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Difference between revisions of "Compost Mixer"

From A Wiki in the Desert
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{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
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! Ingred !! Metal% !! N% !! Water% !! pH !! Phos% !! Sal% !! Soot% !! K% !! Sand !! Grass !! Rock !! Eco%
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! Ingred !! Metal% !! pH !! Salinity% !! Water% !! N% !! P% !! K% !! Soot% !! Sand !! Grass !! Rock !! Eco%
 
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| Clinker || 3 || 0.04 ||  || -0.61 ||  ||  ||  ||  ||  ||  ||  ||  
 
| Clinker || 3 || 0.04 ||  || -0.61 ||  ||  ||  ||  ||  ||  ||  ||  

Revision as of 00:48, 15 January 2020


Compost Mixer
Compost Mixer
(Building)
Location
Compound
Size
5 × 5
Requirements
Cost to Build
Copper Strap 10
Dirt 100
Nails 40
Sand 100
6000+ Quality Shovel 1
Smashed Stone 25
Rotproof Rigid Black Boards 200


This building creates Growth Medium to use to grow Mushrooms in a Fungus Farm.

Exact details of how to grow the correct medium for each Mushroom is still TBC.

Sources

This building becomes available after you have learned the Fungiculture 1 skill.

Cost

Use

The Compost Mixer works like a Paint Lab, where each db of ingredient gives you 10 clicks, and any remaining ingredient gets left in the Mixer for subsequent batches.

Each ingredient moves the designated value(s) up or down by a different amount. It is unknown yet whether this is consistent for everyone or avatar-dependent.

Starting a batch of growth medium will randomize nutrient values and soil type. It is yet unknown between which limits these values can vary, but the differences can be big.


Compost mixer interface.jpg

Starting a batch of Growth Medium takes 100 Compost.

From Malard on Discord:

so i am happy to 'reveal' a few things about compost
so if you just randomly make some compost mixture
the white box shows as Custom Growth Medium
and when you pull it out, its an unknown medium
you can put this into a fungus farm and try and grow any kind of mushroom you want
if your right, and your mixture grows that type of mushroom
then you will tick it off as a known solution
now, when you try and make a mixture that is within the correct range for that mushroom type
the white box will change to say "Toadskin Mushroom Growth Medium"
now when you take it out, you can still take it out as a custom mixture
or as a hard typed growth medium
if you take it out as a hard typed, you can trade it (more easily)
and you can put it into a fungus farm and know what it will output, the yield will also be higher
in this way, you can discover all the solutions to the 49 mushroom types and they become memorised to you as a player

Eco Density

From the changelog: Growth mixtures with an eco density greater than 3% are unlikely to achieve fruiting.

It seems like the only ingredients which increase eco density are the ingredients which move the Soil Type (Gravel, Dirt, Sand and Clay). All other ingredients can be added in any quantity without increasing eco density.

From a later changelog: eco density range has been increased three fold to allow more mixing

Ingredient Effects (Summary)

This table summarizes the direction each ingredient pushes the factors that it affects. The NET values indicate a sum of the number of factors increased and decreased in the given row or column (e.g. Clinker is -1 because it has one more negative than positive).

Ingred Metal% pH Salinity% Water% N% P% K% Soot% Sand Grass Rock Eco% NET
Clinker + - - -1
Salt + - 0
Water - + - -1
Salt Water + + 2
Dung + + + 3
Charcoal + + 2
Khefre's - -1
Gravel - + + 1
Dirt - - - + + -1
Sand - + + 1
Clay - + + 1
Smashed + + 2
Split + + 2
Sulph Water - + 0
Acid - - + -1
Potash + + 2
Lime + 1
Aluminum - -1
NET 0 -2 2 1 -1 0 -1 0 2 1 3 6

Ingredient Effects (Values)

This table provides a [currently] rough/first pass at measuring actual changes to ecology factors per ingredient addition. There is a bit of uncertainty here. pH changes can be read directly since pH is given to high precision. Other values were determined from reading the bar graph changes. The bars are 326 pixels wide and represent a value in the range of 0 to 100%, inclusive; therefore each pixel of bar is worth a change of 1/326 percent. Most of these values were determined from 1 or 2 additions of an ingredient. More accurate values can probably be determined by measuring the change over a whole 10 additions of an ingredient and then dividing by 10. Sand/Grass/Rock graphs are less well understood to give values for those, and I did not have Khefre's Essence with which to determine any value for that ingredient. --Ashen

Ingred Metal% pH Salinity% Water% N% P% K% Soot% Sand Grass Rock Eco%
Clinker 3 0.04 -0.61
Salt 1.53 -1.53
Water -1.53 3.07 -0.31
Salt Water 1.53 1.53
Dung 0.92 0.61 0.31
Charcoal 0.31 0.61
Khefre's -
Gravel -0.31 + 0.31
Dirt -0.31 -0.31 -0.31 + 0.61
Sand -0.31 + 0.15
Clay -0.31 + 0.15
Smashed + 0.15
Split + 0.15
Sulph Water -0.61 0.92 to 1.23
Acid -1.23 -0.3 0.31
Potash 0.31 to 0.61 2.15 to 2.45
Lime 0.2
Salts of Alum -0.176

Recipes

This table summarizes successful recipes for specialized growth media. The comments field can be used to denote key parameters, or if a specific terrain type is required.

Metal% N% Water% pH Phos% Sal% Soot% K% Eco Density% Spores Comments
0 22 51 7.2018 18 4 12 25 0% Dead Tongue
0 29 100 6.4476 20 0 19 25 3% Hairy Tooth
18 17 46 7.9546 31 36 21 13 0% Razor's Edge Grassy/Rocky
0 25 96 6.9666 24 0 14 28 3 Salt Water Fungus
5-29 17-33 29-74 3.5992-8.8770 26-33 22-36 5-24 13-32 0% Scorpion's Brood High phos seems crucial
22 12 24 4.9860 38 2 8 16 1% Slave's Bread
0 20 50 7.0052 22 45 30 16 7% Toad Skin