Interesting…
I have two planters, each with a FM ( for warp drive upgrades) but the planters were each built at different times. One works all the time the other only if I warp out of the system. Both produce after I return from a warp.
I think a new planter or a altered planter defaults to the latest update at the time.
I’m loath to disturb my terminal room’s 8 Starbulbs as they are working all the time (except for one rogue that does its own thing).
Planters are really weird
We’ll have to wait and see what happens with 1.38.
If they are indeed being tweaked by HG while working out minor bugs as I suspect, then allowing for that process to take a little longer yet, would be a good thing we could all do for ourselves I would say. Me, I find it fascinating, never knowing what to expect but for what it’s worth, the latest on my planters (six in total, built together all at once, placed in pairs, one rogue while the rest act in unison) is as follows:
- arrived last night to find all glowing red with six fully grown Frostwort plants where instead of harvesting their Frost Crystals straight away, TP’d out and back whereupon they were all blue with mist, though still without charge
- once harvested and no further growth to follow, charged all six with power gel and remained on planet
- a couple of harvests later, rogue glowing red depleted of charge after 40mins while the others had lost only a 5th of their charge, all six plants half-grown
- rogue-red does not continue to become fully grown (though a TP might have changed that, has been known) while the others, of course, do
Conclusion: these are the same lengths of stable/rogue planter charge-times I have found as when charging up the planters with my usual carbon. I don’t know about T9, is a far too preciously needed resource for me to have used on something like this but I’m guessing it’s probably the same. What’s not the same though is my rogue, was planter no.3 but ever since that became stabilised, planter no.5 has been waving the flag of rebellion in it’s place…doubtless to be continued.
I don’t mind having to charge them. I use biodomes, mostly but when I plant with the hydro trays I make sure to build a few Carbon producing racks for easy access to recharge the trays.
Further research made!
As reported previously, Trays were red upon arrival. I followed the below steps:
- Flew back to Homebase
- Teleported to previously discovered System and took off
- Summoned Freighter
- Flew back to Space Station
- Teleported back to base
- Flew into atmosphere
- Summoned Freighter
Trays were back to being blue again, so hooray!
Now my Echinocacti were on second stage of growth, (First being freshly picked, Second the small version, Third being fully grown) when the trays went red.
They went blue and finished growing so I harvested and it wasn’t until the second stage of growth again did the trays turn red.
So as a very loose estimate, you get about 2hrs worth of growth time by summoning your Freighter.
I’ll keep at it to see if this is consistent.
I’ve switched to Living Glass only on my planetside base, but - of course - I’m stuck with quad planters on my freighter. Due to the frustrating build restriction, I’m limited to 32 planters, which are enough for 8 circuit boards, but which are enormously frustrating to recharge.
I’d love it if I could use Living Glass to upgrade a Hydroponic Planter to a “Bioplanter” or some such, and could ignore replenishing them.
Great idea… I like that.
I decided to charge my 8 extra planters in my dome and accidentally nerfed myself;
They were bugged and would display as charged (but weren’t) and grew plants as effectively as a dome. In an effort to get them in sync, I charged them & now they need charging regularly…(although they do appear to grow if warp out of the system).
I’d prefer if they made it one charge to start them growing, first time only. Then they could pulse red once a plant had fully grown. Once harvested it could return to mist and pale-glow again but NOT need further charging. Keep the features but dump the grind.
Or…introduce a base generator that charges ALL planters in the base/freighter simultaneously.
Yeah I thought Living Glass would be the most cost effective to to produce
too.
UPDATE
After recently relocating, I built a mostly dome based circuitry farm but added my little favourite of a cylindrical room with a Galactic Terminal & 8 planters. (No plants yet).
Upon construction the planters were imeadiately operational & fully fueled.
Over time, while doing other stuff (including sitting in my ship for ages while I did ETARC chat) the charge gradually dropped.
All had equal but less charge when checked.
Later they were empty & pulsing red.
Ignoring them as they had no plants, I left the system via warp & returned later to find them once again fully charged & running like new.
