Headstart Fertilizer II
Hits and energy by mastery
It takes 4 ticks and can't progress below 3 blue mastery. Each hit adds a tick per full multiple of that requirement, up to 3:
| Mastery | Ticks per hit | Hits | Energy |
|---|---|---|---|
| 3+ | 1 | 4 | 8 |
| 6+ | 2 | 2 | 4 |
| 9+ | 3 | 2 | 4 |
Tools on the belt and perks add mastery; a zombie always works at the requirement.
Recipe
Takes
Makes
- 1, or 2 with Compost Chemist×Headstart Fertilizer II
- 1×Headstart Fertilizer II (chance depends on perks)
At Formulation Bench · 4 ticks · 8 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
- 3
- Ticks
- 4
- Energy per tick
- 2
- Game ID
create_fertilizer_start_bonus_2
Unlocked by 1
Raw game dataAs stored in the game's GameBalance
- kindcraft
- stations[formulation_bench]
- talenttalent_blue
inputs[2]
0{2}
- idfertilizer:peat
- count4
1{2}
- idrich_growing_elixir
- count1
outputs[2]
0{2}
- idfertilizer:start_bonus_2
count{1}
- formula1+#perk_compost_chemist
1{3}
- idfertilizer:start_bonus_2
- count1
chance{1}
- formula0.5*WorkerPar("perk_alchemist")
- duration4
- energyPerTick2
- masteryLock3
- needsUnlocktrue
- linkedPerks[perk_formula_one, zperk_fertilizer_expert, zperk_formulation_talent]
techPoints{1}
- green4