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Everything is answered there...
There was no need to change seeds, though I do like the extractor for 1 very good aspect. Whenever I bought seeds from the station, I always got 5, no matter what I bought or in bulk. Each case of seeds, I got minimum. friends I play with would almost always get double that. So I have the worst luck on the planet here in regards. BUT I can use that extractor at least to get seeds back on a no luck basis (Thank the Gods!), where as I had to re-buy plenty of times because the game would give me ZERO seeds back when I harvested MANY times Over.
Prior to the change, it was cumbersome for me to generate ample seeds for animal feeds notably seed feed and survival feed. I would typically sickle harvest obscene amounts of fiber to make those because farming via crop plots or buffalo and cart did not yield enough to make the feeds in decent quantities, in the case of buffalo cart in particular where the bulk of the seeds went back into replanting. To that effect, I would only craft the two seed feeds in batches of maybe 10 20 at a time and then not make more until that was gone. I only use those feeds when venturing away from home as the livestock is all fed primarily by omni feed from the electric feed trough.
Now, with buffalo cart farming, I can crank out seeds like crazy since I can take the entire harvest and make seeds from it with the simple tier 1 extractor. yesterday, I had 200 avocado seeds built up over a vary long period of trying to multiply them by copious amounts of crop planting and harvesting to get a decent amount to start buffalo cart farming. With this new change, I multiplied that stack of 200 seeds to over 2000 seeds in just two rounds of planting and harvesting with the buffalo. With the previous system, that kind of increase would have taken weeks. I can now make huge stacks of the seed feeds and still have a huge pool of seeds to use to replant my avocado fields with my buffalo.
I am hugely appreciative of the changes so far.
All the positive comments i have read about this change say exactly the same: just make 10 extractors...
I 100% agree with you, it's bad design that even affects perfomance (which is not good anyway)
Any new player (i also have read that this change is good for starting players...) that is used to survival games will start on Olympus and will make 1 machine for seeds, and only 1. He or she will not thing in doing 10 or 20, ever. And then he or she will see how frustrating is to have to wait so long to get a seed and will complain about crafting timers. Even more, will ask at these forums why the plants are not dropping seeds from the start (btw there are already threads asking that apart from OP)
The change is against logic. For veterans and high level players maybe it's not an issue and can even be better (?) but as basic, default survival design is absurd.
BTW, if they start "fixing" problems this way, this can be more like Satisfactory than a survival game (and technically Satisfactory is much, much better polished using the same engine, also that) Imagine 10 of each machine since the start, all multiplied by 10 just because the balance is bad.
And i say balance because if there's a problem with quantities and numbers ("cumbersome", "obscene amounts") that's a balance problem (depending on talents, tech levels, etc) and removing seeds this way just makes initial gameplay cumbersome and frustrating, ironically. Tweak balance but don't remove and/or block very basic things to higher tech levels.
Seeds should drop from plants, from the start. That's the logical way to do it.
When I get back home after one of these runs, I end up with over 650 exotics and this way I just got the reaper sickle. End of problem for me.
To avoid the hassle for those who join my server, I just give everybody who joins a sickle and they are good to go. No fuss with sickle attachments and an alternation bench or new tools you need to craft like the tier 1 item that takes 15 minutes to have enough seeds for one piece of vegetable/seed oil.
So far for making it feel more "realistic" and more survival-y... just mine exotics and get a sickle from a spacestation-workshop that is circeling the planet and always seems to be aligned to send down the ready made sickle in a pod. What an awesome feel for survival this patch brought :P
Building a whole bunch of seed extractors isn't really fun, and they're the most annoying type of craft (handcarft, so I can't just use the stockpiled resources in my bench to bulk craft).
And if you need seeds in a hurry now for a little bit of feed or to start a farm.... uh... good luck waiting?
If you have the technology you can always put the threshing attachment on your sickle. There’s also a workshop sickle, although I haven’t played around with that.
I don’t understand why people aren’t using the omni feeder, other than they haven’t reached that far in the tech tree. I consider it practically mandatory to easily maintain animals. Especially with how many animals I typically have.
The omni-feeder is far too late for anyone not playing open world. But tbh, in mission mode, you can just use crops.... unless you don't realise how good the sycle and some dig spots can be. Patch notes are right in theres a huge difference between hand harvesting crops and high tier sycled, bee kept crops.
But even with it, We still wanted a bunch of seeds for the feed for the stamina buffs when traveling. Not having easy access to that early on anymore is a shame.
Berry bars too!
I’ve never taken an animal on a mission with me that wasn’t open world. And yes, I liked the endurance seed when I extensively used mounts rather than just set them on follow.