Slipstack Agriculture


Add Slipstacks to your agricultural options, as an alternative stone and spoilage source on Gleba. Slipstacks do not emit spores when harvested. Splitstack polyps (The equivalent of a seed) is obtained by filtering the swamp water.

Content
8 months ago
2.0
5.81K
Manufacturing

i Brick Biochamber Recipe

7 months ago

Loving the Gleba overhaul, and unsure if this is too much productivity or not, but it would be neat to have a Biochamber recipe for Bricks given some of the real world applications for bioreactors and filtrate medium/concrete additives. Extending on past that, if that path seems interesting, there's a glaring weakness on Fulgora that a stone-similar application would find very interesting, quality holmium ore not having a use. Using a Biochamber there in some alternate to processing it in a foundry/smelter and retaining the quality of the ore itself would be a cool way to flex Gleba's power on other planets

Thank you for these mods!

7 months ago

Thats a really solid suggestion!

I have been looking into the other planets to make more meaningful agricultural aspects for them (got a solid demolisher farming concept in the works so look forward to that!) But really wanted to implemented something with those fulgoran rocky outcrops that contain holmium, but really didn't want to copy paste another "bacteria fixing heavy metals" concept...
I have also run into the issue of not having a good use for quality holmium... and I think your right, there's definitely an avenue for one of these mods (or perhaps a new one) to expand into that niche.

I know of biochemistry mod, or perhaps its a similar name, that brings ways to generate nutrients to all the planets, but there are less unique gleba-specific agricultural options, and I agree, would be nice to bring that to the other planets as an extra pay-off for conquering Gleba. The biochamber by itself is just a little bland and difficult to use on other planets.

7 months ago

That does sound exciting, I am :D

I definitely like the look of Biochemistry the mod, thank you for the recommend. I have to admit, high quality fluroflux from your other mod has been an excellent way to provide supply lines to Vulcanus for better oil cracking, so I didn't even worry about the nutrient costs XD

As for something to avoid repetition from the other metals, perhaps working with the lightning collector in some way, as the fulgorites are similar to their real life counterparts where lightning strikes ground, catalyzing seed holmium ore, stone, and maybe heavy oil, but I have no idea if the code for the ag tower can be used in other ways like that, planting based off other triggers

For processing holmium ore itself, to avoid repetition on the other side, maybe leverage the biologic additive manufacturing ideas, where quality holmium ore + holmium solution outputs plates. Biochamber taking over for the chemical plant making holmium solution, especially if it's possible to make higher quality holmium ore yield more holmium solution, then the next biochamber array using a seed crystal of the holmium ore to 'grow' the plate from the solution

Unsure if any of that is possible, but definitely hopeful for your implementations :D

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