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Has anyone else had their plants stop growing since Update 1.6 came out? Check the timer on a plant (using "F" key while looking at it - the timer restarts - even after waiting a few seconds and looking at it again...)
News Flash - The sky is NOT falling (stupid me...) Never knew the Hydroponics trays have to be fueled...
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Instgtr: News Flash - The sky is NOT falling (stupid me...) Never knew the Hydroponics trays have to be fueled...
It used to be possible to avoid refueling the hydroponic trays if you never checked the fuel level. That was a bug, although a very convenient one (he said, guiltily). That bug was fixed in 1.6, which is why you're now seeing them require refueling.

If you plant in a biodome then refueling isn't necessary. The boidome does that automagically. Or, of course, plant outdoors in the appropriate biome.
If you combo the required plants in starting recipe together, in a biome, you'll only need 4 doorless biomes. I am trying to calculate the proper ratios. I am always short Star Bulb and Fungus. Got Mordite and Cactus in large quantities. Hmm, how do you guys grow your biomes. I grow no uniques, and no Nip in my biomes. Just the big cash reciped weeds is all I grow.
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birdbathscuba: If you combo the required plants in starting recipe together, in a biome, you'll only need 4 doorless biomes. I am trying to calculate the proper ratios. I am always short Star Bulb and Fungus. Got Mordite and Cactus in large quantities. Hmm, how do you guys grow your biomes. I grow no uniques, and no Nip in my biomes. Just the big cash reciped weeds is all I grow.
Just one biodome with five mordite and ten coprite. Everything else grows outdoors on a planet with the right environment. That's much easier to do in NEXT with the ability to teleport directly to a planetary base; no need to go to the space station, fly down, pick the crop, and then fly back to the space station.
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birdbathscuba: If you combo the required plants in starting recipe together, in a biome, you'll only need 4 doorless biomes. I am trying to calculate the proper ratios. I am always short Star Bulb and Fungus. Got Mordite and Cactus in large quantities. Hmm, how do you guys grow your biomes. I grow no uniques, and no Nip in my biomes. Just the big cash reciped weeds is all I grow.
Right now only in my hydroponic garden on my capital ship. I still trek trough the (new) galaxy in search for a home (not being hunted by Cylons, so I do slack around a lot :P).
Prior to 1.60 the Agricultural Specialist or Farmer would keep the hydroponic trays charged if each of the following two conditions were met:

1. The farmer was in the same room as the trays.
2. There also was at least one standing planter (carbon) in the same room.

For reasons unknown this was broken in 1.60 and I believe was associated with adding meaningless ancient tasks back to the specialists. Prior to 1.60 the specialists did not provide any interactions except mindless chatter if interacted with. After 1.60 a repeat of an ancient task was added back to each specialist such as harvest a plant for the farmer, go to a terminal for exocraft, etc.

My guess is that this was either an (un)conscious decision or someone recycled old code when making changes to the programming which broke this. In any event, this was not a bug prior to 1.60 but an appropriate design function since tending the plants is one of the things that the farmer should be able to do. 1.60 introduced the bug by disabling this.

EDIT: If you have a tray that is out of power (the light turns red) and then recharge that tray (turns the light blue) sometime after the plant should have completed growing that plant will instantly pop up as fully grown. If the growth period has not completed before recharging the tray then the normal growth cycle continues.
Post edited September 24, 2018 by ChewyWeAreNotHome
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Instgtr: News Flash - The sky is NOT falling (stupid me...) Never knew the Hydroponics trays have to be fueled...
Ya know, when I read your subject line; "all Plants have stopped growing", I wanted to go outside and see if it was true.
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Instgtr: News Flash - The sky is NOT falling (stupid me...) Never knew the Hydroponics trays have to be fueled...
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jimmy12345: Ya know, when I read your subject line; "all Plants have stopped growing", I wanted to go outside and see if it was true.
Yeah - It's a Commie Plot...
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jimmy12345: Ya know, when I read your subject line; "all Plants have stopped growing", I wanted to go outside and see if it was true.
How long were you going to stare at the plants to make sure?
I cannot grow outside. Must use 4 biomes, on Calyso everything is trying to eat me whole. I need nerd help. How many plants total fit per biome? 12 or 15, cannot recall.

So 1 tier recipe req. for the 8 specific crafting plants used totals/4 times biome capacity times 1/x or something, regardless of growing time. Growth time is negligible, because we will be visiting homebases at random intervals. This should give me precise ratio of tier 1 requirements, tho to avoid storage of unmanagable and odd quantities, I need chunks of 50 or 100. . All tier 1 recipes use blocks of 50 or 100 units, so any quantity not of that size, hogs up valuable storage units, inbetween excurcsions.

Can anyone good at math help me with planting these 8, in 4 biomes, with ratios leaving as little overspill. Thank you
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birdbathscuba: I cannot grow outside. Must use 4 biomes, on Calyso everything is trying to eat me whole. I need nerd help. How many plants total fit per biome? 12 or 15, cannot recall.

So 1 tier recipe req. for the 8 specific crafting plants used totals/4 times biome capacity times 1/x or something, regardless of growing time. Growth time is negligible, because we will be visiting homebases at random intervals. This should give me precise ratio of tier 1 requirements, tho to avoid storage of unmanagable and odd quantities, I need chunks of 50 or 100. . All tier 1 recipes use blocks of 50 or 100 units, so any quantity not of that size, hogs up valuable storage units, inbetween excurcsions.

Can anyone good at math help me with planting these 8, in 4 biomes, with ratios leaving as little overspill. Thank you
A boidome can support 16 plants. A door or corridor access only takes up one planting location, now, for 15 plants; there are two spots immediately adjacent to the door that won't have "rings" but you can plant there. Used to be that a door/corridor blocked three spaces but that's been tweaked by HG.

For one stasis device you need
1 cactus 16 hrs
4 solanium 16 hrs
2 coprite 4 hrs
8 gamma 4 hrs
8 starbulb 4 hrs
7 frosty 1 hr
30 plants (2 biodomes)

or one fusion ignitor
3 cactus 16 hrs
4 solanium 16 hrs
1 mordite 8 hrs
12 fungus 4 hrs
8 starbulb 4 hrs
2 frosty 1 hr
30 plants (2 biodomes)

Or you could go with the minimum number to craft either a stasis device or fusion ignitor, 45 plants. That's three biodiomes but out of those three you only get one or the other (plus some surplus).
Perfect, that is the breakdown I was after.

Did you rebuild since your Aloha Euclid post. Curious how your design will go?
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birdbathscuba: Perfect, that is the breakdown I was after.

Did you rebuild since your Aloha Euclid post. Curious how your design will go?
Nothing too fancy. Mostly a manufacturing floor, a storage annex, and an upstairs atrium with landing pad access. One biodime for mordite & coprite. Nice view.
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birdbathscuba: Perfect, that is the breakdown I was after.

Did you rebuild since your Aloha Euclid post. Curious how your design will go?
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dashiichi: Nothing too fancy. Mostly a manufacturing floor, a storage annex, and an upstairs atrium with landing pad access. One biodime for mordite & coprite. Nice view.
Nice. Do you keep exocraft pads under the 7 launchpads at nearest spaceport? Can hop up to spaceport from Colossus. I tried modding terrain around spaceport, to make it easierly accessible but it reverts...