It can also be grown freely if you are forced to (or want to) live under a sun blocker. So, even when considering the mood penalty of fungus, and the work penalties of darkness, this crop can be worthwhile to grow. Being indoors, in turn, lets you use heaters to control the temperature, and grow crops during the winter. This is because nutrifungus can be grown in darkness, which lets you grow indoors without needing a sun lamp. They can be also viable if you are forced to grow crops under gravel or stony soil, such as in the Extreme Desert.Įven without the Tunneler meme, fungus can be worthwhile to sow. With the Tunneler meme, growing nutrifungus becomes a no-brainer, as tunnelers hate non-fungus vegetables. This makes potatoes the superior overall choice for colonies without the Tunneler meme, so long as you can grow outdoors. In addition, most ideoligions dislike eating raw fungus, with a −3 moodlet when cooked. The Lighting: Darklight Preferred precept or Dark vision gene both counteract any negative dark-related effect. However, a baseline pawn will work 80% as fast with fungus due to the penalties of darkness. Nutrifungus has even less fertility sensitivity than potatoes, so it actually grows faster in poor soil (the potato plant's usual niche). In addition, yield per work is identical between the two crops, making them mostly identical for the purposes of food. With corn, you would have to call in a bulk goods trader and then the exotic goods trader, which takes time and consumes goodwill (which, in this case, means consuming money).Nutrifungus grows very slightly slower than potato plants, taking 103.4% the time to grow for the exact same yield. For example, if you want to buy goods from an exotic goods trader, you could sell flake directly to them. Less traders accept corn, which is especially relevant when calling traders in with a comms console. Due to the large quantities of corn, it takes more hauling work. This is amazing value it even beats flake in terms of pure work efficiency.Ĭorn has a few disadvantages when compared to drugs. For 370 ticks ( 6.17 secs) of work, you get 24.2 Market Value ( 163.5 / game hour), and it does not need to be processed any further. Thus a corn harvest only needs to be placed in a simple shed.Ĭorn is arguably the most work efficient means of generating wealth. When possible, planting in rich soil will help mitigate the weaknesses associated with its long grow time, while planting in low-fertility soil will exacerbate them.Ĭorn's exceptional shelf life means that the colony does not need to invest in freezer space for corn, as even the slightest winter will keep corn fresh until next year's harvest. It's also recommended to either keep an emergency food stockpile or other alternative food source on hand in case of crop loss. If your harvest comes in mid-fall, you may want to either forbid sowing to save labour or temporarily switch to rice in order to get a little more food. And depending on the climate, corn might not reach maturity before winter hits. These long harvest cycles mean that losing a single harvest to blight, fire, cold snaps, or other misfortune is far more consequential than losing a crop of faster-growing plants. This is because corn has the highest harvest yield, meaning fewer sowings and harvests for a given amount of food, but it is balanced by a long grow time. Their primary advantage is their incredible labor efficiency: corn provides 200% the nutrition per work of potatoes, and 367% that of rice. In regular soil, corn plants provide slightly less nutrition per day (per tile) than rice plants (97%) and slightly more than potato plants (102%).
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