Surviving the Aftermath

Surviving the Aftermath

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mankol Mar 15, 2021 @ 3:33pm
seed trading bug and different start seed
Is there a max amount of seed types for each play through,
or is there a trading bug?

I noticed that you only have 5 seed types through each play through,
starting with (corn and potatoes) trading (carrots,wheat and sunflowers).
I traded 3 times for peanut seeds and once for medical herb seeds, but they are not appearing in my crop selection menu, (all I see to plant are the corn, potatoes, carrots, wheat and sunflowers).

Can we get different seed types at the start of the game instead of getting corn and potatoes each time?
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Showing 1-8 of 8 comments
Ruffio Mar 15, 2021 @ 4:15pm 
The traders that arrive at your gate now and then have differnet seeds as options for trade.
mankol Mar 15, 2021 @ 5:01pm 
Originally posted by Ruffio:
The traders that arrive at your gate now and then have differnet seeds as options for trade.
i tell about the bug of the new seed after traders they are not show up in the farm menu
Billio Mar 15, 2021 @ 8:52pm 
Some of the crops can only grow in greenhouses. That could be why you don't see them in the menu (if you're looking from a farm).
mankol Mar 15, 2021 @ 9:19pm 
Originally posted by Billio:
Some of the crops can only grow in greenhouses. That could be why you don't see them in the menu (if you're looking from a farm).
the game need to tell you if it need to be grow in the greenhouse. Medic herb seed should able on the farm.
TLHeart Mar 16, 2021 @ 7:24am 
no way peanuts should require a greenhouse. Peanuts grow underground, and are a hardy crop. They need to be in the farm, not the greenhouse.
ellacharmed Mar 16, 2021 @ 7:52am 
The corn and potato are considered as base staples in this game. There's a few events that rely on them as they are available permanently from the start of a gameplay in all games.

The way the Event system is coded, the RNG nature of when they appear, the outcomes is hardcoded and it is the probablity of which outcome happens that is calculated by random. Also the Event outcome being coded the way they are, the colony's current resources state is never polled.
So the Event system has no idea of how many corn or potato or peanut or whatever crop you have.

If the starting seed(s) are also part of the RNG system, then the events like Wandering merchant and others that take something away by offering some other resource would always get disabled.

And the chance of devs re-designing the Event system at this stage is slim to none...
mankol Mar 16, 2021 @ 10:25am 
Originally posted by ellacharmed:
The corn and potato are considered as base staples in this game. There's a few events that rely on them as they are available permanently from the start of a gameplay in all games.

The way the Event system is coded, the RNG nature of when they appear, the outcomes is hardcoded and it is the probablity of which outcome happens that is calculated by random. Also the Event outcome being coded the way they are, the colony's current resources state is never polled.
So the Event system has no idea of how many corn or potato or peanut or whatever crop you have.

If the starting seed(s) are also part of the RNG system, then the events like Wandering merchant and others that take something away by offering some other resource would always get disabled.

And the chance of devs re-designing the Event system at this stage is slim to none...
what about start off with a different crop per new game?
ellacharmed Mar 17, 2021 @ 10:07am 
I think I'm not explaining this correctly.

Look at the <resource_list> under <list_data> at https://sta.paradoxwikis.com/Modding:_Events
Do you see how there's a min-max range for <resource type>?
Those values are hardcoded in that event XML.
And there's no where in that code that checks what resources the game session has, nor in the game code that is un-moddable. That's why some of the options on these Events get disabled, because those items are not available and cannot be substituted with something else that we do have.

So if the Devs randomize the starting seeds per new game, you guys are ok that you cannot exchange items with the Merchants like Big Business or Wandering Merchants who always asks for corn and/or potatoes to exchange for the things that we need like Parts and Fiber, because you started off with Wheat or Flax by chance and have not traded or get the event to get the corn/potato seed from another gate event?

To ask for the seeds to be randomize, means we're asking Devs to revamp this whole Event system that drive the gate events, the catastrophes and disasters. And even if say they are willing to do that, means they'd have to sacrifice putting in manpower, time, effort and money into taking out another feature scheduled to be worked on instead. And bug fixing.

Everything is a juggling act.

And on the HUD - I do agree, the interface has to tell us what seeds we have already acquired, what seeds are still out there, the different seed details and values so we can decide if we even want to trade for them. And we should not have to build a single field, greenhouse or insect farm to have this information at out fingertips.
Last edited by ellacharmed; Mar 17, 2021 @ 10:28am
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Date Posted: Mar 15, 2021 @ 3:33pm
Posts: 8