Chernobylite Complete Edition

Chernobylite Complete Edition

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PSA regarding Herb and Mushroom farms plots.
They do not add the herbs and mushrooms directly into your inventory each day. You have to walk over to the plots and harvest them manually. Additionally, they do not stack. So you can't leave them for four days and get 2 units for each plot. You have to collect the 0.5 units from each plot every day. I lost about four or five days of herbs and mushrooms before I realized why I wasn't getting them from the plots (and I had eight plots so that was 4 units of each every day I missed).
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Showing 1-11 of 11 comments
Razter May 1, 2021 @ 9:57pm 
2 things...

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.
Nigrescence May 1, 2021 @ 10:28pm 
Originally posted by Razter:
2 things...

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.
Last edited by Nigrescence; May 1, 2021 @ 10:34pm
Legileg  [developer] May 3, 2021 @ 5:28am 
Mushrooms and herbs go to inventory. Just not the player's inventory, but storage. You don't need to pick them up, they are automatically added to your total resource pool and can be used for building and crafting. If they're gone, you just spent them on something.
Razter May 3, 2021 @ 1:29pm 
I noticed that some things changed recently. The plots used to cost 8 herbs/mushroom and produce .5 per day.

Now they are 6 h/m and produce 1 per day. A little better than they were.
Ty Cobb May 4, 2021 @ 5:09pm 
They are an investment. Once you have enough to give you the resources to build another every day you hit that escape velocity. On top of that the xp from picking them really starts adding up.
Nigrescence May 4, 2021 @ 5:13pm 
Originally posted by Ty Cobb:
They are an investment. Once you have enough to give you the resources to build another every day you hit that escape velocity. On top of that the xp from picking them really starts adding up.

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.
I only bothered about the food one, have 20 of that and its more than enough for everybody (4 companions btw). The herbs and mushrooms i never had troubles with shortage, and i bought everything by now. Maybe i will start planting them just to hoard a bit:lunar2019smilingpig:.
Legion May 4, 2021 @ 9:02pm 
Unrelated but It mentioned something about how the zone is getting more irradiated and I need to build a stablizer or something. Is that store line locked or am I missing something?
Originally posted by Freedom:
Unrelated but It mentioned something about how the zone is getting more irradiated and I need to build a stablizer or something. Is that store line locked or am I missing something?
You can build that when doing missions. I never bothered with it tbh, and im very close to finish the current content. But anyway, you are free to build them.
Frag Maniac May 4, 2022 @ 10:05am 
Originally posted by Legileg:
Mushrooms and herbs go to inventory. Just not the player's inventory, but storage. You don't need to pick them up, they are automatically added to your total resource pool and can be used for building and crafting. If they're gone, you just spent them on something.
Can you please explain why mushrooms are needed to craft SO many items, and not just trivial items like base comfort furnishings, but high tech and field equipment as well? This is one of the reasons I've not bought the game. My friend is playing it and is 10 days in game time, and mushrooms are much less prevalent as he progresses, with the weather, NAR, and creatures more of a problem.

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.
Autisticus Prime Apr 7, 2023 @ 9:03pm 
Originally posted by Frag Maniac:
Originally posted by Legileg:
Mushrooms and herbs go to inventory. Just not the player's inventory, but storage. You don't need to pick them up, they are automatically added to your total resource pool and can be used for building and crafting. If they're gone, you just spent them on something.
Can you please explain why mushrooms are needed to craft SO many items, and not just trivial items like base comfort furnishings, but high tech and field equipment as well? This is one of the reasons I've not bought the game. My friend is playing it and is 10 days in game time, and mushrooms are much less prevalent as he progresses, with the weather, NAR, and creatures more of a problem.

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
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Date Posted: May 1, 2021 @ 9:48pm
Posts: 11