My thoughts are this;
Planters require maintanence if you are around your base system but automaticically recharge if you leave the system and return (warp/teleport).
So in theory, if you plant a medium-time crop in planters it should be reliably ready when you return for your long-time dome crops.
After a harvest, you could then warp/teleport out and back and they will be charged for you when you come back. This would be like pressing a reset button for the base’s planters. (I don’t think the reset occurs until you warp back).
NOTE:
I’m yet to detirmine if ANY warp will do or if you need to leave the system.
I’m yet to measure charge time.
I’m yet to detirmine if plants vs no plants influences the cycle described above.
I’m also yet to build or experiment on a freighter.
The above testing is on newly built planters as older ones seem to follow older and stranger patterns of behaviour.
My farm is almost exclusively on my freighter, I have two hour plants and 30 min ones and they rarely need a charge. The one time it’s happened (pre-1.38) they went red. They haven’t required a charge since 1.38. Also teleporting somewhere, summoning recharged the trays.
Hah! I like the idea of the Eden Project hosting a NMS event. I’d probably go. It would be quite a Geky event (geeky!)
No Man’s Sky could introduce a whole generation of gamers (who may never venture out beyond their bedrooms or may sadly be unable to but would love to feel connected to the real outdoors) to protecting bio-diversity in the real world and feeling part of saving our planet for the future.
I have no doubt it would be unapologetically, brilliantly Geky (!) indeed and I can think of various people who, if were to get an official thread going on on the topic of, would make such event possibly likely to happen, as well!
(thinking big here since on a smaller scale, any actual friends who are private-messaging can be arranging any meet-up anytime anywhere can’t they so, my head-canon for this, is this : the hire of the Rainforest Biome for whatever daytime stuff we might organise and the Mediterranean Biome for a night-time 65days gig…unless due to sound levels that part should be located elsewhere so as not to startle living things other than us…should they feel like it of course, maybe if HG wanted to really go for this as well, then they would too or if not, maybe Sean/65 would record us a video message for the occasion instead! Another bonus is that you can stay on site in bunks or camp out in their fields and for those who couldn’t be there, perhaps an experimental live streaming could happen ‘Sigur Rós style’ as they have done a couple of times now for their fans all around the world, making it for everyone…anything like that, I would pay for/help organise/go out of my way to attend and can think of endless ways to incorporate NMS, into it all)
(@oldgods …?)
PS - going off the last part of your post here @johnnycloud, though the website isn’t ready yet, says coming soon but growing fairly close-by to Eden, I’m thinking you might find this interesting as well:
http://www.memoproject.org/docs/MEMO_brochure.pdf
Other than that, getting back on topic, I had been reluctant to mention but I probably should, that I haven’t had my planters pulsing red when they run out of charge now for quite some time, just lovely blue, all of them, all the time…
An update & final summary to previous planter charger discussions…
Over the period since the last 1.38 update/patches, I’ve been watching how planters behave in their current form, in a couple of PS4 normal mode games.
It seems that if a player remains in a system, the planters gradually use up their charge over about a 2 hour period. If you leave the system they appear to recharge when you return.
Terrestrial base planters sometimes suffer a bug where they cannot be recharged (often just a single unit) & must be dismantled & relocated.
I have not encounted any bugs with planters installed in freighter bases.
(Games which experience the planter charge bug often also experience other charge interface bugs with crashed freighter salvage vaults & portals presenting incorrect icons & being unable to be interracted with).
In my experience this charge interface bug is sporadic, coming & going due to unknown triggers.
Non Typical Exceptions:
One planter grew a Pearl regardless of charge state & eventually was left uncharged indefinitely.
One single planter in a group of eight (all growing starbrambles) used fuel at nearly twice the rate of the other planters often running out, interupting harvest cycles.
I still regularly activate the recharge menu while harvesting from planters & still get annoyed by the charge feature. I dearly hope this feature gets removed as part of the next update.
Would be interested to see how others have faired as we close in on the expected 1.5 update.