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It's almost like those nice and thoughtful developers have given people a way to get rid of excess seeds...
And yet, you still need to harvest even more seeds to make em... i hope you see the terrible fail in this mechanic. The problem was that we had many seeds we didnt need anymore occupying space in our school. Before the libations terrible update the only thing we wanted was a way to get rid of em. Not another mechanic to harvest even more... sigh.
As i said, most libations require pixie dust, you can only make pixie dust with honeydrop seeds. I DONT HAVE HONEYDROP spawning anywhere so i cant make almost any libation. The effort to make the staff lounge and have libations all the time for every recreation period its completely ridiculous and not worthy at all. And you will have the same problem with any ingredient that requires you to harvest a resource that is barely spawning.
Time ago there was a bug where certain resources wont spam, now it is the honeydrop. I get that its random but im on day 168 and no honedrop bushes anywhere lol.
Untrue. There is a second set of recipes for spices that you can unlock via research that uses only farm-able ingredients, no seeds at all. Take a look at the research tree.
Put a (or more) chest outside your school for seeds only. Turn off seeds in all other chests. When stacks fill up in seed-chest, you take it out. Use move-command to bring it to edge of fog (quilted carries will do this too)
See them dissappear when fog comes in.
Or even better, set storage limits on seeds: have a couple of chests that only store seeds, set one chest to allow one stack each of the 1st 10 seed types and the other to allow one stack each of the remaining seed types, and disallow seeds from all other storage. Then when harvesting wild plants drops a seed, if you have less than a stack of that seed type it gets collected, if you have a stack already it gets left out in the rain to rot away.
It's going backwards.
Game wants you to expand; see foundations and columns.
Build foundations too far and you don't get wild plants anymore.
Build columns to leave the land free and plants are negatively affected by shadow and grow more slowly.
As we go along, thing should get faster, not slower.
Or do planters drop seeds now too?
Again, you don't need seeds to craft anything (except planters). There is a second set of spice recipes in the research tree that only uses farmable crops, no seeds.
I might be wrong, but it seems to me there are a set number of plant spawns that occur in a given area (an area still wild and not yet built over). If there are only trees, it might be that the trees are taking all the plant spawn spots, so destroy/cut them all down for the area where you want honeydrop to spawn.
Yeah dude, ive been playin since alpha. I know how the game works. THAT is why im saying its a bug. Honeydrop should spawn with mandrakes and spreshrooms. In that very same area. They dont. I had a pasture that i removed in case that was the problem, still no honeydrop, on day 165. And no, i got rid of all the trees and still that area is completely blank. Only a couple of sporeshrooms and thats it. Sigh i wonder when this game is going to get out of early access lol.
I'm developing a strong conviction that you're role playing your handle.
You're acting like having more options is somehow bad. If you prefer to use seeds, you have the option to do so; maybe you don't want to grow all the different crop plants, or whatever. Multiple routes to the same end is usually a good thing; it allows for flexibility and different strategies. In this specific case, most of the spice recipes are a lot easier to make from farmed crops, which does have the effect of pushing players to engage with the farming system if they want to make more than occasional use of libations.
The fact that the game is about expanding school. As such, at some point one would no longer grow wild plants in areas they expanded upon.
Lets say, Hypothetically, I have 123 seeds of something and I can make 10 libations using 12x10 seeds, it will leave me with 3 useless seeds but I also expanded so I will never get more seeds.
Takes me right back to the original problem of having useless seeds.
Why on earth would you need extra seeds when you expanded that far that you no longer can grow wild honeydrops? For lategame there is a non-seed receipe - by that time you should have a nice greenhouse or two.
And the game is not about expansion, it is about adaptation.
If you for some weird reasons want to use seeds instead of crops in lategame, adapt to the need to get these extra seeds by: knocking down first floor temporarely - materials are fully refunded, this is a quick and dirty solution; building using pillars or building separate towers connected with bridges/brooms instead of one huge ass compound, so the ground was available for growing wild plants perpetually.
You don't have to hold onto "useless seeds" too - throw them away (in the fog/rain) if you sure you would never need any more planters of that plant built.
You are conjuring the problem out of thin air. Too deep of a roleplay lol.
Anyways, the receipe for using seeds in crafting is an early game/"utilise something you might be accidentally stocking up into late game"/"alternative for times when you want use the crops for other things mid game" option. Not a "delete all that useless crap" option.
MoM is good in giving you different possible ways to achieve things. If you refuse the options, it is fine, play as you want.
One thing is telling people about the bug, other is just criticizing devs for making the game is a little bit complex than you probably like and refusing to use different tools the game gives you.
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OP did you try to cover the land in fog and reclaim it?
I had a save that had no spore shrooms in that range, up untill I almost gave up on that save and let the fog come close.