Empyrion - Galactic Survival

Empyrion - Galactic Survival

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Why would anyone choose to grow these?
Akuha fruits and textured plant protein? Never mind the fact that TPP yields vegetable rather than plant protein and akuha fruit yields plant protein rather than fruit. But the fact that both of them yield only one of each makes them useless to me. One plot with tomato, durian, or pumpkin will produce the same a four plots of those two. TPP should yield 5 or 6 plant protein just to make them worthwhile, and besides, they are huge. Akuha fruit should yield 4 fruit just like space orange.

Other than that I'm enjoying the new grow system and recipes. Still trying to figure out the optimal combination of vegetables, fruits, grains and spice to be able to make the most and best food for 36 plots. I like the flexibility even if it does seem silly to be able to harvest pumpkins and then turn them into tomato sprouts.
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Showing 1-15 of 28 comments
Shame on you May 6, 2018 @ 3:32pm 
Take the Roleplay approach.
Plant them because you like them
Mjamm
riverrat2800 May 6, 2018 @ 3:42pm 
I role-play as someone concerned about efficiency.
Bullet Magnet May 6, 2018 @ 6:09pm 
The new simplified farming is something of a con for me, now for food there is no reason to plant anything but one type of vegi plant. I liked the old system and we may see it come back with any luck once the bug fixing gets done and this build hits stable.
riverrat2800 May 6, 2018 @ 6:32pm 
I like the fact that you can make meat and milk now, and can grow the mushrooms. Eggs are the only thing you can't grow or make. So the majority of the recipes you can make with stuff you grow. It seems like spice is the bottleneck now, so many things use it and you only get one per plot.
Tazmo May 6, 2018 @ 7:52pm 
Some use them as decorations around the living space, Better than those plastic potted things.
mirasstone May 6, 2018 @ 11:07pm 
I hope that the new drop system would make it posible in the future to make more diverse and intresting plantlive. If you have special items from each plant you can´t randomise the looks of plants.
As is now one could put a randomised plant on a plannet and let it drop one of the ingredients like protein or fruit.
Would make exploration much more fun if you would not find all the known plants on every planet.
One Thing I realy would love to see is a random droprate as well. Make drops between 1-2 or 3-5
would make gardening less a mathematic calculation and more like farming.
Lhetre May 6, 2018 @ 11:32pm 
Devs said the new plant growing system is very much WIP. They know that several plants provinding the same resource is not satisfactory. I'd like to see less yield and more demand, for example plants provide only one resource, or growing would take more than one day (ATM you harvest once a day). The issue is balancing the beginning of the game, any plant providing enough to feed you at the beginning will become overproductive by middle to late game.

Maybe the answer will be in the increase of food consumption using advanced armour. At the beginning of the game you use little food, but each upper tier of armour will increase considerably your food consumption.

On the other hand, the outcry against the lack of food on the starting planet is still resonating on these forums. So the question is: how to make growing plants interesting while keeping vapor players away from complaining? (I'm not calling any of you vapor player, but do you like my neologisms?)

Your suggestions are welcome.
mirasstone May 7, 2018 @ 12:14am 
Originally posted by Lhetre:
On the other hand, the outcry against the lack of food on the starting planet is still resonating on these forums. So the question is: how to make growing plants interesting while keeping vapor players away from complaining?

Simple, nothing will stop them.
There will always be complaints even on a stable and working version.
And specially on experimental (many don´t get that at all as proven by all the posts put in the wrong section and treating 8 like the new stable game version) you wount get around that.

But about the food, It is I think realy difficult to create a game that has it´s beginning as a guy with empty pockets in the wilderness who becomes a captain of a starship jorneying the galaxy.
How long is a decent time to make players spend on the starting plannet without becoming a ridick like hermit?
How long do you have to travel a solar system to get all the recourses you need to build your stardestroyer?

I realy think the survival aspect (like outdoor survival not the space shootout survival)
is fun for the first hour. Then it becomes a choise.

I personly hope for deeper and more diverse tec research and maybe even modular building
or upgrades with diverent stats (maybe even craftable or combineable like in avorion) to make stuff more unique.
(find an alien generator , a green cristall in a holder 2by2by2 blocks and steal it to power your ship with alien plasma or something like that)

I start a new easy game on every experimental to find out about the changes quick.
Then I try the medium game and mostly stick with that untill we hit stable.

Most folks I suspect will push on and go for a hard gamestart as they can´t live if not beeing the master of the verse right away. But everyone who complains about lack of food or other things
on a medium gamestart (with a decent seed) has not tried everything or is just not getting some basic´s.


Lhetre May 7, 2018 @ 4:07am 
What I like most about this game is that you need to prepare carefully before venturing out on another planet. Preparing a few blueprints, stocking on food and ammo, verifying that everyghing works.
Food becomes a non issue too quickly, my latest CVs do not have any growing plots. I do stack on seeds and use what I plant to prepare more food. I discovered you could sell food on some POIs, it's been nice for a while. However I'd prefer to need "advanced" food during middle game. For example a set of plants, difficult to obtain and difficult to grow, used to create health potions would make the greenhouse more useful.
marj.ka May 7, 2018 @ 4:34am 
Maybe a health stat? Healthy = more resistant to disease, better able to survive wounds, maybe improve stamina? Early game plants keep you alive but don't provide everything your body needs while late game plants/foods improve your physical condition, maybe make it a prerequesite for surviving the rigors of jumping between systems?

ravien_ff May 7, 2018 @ 12:14pm 
Maybe the ones that give you only 1 vegetable when harvested could grow much faster, while the ones that give multiple would grow slower? I dunno but right now you're totally right. Why grow a plant that gives you 1 when you can grow one that gives 4?
Bullet Magnet May 7, 2018 @ 2:35pm 
This sort of thing is endemic of the survival game. Subnautica does the same thing, all any one ever grows is just one plant and after you get growplots thats it survival is over. Now planetbase is a bit different, its not the same type of game but your guys can get by on just one type of food for a bit but after a little time you start to get a "malnourished" state that in this context would likely be a stamina hit. To fend that off you have to eat a wider group of foods like meat and vegis.
Last edited by Bullet Magnet; May 7, 2018 @ 2:37pm
TheJebblue May 7, 2018 @ 7:09pm 
What's' TPP? Oh I see, Textured Plant Protein. :-) Thanks for the tip, I need to replant!!
Last edited by TheJebblue; May 7, 2018 @ 7:09pm
TheJebblue May 7, 2018 @ 7:12pm 
Originally posted by Lhetre:
Food becomes a non issue too quickly, my latest CVs do not have any growing plots.

I disagree strongly on both!! My Base and CV BP's have Grow Plots so I can spawn them in with the stuff I want. I like that. I value my time.
Tazmo May 7, 2018 @ 9:02pm 
Question Has anyone seen fruit plants in the wild? I got mine from sprouts in a locker and the first thing I did was make backup sprouts because I havent found any fruit on my starter Planets.
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