Farming Fertilizer III
Hits and energy by mastery
It takes 6 ticks and can't progress below 4 blue mastery. Each hit adds a tick per full multiple of that requirement, up to 3:
| Mastery | Ticks per hit | Hits | Energy |
|---|---|---|---|
| 4+ | 1 | 6 | 18 |
| 8+ | 2 | 3 | 9 |
| 12+ | 3 | 2 | 6 |
Tools on the belt and perks add mastery; a zombie always works at the requirement.
Recipe
Takes
Makes
- 1, or 2 with Compost Chemist×Farming Fertilizer III
- 1×Farming Fertilizer III (chance depends on perks)
At Formulation Bench · 6 ticks · 18 energy
Need several, or the whole chain? The crafting planner works it out down to raw materials.
Perks that change it 3
- Formula oneKeeper+4 mastery
- Fertilizer ExpertZombie+3 mastery
- Mad necrochemistZombie+3 mastery
Overview
- Kind
- Craft
- Station
- Formulation Bench
- Mastery
- Blue mastery
- Mastery required
- 4
- Ticks
- 6
- Energy per tick
- 3
- Game ID
create_fertilizer_farming_5
Unlocked by 1
Raw game dataAs the game defines it
- kindcraft
- stations[formulation_bench]
- talenttalent_blue
inputs[2]
0{2}
- idfertilizer:peat
- count8
1{2}
- idmiracle_growing_elixir
- count1
outputs[2]
0{2}
- idfertilizer:farming_5
count{1}
- formula1+#perk_compost_chemist
1{3}
- idfertilizer:farming_5
- count1
chance{1}
- formula0.5*WorkerPar("perk_alchemist")
- duration6
- energyPerTick3
- masteryLock4
- needsUnlocktrue
- linkedPerks[perk_formula_one, zperk_fertilizer_expert, zperk_formulation_talent]
techPoints{1}
- green8