Mind Over Magic

Mind Over Magic

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Jingseng Jan 4, 2024 @ 4:40pm
Seeds are a meaningless mechanic
Let's be honest: there's only one plant in the game so far where seeds are difficult to come by: the trapdoor vine.

But even in that case, once you've harvested 3-4 seeds, you've got all the planters you really need or want.

And every other plant or tree you just end up with hundreds upon hundreds of useless seeds. Taking up storage space and hauling tasks (mostly because rainstorm notifications of destroyed seeds are annoying).

If you've harvested one, researched it, should just be able to plant them. The mechanic of having seeds is totally pointless. Even ONI had to invent ways for you get rid of seeds (by making them a seasoning for food). But I think we'd be better off without it.
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MightyFox Jan 4, 2024 @ 8:15pm 
Originally posted by Jingseng:
The mechanic of having seeds is totally pointless. Even ONI had to invent ways for you get rid of seeds (by making them a seasoning for food). But I think we'd be better off without it.

Best solution would be a shop mechanic where you could sell them. Then they wouldn't have to cut down on the spawns, or have them fill up all your chests.
Digital Merc Jan 4, 2024 @ 8:48pm 
I was thinking they could add an 'oil press' crafting table that you can use as a seed sink which produces materials needed for high end gourmet as well as refining beasts foods.

i mean, turning seeds into oil is a pretty time honored tradition...

just a thought
NeonHaggis Jan 5, 2024 @ 12:31am 
Yeah there are a couple things that I'm sure will be removed or radically changed during EA - seeds being near the top. Just a pointless space waster at this point.
von Horsten Jan 5, 2024 @ 5:10am 
Agreed... they have their uses for creating the plant pots but you end up with hundreds of "common" seeds.
At this point you designate two chests for seeds and eventually seeds stop getting picked up because the designated chests are full, just sitting there waiting for the next rainfall.

Maybe there is room for a new refining beast to turn seeds into more useful items.
NeonHaggis Jan 5, 2024 @ 5:56am 
I just set up a priority 5 chest for the important seeds for later game needs and leave all the rest to rot in the rain. Saves a lot of time spent hauling seeds too.
I wish there was a way to get rid of unwanted items like those seeds besides trying to leave them out in the rain.
n3mes1s Jan 5, 2024 @ 4:55pm 
Yup i dont get why we dont have another crafting station called transmutter or something like that (maaany games if not most of them have this) that converts common items into advanced ones. And viceversa. That way we could say that a stack of 200 gutberry seeds is needed to get, for example i dunno a trap vine seed.

I played maaaany management games and this was basically in all of them.
Last edited by n3mes1s; Jan 5, 2024 @ 4:56pm
Syrris Jan 24, 2024 @ 9:10pm 
I'd prefer to get rid of the seeds and instead require a sample of the plant type(s) to be consumed along with the scrolls when researching planters. You'd still get the effect of needing to encounter and harvest the resource in the wild before adding it to your garden without all of the additional inventory clutter and hauling.
Ivydoom Jan 25, 2024 @ 4:12am 
This all comes down to item management and storage options.
I wish we could set limits to storing items. I also wish stacks were finished before moving to a next chest. All the chests seem full but upon inspecting the contents it is just full on stacks yet not full of unique items in a stack.

I like the idea of using seeds in advanced cookery.

As it is now, every chest I build immediately gets turned off for seeds. Not until everything else has gotten stored in the beginning do I make a chest for seeds. As long as any material has no valid storage, it will be ignored.
I also experimented with turning off easy wood nuts. The annoyance I ran into is when seeds drop beneath where I built sideways with support columns, the rain doesn't kill the seeds.
So now I just let all the seeds get stored and every now and then I take out big stacks of nuts and haul those to the fog. For those that don't realize; stacks stay stacks when taken out of storage, they don't return to individual items.
Soul4hdwn Jan 25, 2024 @ 8:46pm 
Make a room that's separated from the school that holds chests of junk. Then remove the chests (because your real chests block the items already) and let gremlins destroy the items for you, and maybe hunt the gremlins as a bonus
Jingseng Jan 26, 2024 @ 2:57am 
It's not that the issue can't be "fixed" through creative solutions in game (like leaving it out in the rain, or the gremlins, etc.

It's that the player should not have to do such things for a meaningless mechanic. Seeds are a symptom, the underlying mechanic is the issue.
Ivydoom Jan 26, 2024 @ 8:42am 
The seeds aren't meaningless though. They feel that way but because we need them to build the planters they have meaning ingame. I don't like the abundance of seeds either. They look so messy and when I get some quilted (2, 3 max so not even a lot) chopping wood they go very fast and all the carriers are gone hauling the wood (that won't break in rain) and seeds (that I do want to break in rain) while the single sweet meat meal from some crystal stays out in the woods to be destroyed by rain or fog, or some staff wanders off to get it, gets bound by a vine or simply doesn't return in time to actually eat it.

Yes the seeds are a resources that I wouldn't mmind to see changed.

But I also want to say that I do like to find creative solutions to deal with in-game stuff. It keeps me from getting bored. I don't feel like I'm really playing the game if I can just let it run and walk away. Sure, there's the danger of combat events happening but I don't even respond to torch snuffers anymore and messy meddlers can do their thing too if there are enough sweepers so only the chest smasher are a problem as we don't want our valuable stock getting destroyed by gremlins..
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Date Posted: Jan 4, 2024 @ 4:40pm
Posts: 12