![]() ![]() ![]() To feed the Sweetles, Grubgrubs, and Grubfruit Plants long-term requires a source of Sulfur, and so a Sulfur Geyser tamer is recommended.That's assuming the additional calories from Grubgrub Plants balances out the inefficiencies from occasional Sweetle eggs. If that meat is turned into Barbeque, one happy Sweetle can produce 6000 calories/4.5 cycle = 1333 calories per cycle this way. Keeping Sweetles with Grubfruit Plants will maximize the chance that they will drop Grubgrub eggs which can then be turned into more Meat. Sweeties lay eggs faster than GrubGrubs, require less space before they become overcrowded, and eat less sulfur, but Grubgrub drop more meat upon death. Much of the calories will come in the form of Meat. To maximize the amount of calories produced per kilogramme of Sulfur, it's best to ranch Sweetles with only a few Grubfruit Plants per ranches.All together, this will allow production of Grubfruit Preserve, a long-lasting food source similar to Pickled Meal.To do that, you need a ratio of 3 fed Sweetles per Grubgrub. Despite the 50% loss when Sweetles convert Sulfur into Sucrose, the conversion is ultimately 5x better to have sweetles turn Sulfur into Sucrose and then feed the Sucrose to Grubgrubs. Grubgrubs transform only 10% of the mass of Sulfur into Mud, but 100% of the mass of Sucrose into Mud. To maximize Mud production, Grubgrubs should be fed sucrose.A max-size ranch can house 8 Sweetles or 6 Grubgrubs. Sweetles require 12 cells each in a ranch to not be overcrowded, while Grubgrubs require 16.This can be done without feeding them until they starve, or starvation can be prevented by feeding them only once every 10 days. Grubgrubs are best paired with Plants to rub them for faster growth.To maximize Sucrose production, it's best kept in their own ranch without plants to tend, as otherwise they'll lay almost no Sweetle eggs, depriving the colony of its Sucrose production. Sweetles enable sustainable creation of Sucrose.This WILL lead to the colony being considered as lost. If all Duplicants on the colony are inserted into Sight-Seeing Modules, it will count the colony as having no duplicants alive.Make sure they have a Jet Suit/Atmo Suit or at least a way to immediately escape the residual rocket thruster temperatures, or sacrifice a Gantry and leave it extended as the rocket is landing (which will "break" the Gantry, but the sight-seeing duplicant will at least be able to exit safely onto the now broken Gantry rather than find ground the hard way). Unlike the pilot, who will wait for a Gantry to be available before disembarking, the space tourist will be unceremoniously ejected from their module upon landing.Duplicants do not require any life-support while inside the Sight-Seeing Module and will not leave it without the player's input, which allows the player to use it as a suspended animation equivalent.The buff gave +5 Morale and +3 to all stats for 10 cycles. The space tourist would come back with an Artifact and lose some stress, become overjoyed and gain the "Visited Space" buff after the trip. In the earlier Launch Update version of the game: The buff gives +8 Morale and +3 to all stats for 25 cycles. The space tourist may come back with an Artifact (in addition to the one the pilot might recover), and will gain the "Visited Space" buff after the trip. Sight-Seeing Module is a Rocket module that allows any Duplicant to ride along in a rocket as a passenger. ![]()
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