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Zgłoś problem z tłumaczeniem
Q1: No.
Q2: Not really a question.
Q3: Not so far.
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.
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.
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.
I think I can fill up another two biodomes... *sigh*
That being said, they could certainly decrease the amount for now until that update comes.
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.
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).
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.
All chests must be not only completely emptied, but deconstructed so that you never have to waste your time by stopping there again.