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Hah! I knew there was a better way to get these figures than me and my stopwatch. :D
Thanks a lot for that data Slickdrac. I've lost the excell files holding my old tables and I don't think I will make the adjustments. Planetbase is old and about to be made obsolete (in my opinion) by Surviving Mars.
What I will do however, is make note of your information in a seperate segment and credit you. Shouldn't take too much time. I'll also make corrections where I can. Being off by 30 seconds on the hunger treshold is a bit much.
Bench: 16.67% in 60 (.278%), 120 cooldown
They're the most optimal thing to plop down besides drinks or cabin beds for keeping morale in check
Hunger:
-60% threshold
-1200 seconds for full depletion
-480 seconds to 60%
-Meal refills 40% in 30 seconds
Thirst:
-60% Threshold
-1200 seconds for full depletion
-480 seconds to 60%
-Fountain refills 100% in 20 seconds (8 seconds for 40%)
Sleep: 70% threshold 1800
-70% Threshold
-1800 seconds for full depletion
-540 to 70%
-Bunk refills 100% in 300 seconds (90 seconds for 30%)
-Bed refills in 225 (67.5)
Morale:
-70% Threshold, 50% impacts production
-Way to complex to describe depletion, MANY factors at play
-Morale boosters have max use times (except bed), and cooldowns before they can use again
Plant: 2.78% in 10 seconds (.278% per second), 120 second cooldown
Video Screen: 16.67% in 60 (.278%), 120
Cabin Bed: 100% in 480 (.208%), only when sleeping as byproduct
Treadmill: 16.67% in 60 (.278%), 240
Exercise Bar: 8.33% in 30 (.278%), 120
Drink: 30% in 90 (.333%), no cooldown, chug a lug
ALL TIMES IN SECONDS
Food:
Fast: 405
Normal: 540
Slow: 675
Meat: 210
Mealmaker: 20
Drinks: 60
Bioplastic Processor: 100
Metal Processor: 120
Spares: 120
Semiconductor: 300
Arms: 300
Workbench/Meds: 180
Bot workshop: 420
Mine: 150/100/75 for 1/2/3 people/bots. Contrary to the belief of some, bots do NOT get an increase in mining speed
If my drawing looks like a mid-section slice of a limb with a vein or bone running through it, than that's because it's exactly what it is. If I'm dealing with transport mechanics and the individual are no smarter than bloodcells, than that's exactly what I'm giving them. XD My bases are mainly operated by the power of diffusion and attraction to certain parts, rather than trusting my colonists to do their job locally. The only reason the Industrial Section works, is because it tasks my engineers to stay relatively near it.
I would've melded the Agri and Resi sectors into one, while creating a special trade & security district. Additional Agri domes are only there to support people, just like the Canteens and Habitats, so I count them as the same district, which I simply dub living. Melding and spreading out the habitats, canteens and agri domes also ensures a nicer flow of oxygen and food to prevent local shortages.