just realized that you should be making this in the chemical refinery. The composter just doesn't produce enough of the stuff to make for stable food production. Failing that, trading seems to be the way to keep your stores up to the job.
water and raw chemicals are always going to be the 2 resources that screw you over, BUT if you have your ship set up right, and your crew can survive the damage, head to a siren world, and let some crew members have breakdowns and start fires, the smoke will easily fill up your ship, and if you have a good number of scrubbers ready, will be dealt with quickly and make raw chemicals and carbon.
combine that with killing aliens and people (In my last run, had 8 composters going continuously), several of the vital resources will always be in surplus.
(also forgot to mention on last post, don't forget to change storage setting so crew don't eat the actual resource before turning it into a meal)
How to do this?
You can afford fertiliser if you sell certain things such as the hyper fuel you make from hyper crystals at a profit so you can buy the crystals to turn into hyper fuel and make a profit from it.
It’s a setting on the storage bays which prevents people from eating any food that they have stored. I set that on every single bay just in case it ever happens to be holding a food item. Then I make a single small storage bay that requests prepared meals and space food where I haven’t set that. This allows them to eat meals that are found while scavenging, but doesn’t allow them to eat raw food directly; they have to go to a kitchen and get a meal. They end up eating less food overall, and getting a balanced diet.
I just wish that there was a way to include a small percentage of alien meat without them noticing.
Just keep bouncing between a week of algae and a day of real food, and your food supply can last for a very long time. Keep both machines built and simply disable one or the other depending on needs.
For bonus points, use algae makers for regular ship duty and real meals before boarding a derelict. Algae can cause puking, which is harmless on the main ship, but pretty stressful when they're starving in another ship.
A full farming diet requires high botany skill and lots of farming bays. Plants lose grow time while they're waiting for the next botanist upkeep. Make sure all the botanists work separate shifts so they can quickly respond to moody plants.
You can configure it as you wish, add and remove the number of fruit and biomatter.
Plus, several aspects of that mod do not work correctly (or at all). It's a large part of why I made my own.
However, it's not like you can expect necromancers to understand that sort of thing.