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1. Why would you not check this when you first put them down?
2. They are not worth building. Too little output for the cost (0.5 per day). It takes 16 days just to pay off the build cost of 1 plot.
You're better off to invest in the scavenging skills that get you more out in the field.
First, I'm an idiot. Also the description SAYS that it goes into your inventory. But they don't. Blame me for assuming they meant the same thing that the vegetable garden means when the vegetable garden says THE EXACT SAME THING but directly deposits it into your inventory each day.
Second, I like being a self-sustaining farmer. Don't judge me for what I like. Also, this means that they have fully paid themselves off at 16 days and every day after that is pure profit. That's fine with me, it's a long term investment. But also yes, it would probably be better if they added 1 unit instead of a measly 0.5 for all that investment.
Lastly, I don't have those scavenging skills available yet. I'm sorry I'm playing the game differently from you.
I do have a suggestion for the devs though. If increasing the amount of yield isn't something they want to do, maybe they can have every garden plot provide a modest amount of air quality improvement and comfort level. That way they have other benefit than just the resource yield, and that could shift them just barely into being a really decent investment.
Another thing for the devs to consider. Please change the mushroom and herb gardens so that they function the same way the vegetable garden does. Or, alternatively, change the description for the mushroom and herb gardens so that it accurately reflects what is actually needed to collect the yields.
Now they are 6 h/m and produce 1 per day. A little better than they were.
I noticed this too. I have 18 of each and it has been pretty good. It's also great to keep you rolling in mushrooms and herbs regularly when it's hard to find them sometimes. I'm probably going to pump the mushrooms up to 36 plots since they're so crucial to so many higher end things. Especially for when I do a massive re-organization of my base and scrap a bunch of the smaller things to make it more efficient.
It seems to me if you're going to make the game SO dependent on mushroom gathering, you could at LEAST have had your first crew member Olivier have a scavenging skill. That would be FAR more useful than the perfect precision skill, as you can easily non lethally incapacitate most every NAR early in the game.
My friend has also already done several of the special red exclamation point side missions, and has seen nothing in the way of any opportunities to recruit any new crew members. I mean I don't expect a game like this to do a lot of hand holding, but this just seems like a lot of bad game design to me.
On one hand, I also raised an eyebrow when that super high-tech sight asked for mushrooms to craft .
On the other, if that stops you from playing it, damn bro