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I think fish probably spoil faster on the ground (and they spoil extremely fast either way), so only do this if you don't really care about the quality of the fish. Rotted or not doesn't matter for wine making, and for bonito flakes as a seasoning rotten fish add a small negative modifier (I think it's -2 perception) but are still mostly fine.
The only problem with this is that there seems to be a stack limit on the amount of items that can be in the same tile at once. I've noticed this when digging up large amounts of soil where if I wasn't standing on the tile I was digging I would get 250-300 soil per energy bar and when I was standing on the tile itself it would give me closer to 600-700 soil. I could be wrong but I'm pretty sure there is some kind of limit or chance of items being destroyed when a certain amount of items are stacked on the same tile.
Yea that's true. I just had all of my stations that I needed surrounding me anyways to it was mostly irrelevant for me.
Take combat missions on the quest board, flower spawns are inflated on these maps for whatever reason, don't search for them on the open world. Just pick them all up and have them sit in your cooler until processed.
https://imgur.com/a/8J9SFON
Interesting results? Ignore the 2 random lamps next to the cats I bought from the junk shop. 5k bait took me half a day IRL to do with breaks. My luck is not min-maxed, didn't do Ekh or anything to increase results. Level 62 to about 80 if I didn't increase my potential 2 times at the beginning and middle of it. I was shocked how many medals I got. 120 medals from 5k bait plus the millions ill be getting from passive shop policy income is definitely going to be worth it in the long run. Whales and Sharks seem a bit high too compared to your find "if I was to 4.25x the numbers shown to make it comparable to your haul they seem mostly similar."
I noticed a LOT of 2 or 3 fish catch actions and I haven't processed them yet into bonito, that will take tomorrow to do. Are you using mods? My games unmodded.
I was a bit disappointed to only have 1 statue, but if I ever ran this again I'd swap gods and min max it with + fishing gear and do everything possible to get more out of it. Honestly at about 5k bait I was getting bored AF and I couldn't stomach doing 20k in a single go. The most surprising thing about the experiment though was how much I enjoyed just watching my towns folk fighting the random monsters and getting 1k eco just casually chilling in town harvesting plant spirits. It was a good time all in all.
My impressions after this is that FISHING is "under baked" I hope more fish, more events, more drops will be added in the future because its too simple as is.
My game is also unmodded.
Does Luck actually effect fishing? I don't believe luck actually effects the things that luck usually effects. As far as I know it only works like DnD advantage but specifically for combat. So like crit chance, hit chance, and damage rolls.
As for sharks and whales you are on a Beach and presumably have Fishing spot as well which I didn't have which make huge differences especially for the lower total number fish like Whales and Sharks. I'm actually doing another 20k bait right now and I'm 4k through it and the amount of sharks and whales I have are more then what you've got (which makes sense since I started it at level 175 fishing).
The 2 and 3 actions is just from your land feats most likely. I also noticed that happening when I moved to a beach fishing spot land instead of the default.
The statues certainly are a bit random, sadly I've gotten 4 in the last like 8k bait I've used and 3 of them have been statues of wind lol.
As for Fishing being under baked I think it's better to say it's not very interactive. Of course expanding on things is great and should be done but Fishing is just very very afk. And it becomes more afk the better you become at it and the most weight you have. So it's really not for everyone.
It would be interesting if they made like an "interactive" version of fishing like potentially spear fishing or something where it'd be easier to target specific fish and you could get better results for what you want but it's active instead of passive fishing.
https://elin-modding-resources.github.io/Elin-Decompiled/AI__Fish_8cs_source.html#l00284
Look: the hammer produces approximately 0.9 of the product relative to the initial quantity. That is, in the fertilizer -> corpses -> bait scheme, the productivity is 0.9 Bait/Fertilizer.
But there is Butcher's Tool. Look, with the numbers. I took 400 Fertilizer. Turned them into 363 corpses. Those disassembled into:
- 72 Skins
- 76 fangs
- 65 bones
- 76 offals
- 74 hearts
Then I put the offals and hearts back in the composter. Fertilizer yield is proportional to weight, remember? :) And how much do offals
and hearts weigh? First of all :) That turned out to be 214 fertilizers.
And now we're counting. From (400 - 214) = 186 fertilizers, we got:
- 72 Skins
- 76 fangs
- 65 bones
fangs and bones are being converted to Bait. Skins are broken into Pieces with a hammer with the same efficiency of 0.9. (72 * 0.9) = 65
In total, we get
(76 + 65) / 186 = 0.76 Bait/Fertilizer.
65 / 186 = 0.35 Pieces/Fertilizer.
I also checked the option of reworking only offals, as heavier ones. The result is worse there. The same performance of Bait, but lower for Pieces.
Thus, this scheme provides a lower Bait output, but it gives a lot of experience in Crafting, Anatomy and a whole lot of Pieces for thread production.
I mean at the time of me making this I wasn't playing with weight related composting. I was still playing on the 1 to 1 ratio of it.
Also doing it this way IS more effective but it's also like way more tedious then this process already is.
They're all tedious :) The difference is in the goal. Corpse -> Bait method is good for fishing. I was looking for an alternative way to produce threads. I found it. Experience + threads + always the right bait.
Skins are also recycled in Butcher's Tool. The average is 2 Pieces/Skin. That is, in the previous calculation, the output of Pieces will be ((72 * 2) / 186) = 0.77 Pieces/Fertilizer.
And that's how the result looks much more interesting.
0.76 Bait/Fertilizer
0.77 Pieces/Fertilizer
Much better than just 0.9 Bait/Fertilizer.
In addition, while playing with the corpses from the soil, I noticed that they are quite heavy and should turn into a lot of fertilizer, but they do not rot. So they need to be made to rot somehow, while retaining their mass. This can be done through Cooking, the main thing is that the Corpse should be a secondary ingredient there, so as not to determine the material of the result. At the same time, it is desirable to have vegetables as the main ingredient so that poisonous mushrooms can be disposed of :) Here are the recipes I found:
Stir fried vegetable Vegetable + corpse + seasoning (Cooker)
Stewed vegetable Vegetable + Vegetable + Corpse (Camp pot, Cooker, Cauldron)
The first one requires seasoning, which is inconvenient. But the second one seems to be fine. But a Corpse weighing 0.5 plus two mushrooms weighing 0.1 gives a meal weighing 0.8, which results in 1 Fertilizer. The meaning of the operation is eluding me :) Create 0.76 Bait and 0.77 Pieces from 2.8 Bait and 0.8 Pieces? Nevertheless, I'm telling you. Maybe someone smarter than me will come up with something :)
Very interesting. Yet another experiment to add to my list...
At a minimum, we need to check whether it is possible to cook food inside Harvest quests. If we suddenly get salads for 10-20 stones, we will need to look at the fertilizer output from them :)
However, while I was looking, I found out this. Ordinary corpses that we don't want to use (human or hallucinogenic) instead of a composter, it's better to turn into statues and only then into compost. x4 fertilizer output :)