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Frostpunk automaton build
Frostpunk automaton build













  1. FROSTPUNK AUTOMATON BUILD UPGRADE
  2. FROSTPUNK AUTOMATON BUILD FULL
  3. FROSTPUNK AUTOMATON BUILD WINDOWS

More posts you may like r/Frostpunk Join 15 days ago Welcome to Heat city. (2 gathering posts 1 coal thumpers output) so I’m sure on automaton should make similar output. That would theoretically allow us to grow Old World vegetables or fruits like Grain, Tomato, Potatoes, Corn, and maybe even Apples and Pumpkins. If you can’t afford the extra steam core you should use a coal thumper operated by workers and have the automation gather the coal directly.

FROSTPUNK AUTOMATON BUILD WINDOWS

If we want to be able grow other plants than just algae, mosses, and lichens, then we would need to set up a full-industrialized hothouse that has a completely sealed environment and thick glass windows that allow light to enter and keep the warmth inside and the cold outside.

FROSTPUNK AUTOMATON BUILD FULL

  • Research Hothouse Selection (Technology): +15% efficiency with full workers.
  • Build Industrial Hothouse: +30 Raw Food/10h.
  • Research Hothouse Insulation II: +1 heat level.
  • Research Hothouse Insulation: +1 heat level.
  • These hardy crops can be grown within improvised Hothouses, and while these algae, mosses, and lichens are not particularly tasty, it is far better than starving to death. Endless mode is also the only place where you can. Without a storyline, the gameplay does not end, but instead follows cyclical storms. Endless mode is a variation of the Frostpunk scenario that essentially has no storyline. The Last Autumn DLC adds a third mode, The Builders. It has two sub-types: Endurance and Serenity. The vast majority of plant-based crops cannot grow in the extreme cold weather, and the few hardy species we had were either eaten into extinction, or were not able to adapt fast enough to the new climate.įorced to find alternative sources of food, it was discovered that certain species of algae, mosses, and lichens are edible and rich in protein. Endless mode is a new scenario type introduced into the game in 1.3.0. However, due to the rapid arrival of the New Ice Age, most of our crops and seedlings were destroyed before they were able to mature or be harvested. One of the hallmarks of civilization is ability to cultivate agriculture the cultivation and breeding of animals and plants to provide food, fiber, medicine, and other products to sustain and enhance life. The downside is that it requires a valuable Steam Core to build and must be adequately heated in order to function. It differs from the Hunter's Hut in that it only requires 10 Workers to be fully staffed and provides twice the Food output compared to the Hunter's Hut. It could look grandiose like a huge factory, and i bet they could make it look awesome and rewarding to put one of them together.Hothouse is available after finishing research Hothouse (Technology), then it can be built from Food tab. Noting else could work there, but this and it would be better than any other form of mining/gathering. I'm imagining something like a mine designed for this automaton. For order it could be "an ultimate achievement of the scientist" making it super efficient at the job you gave it to do. For Faith it would be something like a caravan, slowly walking around the city with speakers, and people standing and singing on it's back, and permanently raising hope.

    FROSTPUNK AUTOMATON BUILD UPGRADE

    For example you could have an "ultimate" upgrade for an Automaton, what you could make only one of and it would change depending. You could go into this more deeply, and even change the tech tree depending which side you took.

    frostpunk automaton build

    Faith could focus on community, and people, making it more beneficial to have people doing the work. Like if you chose Order they could have more perks or work more efficiently, eg.:they can work next to people, but if you go with faith they bring hope down. If the game will have a division in the book of laws -> Orderįor me it sounds like the Automatons would fit with the Order section more, so if your choice between would affect them, would make them more interesting.

    frostpunk automaton build

    That means that using them with human doctors roughly evens out with automatons with the medical automaton upgrades. I do agree that sending the automatons to the colder areas is probably a better use of them, but medical automatons absolutely have a use case, especially if health is your biggest crunch and you can shuffle the people somewhere else.ĮDIT: Thanks u/InsertANameHeree, shrines and agitators don't actually work on automatons. This efficiency difference has even more of an impact if you chose overcrowding, since the extra rations efficiency isn't contributing to diminishing returns. With extra rations, shrines/speakers, etc, you could probably hit like 250% efficiency with the automaton, which translates to a 4.5 hr heal time (instead of 5.2 hrs with people and the same boosts). If you get all of the efficiency upgrades, medical automatons end up being more efficient than people (you can get them to 95% with techs and the automaton project, and I think that the second medical automaton tech nets you another 20% efficiency).















    Frostpunk automaton build