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Pain management is part of the challenge.
I'm not certain that's true... tending the "crops" would be interaction, whereas green energy (where I'm assuming you're taking the dev's mindset from) is "set and forget" (which is my understanding of their objections to it).
I think this could very easily be worked into the feel of the game, especially if it required resources (irrigation, for example, and maybe a requirement of only being placed on "ground", to limit/prevent mega-towers)... and harvesting by hand (no automation).
A fair point... but then again so does simply gathering nuts and berries as you wander around the map. I've usually got 40-60 nuts and several dozen berries by the time I get to where I'll be placing my HUB, and then I go hunting for mobs to collect biomass and I gather even more. It's not unusual for me to have multiple stacks of each in very short order.
I think gardening/farming could be a good solution for some of the things that don't respawn, such as Bacon Agaric and mycelia; it makes the game needlessly tedious to be effectively required to farm for an "alternative" recipe to make fabric, and it makes me not want to use the medicinal inhalers because there's not a reliable/repeatable source of the ingredients for any of the recipes that can make them.
In addition, I don't actually see an issue with farming biomass... It feels disrespectful to destroy the work the artists have put into making and placing the various flora, and makes the landscape look absolutely dreadful. Of course, I already had a solution for that; the native fauna respawns, and thus has become my de facto source for biomass... allowing me to preserve the "natural" beauty of the world.
Someday I'll have the nuclear recycling system set up; until then, doggos are too dangerous.
I'd think Beryl Nuts and Paleberries would require the same resources, but different quantities of them. Paleberries seem to need a fair amount of water to grow naturally, while Beryl Nuts don't seem to mind the desert at all. But what other resource(s) would you think they need? Nitrogen is a key component in industrial fertilizers, and we have Nitrogen Gas and Nitric Acid in the game already. Perhaps that should be the thing you have to feed -- fertilizer. This would up the power and tech requirements significantly (Nitrogen Gas is definitely late game), preventing it from being a trivial process to set up and maintain.
Bacon Agaric would be a little more challenging, since it appears to only grow in deep shade or in caves. To my knowledge nothing in the game currently checks for whether or not it is illuminated, but were cultivation to be integrated I can certainly see it being applied here. Probably would need Biomass to grow, as well (or fertilizer I suppose -- perhaps 2 different growth profiles?). Though using Biomass would tend to require basic Plants also be a crop in the Cultivator.
Mycellia is easier than Bacon Agaric, because it clearly doesn't mind sunlight. That entire "forest" in the south east corner of the Northern Desert, near Coal Beach, is entirely comprised of Mycellia, not Wood. And by virtue of being in the desert, they would also have relatively low water requirements. Perhaps time itself could be the "enemy" here? Have them produce a lot of Mycellia, but take a really long time in comparison in order to produce.
That just leaves basic plants producing Leaves/Petals and Wood. Again, this would probably be one with multiple recipes for different product outputs. One for growing just a lot of Leaves, one for growing Leaves, but with many flowering plants for Petals (so smaller Leaves output by comparison). Wood would itself be a choice, between small twig plants and actual trees. Twig plants would grow quickly, but have a low output. Trees would take a long time to grow, but would produce significantly more.
I'd say the building itself should be rather large, and it's operation animation should include several small drones tending the space around it. And the space around it needs to be empty in order for the crops to grow. I also agree with it requiring actual ground to function. Give it a high power cost to operate.
Yes I am the same - and another reason to leave as much flora intact as possible is that every piece removed increases the size of your save file and lengthens your loading times.
So it becomes even more annoying that every recipe for inhalers involves the finite mycelia
and the permanent destruction of the flora.
To be fair, it's not like there aren't other "noob traps" in the game. Geothermal Generators, for example. By the time you can actually unlock/build them, they're effectively valueless. Tapping every geothermal node on the map gives 4500 MW (average rate), and even that requires building 25-30 Power Storages to even out their output. Cheaper, easier, and faster to simply build a tower of Fuel Generators and tap a single pure node of Crude Oil, especially with alternative recipes such as Diluted Fuel and TurboFuel.
Also in the interest of fairness, I habitually collect nuts and berries every time I see a bush/tree... I have hundreds of each within a few hours of starting a new game... partially because I avoid disturbing the non-renewable flora in my search for renewable organic fuel sources native fauna.
Change Liquid BioFuel into Liquid Fertilizer for more advanced crops. It could be the "Fuel" to grow them.