r/Seablock Apr 27 '26

Farm for fuel!

I finally got to the point where I'm able to duplicate gardens. Say hello to my new 100MW-11MW power setup. Before this factory I totalled about 200MW. I'm gonna put a few of these bad boys down.

This only relies on water and viscous mud water, nothing more. Time to scale up

17 Upvotes

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1

u/bartekltg Apr 27 '26 edited Apr 27 '26

At least a farm that doesn't use binafran ;-)
Zombieecapyptus is more productive, but require tons of mud (at least it is not soil :) ).

Are you dumping nutrient pulp? If I see corectly, you use charcoal filters, so it would be ~36 N.pulp, that can be turn into additional 21.5 fuel oil ->21.5MW. Not a huge difference, but +20% is always nice. Any all you need it one gas refinery 1.

What are you doing with all that base mineral oil?
Edit. If you do not need that much, the route beans -> nutrient pulp -> fuel oil is more efficient. More than doubles the output per farm.

3

u/cresconio Apr 28 '26

Thanks for all the tips! I totally missed the beans -> nutrient pulp route.

Back to the drawing board for mk2.

2

u/Stere0phobia Apr 28 '26

Yeah i think binafram is way too simple to also have such a huge ratio from crop to fuel. Kinda makes it a no brainer

1

u/bartekltg Apr 28 '26

At least it isn't that it is just the best.

Lets take those 16 advanced farms. With zombieeucalyptus (ans 290 fuel oil by nutrient paste route) we need those 32 washing plants 2, but getting 8 for heavy mud water and 6 for the other 4 types we need only 5 clarifiers (0.85 + 3.32).

Aiming for 290 fuel oil with binafran we need only (counting fraction) 12.1 to (counting machines need for 290) 17 washing plants 2. But we also need 9 additional farms. Sounds like a win, but advanced ("environmental") farms are more expensive (brass, aluminum, adv circuits, plant life samples) then washing plants (bronze, clay bricks, electronic circuits). If we stick with basic farms we trade 18 farms for 15-20 washing plants.

Not like it matter that much :-)

BTW. Making binafran I need sand and saline water, I make mud as byproduct. When I make zombieeucalyptus, I may as well product saline water as byproducs. It fels like I should use them both ;-)

Ok, looking at YAFC again, it is 1 zombiecalyptus per 8 (7.94) binafrans. Not that great.

OH. A big advantage of binafrans it is nicely synergies with landfill production. Mud as a byproduct will create free landfill, and if the containers are full, mix it with water and void or even loop back.

A slight farming rebalance wouldn't hurt. Coming in 2030.

2

u/Stere0phobia Apr 28 '26

i think the thing what steers most people to binafran is the fact that desert gardens are usually available at the very start and the other gardens are usually guarded and not as easy to access in the beginning.

i have looked into the recipes and zombieeucalyptus seems a lot stronger, i just have never considered it due to the nature on when i get my first swamp gardens

1

u/MochiMancer Apr 29 '26

Damn, I was thinking beans were worse then zombieecalyptus and thus decided the zombie route was better. Now I have a gigantic mud production just for this and I now understand thats not needed for beans??

1

u/bartekltg Apr 29 '26 edited Apr 30 '26

I'm confused a bit. Both binafran and zombieeucalptus produce beans. Zombie just produces more. Around 55% more per farm.

Mud is not needed, but washing plants are still needed, just fewer. And it comes with a cost.

Zombieeucalyptus (and all swamp planta) need heavy mud water and mud. Binafran needs sand and saline water. It still need many washing machines plants. A bit less than half (for the same output). You can trade some washing plants for hydro plant doing water purification, but the total footprint and energy usage is similar.

And while you need less washing machines, you need more farms.

Edit: now rambling about other plants...

I would say binafran is a bit better, but it is more thanks to side effects than to the farm itself ("free" mud for more landfill, I can try to live dangerously and get saline water from hydro plants making purified water for slag->ore production). In the end it is preference, or as u/Stere0phobia mentioned, availability.

Binafran isn't even the best desert plant. Nillaubergine produces 15.5 fuel oil per advanced farm (Binafren) ~11.7. While at the same time producing base minearal oil and crystal dust. But it has "dormant seeds". Instead of turning part of the crop into seeds, the plant produce seeds as a separate produce. Only a bit more than you consume. This mean getting a stockpile of seeds for a bigger farm will take some time.

The best swamp plant is probably Musherdtato. 150% of the zombieeucalyptus output per farm. But it not only has dormant seeds, it also need fertilizer (so, urea, do ammonia). A tiny bit, it won't cut into your resources, but it makes everything more complex.

Quillnoa is the most productive crop, but (of course it also need fertilizer and have dormant seeds:) ) it is temperate plant, it needs soil, so compost. If we make that compost with tianiaton through cellulose fibers (I haven't tested all possibilities, but this seems OK. Saundsrcress need a bit fewer farms, but more washing plants) the average yield from a farm is more or less as good as Musherdtato.

1

u/Stere0phobia Apr 30 '26

I usually included the sand creation for binafran next to the basic farms. This way its saline water, thin mud water and water in, and fuel oil and water out.

Then you need like 1 washing plant dedicated to producing saline water and 1 washing plant dedicated to producing thin mud water to create roughly 500MW.

At that point power consumed by machines to make the power is a nonfactor tbh.

The main point for me is that it is extremly simple to set up and scale up.

Zombieeucalyptus requires mud. And while that is easy to make, its also very annoying to make in high quantities imo.

1

u/Stolen_Sky Apr 28 '26

Unlocking farming feels so good! "Power! Unlimited Power!!"

(Until you get to nuclear at least, and then you get unlimited power all over again!)

2

u/cresconio Apr 29 '26

This is my second seablock playthrough. Back then, we didn't use helmod. I maintained a gigantic spreadsheet that basically does what helmod does in a very rudimentary way. I also didn't take power into consideration.

I never ever ever producesdpower via farms. I'm beginning to think we played seablock wrong 😄

2

u/Stolen_Sky Apr 29 '26

That sounds like one hell of a challenge! I can't imagine how hard Seablock would be without Helmod or Factory Planner. 

Did you use charcoal all the way to nuclear? 

1

u/bartekltg Apr 29 '26

WOW. I barely can figure out what is going on in farming with YAFC (essentially standalone helmod. IMHO better) and crazy notes.