Harvesting crops should produce some seeds of that type

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  • updated
  • Planned
Version:
0.23.0.2
Fixed In:
High
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killabi
  • Planned
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clownkrieger

Actually was about to suggest something like that, or at least a crop/seed rebalance. You cant sustain seeds atm, not sure if thats intended or no though and if it maybe had something to do with stuff rotting cause haulers not able to keep up. But i had like 200+ of every seed and stopped buying and like 20 years later iirc they were all gone and i had to start buying again.

So either make them drop on harvest as well, or do some maths regarding seedropchance on consumption considering how often one plant yields and so on.


Also mealbeans might be a bit overnerfed atm... :)

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N?N!

I like Clown's idea above about a drop chance when using seeds! Maybe related to the cooking (or farming?) skill of the cook preparing them, or maybe just equal to their decay rate.

I also would like seeds to last longer, because maintaining a seedbank is something you can do IRL for many years, even in subtropical climates like NYC

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clownkrieger

Yea seeds should last longer as well.


Re: Drop on consumption: That already IS a mechanic, i just suggest a rebalance regarding how often/how many fruits a plant yields (if a single pumpkinplant from one seed yields only 5 pumpkins in its lifetime (just a number out of my a**), this dropchance is too low imo)