Spacefarer

by Lex_sk

A space-flight adventure built on Space Age: your ship is your only base, and planets are the milestones of progression, the source of contracts and trade. Start a new game with the "Space Start" scenario. Приключение о космических перелётах на базе Space Age: корабль — единственная база, планеты — вехи прогрессии, источник заданий и торговли. Начните новую игру со сценария «Космический старт».

Scenarios
9 days ago
2.0
211
Logistics Mining Manufacturing Storage

i gleba greenhouss

a month ago
(updated a month ago)

the greenhouse recipes should probably Mirror the vanilla crops, in that, they consume the seeds, and yield 50 fruit. aside from running much slower, this ensures you also need to cycle seeds back in and keeps thst piece of gleba complexity in.

I could also see the recipe consuming a bit of landfill, and the greenhouse running on nutrients. this gives a stone sink, makes the gleba chain less infinite and more transmutitivd, and ofc allows the manditory gleba pain death spiral.

Oh, and make sure it always yields quality 1 items, to avoid planting and harvesting and yielding nearly unlimited legendary fruit to the rest of the chain. though stoney soil via landfill helps add a dependency, and needing legendary landfill would also similarly fix thst.

a month ago

Thanks — two of the three are already in 0.9.117.

Quality — quality modules are now disallowed in the greenhouse. Legendary fruit is still possible, but only from a legendary seed, which you still have to get hold of somewhere.

Nutrients — done: the greenhouse now runs on nutrients instead of electricity.

Landfill — also in the recipe now, returned with 0.8 probability, about four stone per harvest. I tried full consumption and backed off: stone here comes as a supplement to other routes, and four greenhouses would eat two chunks a minute.

50 fruit — I'll think about that one for now.

a month ago

the 50 fruit was to, you have a 2% seed chance when shredding a fruit, and in vanilla, 1 seed yields 50 fruit, so averages 1 seed returned. gamblers ruin causes this to be slightly worse, but any productivity reverses that, especially the biofactory.

awesome. you still can probably abuse this to get legendary quality easier, but you still have to pay in asteroids.

a month ago

I ran the numbers, and it turns out there's nothing to change.

Processing a fruit yields a seed at 2 %, but that recipe allows productivity, and the biochamber gives +50 % by default — so it's really 3 % per fruit. Vanilla: 50 fruit × 0.03 = 1.5 seeds per cycle. Ours: the seed comes back whole, plus 20 fruit × 0.03 = 1.6. The seed multiplication rate is the same, and the vanilla chain doesn't teeter on the edge either — it grows.

So switching to "50 fruit and consume the seed" would only change the yield per cycle — a multiplier, not a mechanic. It doesn't bring the pain spiral back: seeds pile up regardless.

Dropping the seed consumption was a deliberate call. Without a guaranteed return, the greenhouse stalls on a run of bad luck — and as the numbers show, there's nothing gained in exchange.

On quality you're right: the loop exists, but it's exactly the vanilla one — a legendary fruit yields a legendary seed through processing in vanilla too. What we've added is a price tag: crafting at a given quality requires ingredients of that same quality, and landfill is consumed at a fifth per cycle, so a legendary fruit stream runs into legendary stone from asteroids.

a month ago

Ah, well, if it maths the same, thats fine. Mostly this was a, it looked like you increased the seed yield, by having it not be consumed at all.
And vanilla seeds stall out on a run of bad luck, partly to encourage you to use the biofactory. I suppose it just feels like you changed that for the purpose of changing it.

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