Goo Layout

Thanks for the info here. Yeah, this what i think about, looks like invest on crop rate more worth of effort.
I did the similar thing on my Combustion Particle, I chose 100% seed and 80% crop (+20% crop on skill will be 100% crop rate too) . I think it still better reward than bet for the 10% extra seed. Get it in exo is easier i think.

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I am 101% with you ^^šŸ˜‚

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go through villarie in arie, there are very prosperous farms and a good percentage, look or copy in the way which is the one that offers the highest percentage

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Ill do thatšŸ˜‰

Thatā€™s a good tip - Iā€™m going to have to do that on mine once I get enough seeds to fill the area I have planned for it

Thatā€™s when you plant on sponge tho, right?

Hi. Yes, indeed @AeneaGames

Maxing product though does minimise seed yield, being a nerd Iā€™ll do a spreadsheet when i get home to try and show which seed/ crop ratio gives the most total final product taking replants into account.

On this topic though, would love if you guys could pm me some of the ratios you know for goo (not just the one you use, any known combos), will speed up the process considerably if i dont have to do each setup myselfā€¦ else Iā€™ll just post a general spreadsheet from 0-95% for crops of 0% to 350%

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Still kinda think that the balance is terrible, to be able to end-up with a 0% crop yield / 90% seed yield, which means you can hit that perfect spot where you get NOTHING from harvesting. :disappointed_relieved:
The way I see it, with the near-bonus, it should always be balanced in every situation so that you always get something when harvesting, whether itā€™s 1 crop or 1 seed.

Okay peeps, I did the mathā€¦ In the absence of any viable seed / crop ratios I just did it for all possible combinations, assuming starting out with 100 goo plants and stopping the calculations when you ā€œshouldā€ run out of seeds, i.e. <1 seed from the last harvest.

So far I can share how many harvests one can expect to complete from 100 starting plants, but without goo growth combinations I canā€™t give any advice on what is the best viable crop:seed ratio.

Maybe Iā€™ll just keep this little fun secret to myself? :yum:

Edit: I found a post where @Gorillastomp stated that planting an 80/220 farm would return more than a 10/350 farm, and can confirm this bit so long.

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You basically have 3 options is the way I see it, but I could be wrong and please do tell me if I amā€¦ here goes.

To maximize mutation with seed return: plant on gleam, 8 lava near and 8 growth near gives 65% yield and 90% seed.

To maximize goo per harvest: plant in sponge with 8 lava near, which gives 350% yield with 10% seed.

Or for better seed sustainability: plant on rock with 8 lava near, which gives of 220% yield and 80% seed.

Iā€™ll be curious to see what your spreadsheet results come out like because Iā€™ve gone with the third setup for getting my pigments as it feels like I will get the most pigments per goo kernel this way.

Edit: ah ā– ā– ā– ā–  I was too slow, lol. But looks like Gorillastomp has already confirmed what I thought, good to know thanks!

Nah never too late! Thanks for the combos. According to my calcs, option 2 is the worst bet, yielding a total of round 3.9 pigments per planted goo over the lifespan of the farm.

The next best is option 1, which returns around 6.4 pigments per planted goo in total. Option 3 should be the best of the bunch with a theoretical yield of 10.9 pigments per goo planted.

These numbers do not yet take into account other desirable factors such as colour morphing, itā€™s just a straight forward pigment calc machine.

But yeah, you seem to have hit the best of them there!

Ok wowā€¦ I didnā€™t actually expect the 350% option to be so bad! And I also didnā€™t expect the mutation option to be quite so good, I only use that to mutate to the colour I want before I go to the 220% setup (the 65% crop is really just a little bonus as it is quite often in a colour Iā€™m not targeting anyway).

But basically I think @Stretchious has the right attitude. Pigments are something to be accumulated over time until you can do what you want with them, this is the highest level form of farming so itā€™s going to be time consuming and not for those with little patience.

And I love this quote from @Havok40k,

again, this is the kind of approach I like.

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Oh and just another little thing Iā€™ve found that might help peopleā€¦

A friend wanted 106 weary mustard paint for a particular job. I was able to make this for him with approximately 50 weary mustard pigment and an assortment of other random pigment colours in the other slots, just not enough of any of them to actually change the resulting dye colour.

Edited the following because:

This is not a good idea and can go horribly wrong, see further discussion in thread below

And further on from this tooā€¦ Iā€™ve made 50 dyed mosaiic by painting 30 refined sedimentary and then using another 15 assorted colours of refined sedimentary to make up the numbers to 45 and doing a mass craft this way.

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If you are focusing on mutation to a specific color itā€™s always better to use the max seeds possible then use the kernel of the right color on the rock layout to get more yield from it.

Agreed. The best mutation happens when you also have the maximum iterations for trying to mutate. My current setup is like 274/80 or something, so I get a pretty solid mix of both yields

The crafting result colour is randomly picked from the inputs, weighed by the counts so in 30/15 case thereā€™s a 33% chance it wonā€™t be the colour you want. Or was this changed recently?

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OK I wasnā€™t aware of this, fortunately it didnā€™t go one of the other 8 colours I had in the stack!! haha

But couldnā€™t you simply overcome this by just checking the crafting queue to ensure it says the right colour? And if it does choose the wrong colour simply cancel the craft and re-queue until it is correct?

I think not. The preview doesnā€™t show you the result colour.

Ok so the colour it reports in the crafting queue isnā€™t necessarily correct then is what youā€™re saying?