![]() Though it may be a bit longer for lower Tier cooks and depending on how much overstock one wants. You don't have to "deal" with food poisoning, it just passes after a few hours, and for every 10 colonists you are feeding it happens about once a year with a decent cook. You just have to create a proper cooking area, remove travel time from the process and it's done in seconds. It's a pretty trivial investment in time and resources for a fairly large difference in mood. Originally posted by Astasia:My colonies usually only ever have one cook and they spend like 5% or less of their time cooking, even for a colony of 20. Joke aside, there is also a mod that buffs paste, making it slightly overpowered. ![]() Have a few prisoners sharing a dorm together and cannot be bothered to feed them yourself? Yup. Have a super low amount of raw food? There's paste for that. I do believe there is a mod that makes paste much better. If you have a fancy place for your little pawns to eat, it'll generally give you a higher mood buff than you'll lose from the paste. Just put a Nutrient paste machine inside/built onto your freezer in case you're getting low on food, and it's the middle of a long winter. This allows you to make your raw food last something like 200%/300% more, which can be a real life saver sometimes. Nutrient paste requires much less items per meal to make than cooked meals. Food Poisoning at that time can be an unacceptable risk. "Berries" are great, but don't be so eager to eat them, especially when in a caravan-mission scene. Food Poisoning is, IMO, not worth worrying about since it's always got a small chance of occurring.Īlso Note: All "raw" foods have a separate chance of causing Food Poisoning. When it's not, I suffer through it - Meal bonuses are just too good to voluntarily pass up. Note: Starting with a Cook at/above 4 or with passions/double-passions in Cooking is something I prioritize when possible. That's a pretty worry-free way to get an additional Cook leveled up without any risk of Food Poisoning. I didn't know that making Smokleaf Joints would raise Cooking skill when done at a Drug Lab bench. Skill 6 opens up better meals and things take off pretty well from there, as long as they're in-supply. It takes a trivial amount of time, once properly set up and supplied, to get a Cook above 4, which is where the breakpoint starts to slow. The bonuses and benefits from cooked Meals are entirely too great to pass up. Rimatomics works well with this mod, and LWM's Deep Storage works wonders for efficient use of space…in space.ġ1.I've never once used Nutrient Paste as a food source for colonists. Artificial Soil Substrate is costly but helps.ġ0. It takes about two hydroponics bays to feed one colonist. This will help protect your radiators, which weaken the hull.Ĩ. You can build a 3x3 area inside your surrounded by ship radiators to vent heat. There are space related missions, so there is stuff to do in space.Ħ. Spaceships reward planning, since the area of your initial will be limited and expansions are costly.ĥ. Batteries will run out very quickly, often in only 3 shots.Ĥ. You need a Capacitor to use your ship’s weapons. Moving the ship causes heat to reset to ambient temperature, which is a vanilla issue that can't be fixed.ģ. Your ship interior will be -100C when you first get into space. You will need to heat your ship with heaters. (Shuttle bays are not usable when there is a shuttle sitting on them.)Ģ. It is a good idea to have more than one Shuttle Bay, so you can deliver resources concurrently and go to ship anytime.
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