The Planet Crafter

The Planet Crafter

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Yaling Chen May 22, 2022 @ 5:24am
Why so many vegetable seeds?
Like are we supposed to be growing all the seeds we find? It feels like theres just so many and its not needed? or do you need the seed for other recipes later?
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Showing 1-15 of 17 comments
Taonath May 22, 2022 @ 5:29am 
Topic: no idea, partially RNG I suppose.

Q1: No.
Q2: Not really a question.
Q3: Not so far.
Coops May 22, 2022 @ 5:38am 
It seems you can get by with less than 10 total seeds (4 eggplant 3 beans, 2 squash, 1 mushroom) but I've got three big lockers full of them.
I actually just disassembled two of my growers to get more energy and I won't miss them.
Agree its too many but I suppose we have the option of not picking them up or shredding them.
storm.hound May 22, 2022 @ 5:43am 
I've got 3 lockers stuffed with seeds I don't need...and that's with 24 growers active in my main base so that I can keep my supply up for crafting, as well as other growers scattered at other bases so I can grab a meal on the run as needed. If I really needed to go massively into production of any one thing, I could.
Watkins Sleuth May 22, 2022 @ 5:45am 
The reason is simple. Plants are a limited resource. There is no way to get more outside of finding them in chests and they are important for creating items later on.

Eggplants are used to make fertilizer and squashes are used to upgrade them.

Mushrooms are used to make a resource. Only beans are not used for crafting.
Last edited by Watkins Sleuth; May 22, 2022 @ 5:47am
Alaskan Glitch May 22, 2022 @ 6:45am 
Squash seeds are the most numerous, with eggplant seeds coming in second, and bean seeds third with mushroom "seeds" (should be spores) being the rarest.

You can easily get by with rotating three T1 Food Growers for your own food (using beans). For other components I get along fine with growing just three of each in T1 Food Growers. I harvest enough to fill one locker with each food stuff, and then stop harvesting.
Last edited by Alaskan Glitch; May 22, 2022 @ 6:46am
Thiesen May 22, 2022 @ 7:08am 
My two T1 biodomes are my greenhouses filled with growers... yeah I am excessive... :-)

I think I can fill up another two biodomes... *sigh*
Last edited by Thiesen; May 22, 2022 @ 7:09am
ClayburnGriffin May 22, 2022 @ 8:14am 
The growers say "Chance of Receiving Seed: 100%". My guess is the long term plan is to have these vary, perhaps by seed and perhaps by Food Grower tier. So, like with water/ice, it puts a timeline on how long you can survive. However since the insect/animal phases aren't in the game yet, which would supply you with nutrients forever (or fruit/veg additions to the flowers and trees), the game needs to have an unlimited supply of seeds.

That being said, they could certainly decrease the amount for now until that update comes.
storm.hound May 22, 2022 @ 8:55am 
I'm sure they could make people happy with fewer seeds and more PQ... :Blessing:
qwertyuiop May 22, 2022 @ 1:06pm 
I have 18 growers for eggplant, I place a LOT of Tree Spreaders, I'm up to 57 T3's with 32 Tree Seedlings and 6 Flower Seedlings to go.
And 7 Squash growers to upgrade the Fertilizer to T2.
5 Mushroom Growers for Bioplastic Nuggets.
Just 3 Bean Growers for food, but If I run low I can always eat Squash.
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And about 4 Growers per satellite base, those tend to be full grown when I get there and I pack some away in a locker.

Though I still have a locker full of seeds, so maybe, just maybe, there are more than needed.
Alaskan Glitch May 22, 2022 @ 2:38pm 
Originally posted by qwertyuiop:
I have 18 growers for eggplant, I place a LOT of Tree Spreaders, I'm up to 57 T3's with 32 Tree Seedlings and 6 Flower Seedlings to go.
And 7 Squash growers to upgrade the Fertilizer to T2.
5 Mushroom Growers for Bioplastic Nuggets.
Just 3 Bean Growers for food, but If I run low I can always eat Squash.
-
And about 4 Growers per satellite base, those tend to be full grown when I get there and I pack some away in a locker.

Though I still have a locker full of seeds, so maybe, just maybe, there are more than needed.
I also have three T1 Food Growers growing Beans for food. My demands for Fertilizer and Bioplastic is not as great as yours apparently. I'm getting along fine with just three T1 Food Growers for each type of seed. When I fill a large locker with Algae, Bacteria, Squash, Fertilizer, Mushrooms, and Bioplastic each, I stop harvesting.

I have a large locker of Squash seeds, and I have destroyed about a dozen more because I only want one large locker full of Squash seeds. Eggplant seeds are the second most numerous, but it still hasn't filled up an entire large locker ... yet. I've got maybe half of a large locker full of Bean seeds, and only about a 9 or 10 Mushroom seeds (counting the three I've already planted).
Last edited by Alaskan Glitch; May 22, 2022 @ 2:41pm
storm.hound May 22, 2022 @ 2:45pm 
Perhaps once the game is complete and winnable, I will celebrate impending victory by planting all those dozens of seeds so that a ready supply of food is awaiting the colonists. Actually, it would be kind of cool if doing things like that were part of winning, but either way I'll go out in style.
Alaskan Glitch May 22, 2022 @ 3:09pm 
I think it might be more enjoyable, and practical, to have each seed grow only one plant. Once the plant is fully grown, the seed is gone. However, if not harvested right away the plant can then be allowed to "go to seed" and produce one seed of the appropriate type.

This way we would not have large lockers full of unused seeds, and we can custom tailor just how many seeds - and of what type - we want to store. It is also more realistic, because that is how seeds are obtained now.
jaye1967 May 22, 2022 @ 3:33pm 
With the introduction of teleporters I find myself making a base for every resource, which helps with late game resource gathering. And at every base I now put a vegi grower with a bean seed, which means I will want a minimum of about 6. Also I see myself needing to make a lot of Squash and Eggplant as this will allow me to more quickly make T3 Treespreaders. In short I see my play throughs needing more multiples of things. I suspect we will see more of these types of developments in the future. And, even though it's hard to resist the urge, not all chests need to be grabbed, no matter how wrong it feels.
Alaskan Glitch May 22, 2022 @ 3:40pm 
Originally posted by jaye1967:
With the introduction of teleporters I find myself making a base for every resource, which helps with late game resource gathering. And at every base I now put a vegi grower with a bean seed, which means I will want a minimum of about 6. Also I see myself needing to make a lot of Squash and Eggplant as this will allow me to more quickly make T3 Treespreaders. In short I see my play throughs needing more multiples of things. I suspect we will see more of these types of developments in the future. And, even though it's hard to resist the urge, not all chests need to be grabbed, no matter how wrong it feels.
BLASPHEMY! :steammocking:

All chests must be not only completely emptied, but deconstructed so that you never have to waste your time by stopping there again.
storm.hound May 22, 2022 @ 3:45pm 
Originally posted by Alaskan Glitch:
BLASPHEMY! :steammocking:

All chests must be not only completely emptied, but deconstructed so that you never have to waste your time by stopping there again.
It is known!
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Date Posted: May 22, 2022 @ 5:24am
Posts: 17