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Gnarmaw    27

Shame about wild planting, I liked it, what if plants become wild if their domesticated requirements aren't met, maybe nerf a wild plants output a bit to balance it out.

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Nsuidara    1

I little don't understand.

Quote

Seed self-planting has been disabled again. Wild plants will no longer replant themselves if they get uprooted.

so only wild plants not "replant themselves", so when player put on ground then they still replant themselves?

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Gnarmaw    27
1 minute ago, Nsuidara said:

I little don't understand.

so only wild plants not "replant themselves", so when player put on ground then they still replant themselves?

Only way to have wild plants now is for Pips to plant the seeds, you can no longer drop seeds on the ground and wait for the plant to grow

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Nsuidara    1
Just now, Gnarmaw said:

Only way to have wild plants now is for Pips to plant the seeds, you can no longer drop seeds on the ground and wait for the plant to grow

but here " Wild plants will no longer replant themselves if they get uprooted"

IF they get uprooted ... not like when you got new seed and put ... 
if they no longer replant themselves why they added set. "if they get uprooted"

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Nightinggale    966

We gained wild planting and effectively lost it again right after I started to develop strategies for it :(

However the biggest issue I have with plants is actually domestic plants. They stop completely if you run out of fertilizer. This means uprooting wild plants, domesticating them and then run out of fertilizer means you are worse off than if you didn't uproot them. This makes wild uprooting dangerous.

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Logicsol    29
16 minutes ago, Nsuidara said:

but here " Wild plants will no longer replant themselves if they get uprooted"

IF they get uprooted ... not like when you got new seed and put ... 
if they no longer replant themselves why they added set. "if they get uprooted"

I think you're ignoring the "self-planting has been disabled" part of that. 

Quote

if they no longer replant themselves why they added set. "if they get uprooted"

Because certain plants can get uprooted without dupe interaction and the note is alerting players of that.

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Giltirn    127

Maybe this is not too difficult of a change? Just ranch a pip and drop it in the room, then wait?

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Coolthulhu    963
8 minutes ago, goboking said:

Wild planting would have trivialized food production, so disabling it but for pips, who we can't fully control, is a good compromise, in my humble opinion.

You don't need to fully control them, just make them able to only do what you want and nothing else and eventually they do what you want (and nothing else).

Locking them in a room with only the seeds you want planted is easy, effective, boring and tedious. Afterwards you can wrangle the pips away.

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Lilalaunekuh    847
Just now, Saturnus said:
4 minutes ago, goboking said:

Wild planting would have trivialized food production, so disabling it but for pips, who we can't fully control, is a good compromise, in my humble opinion.

Adjusting seed drop chances and conditions would have been better.

If plants/seeds are the limiting factor, there would be more encouragement to domesticate wild plants.

(Which is a good thing in my eyes. Waiting till my wild plants produced enough seeds for my "real" farm seems always a bit wrong.

But I like the wild planting mechnic in the way that you can go back to a wild state after you messed up one of the requirements to domesticate the plant in the first place.)

 

=> I would even argue for no additional seeds [Except maybe sleet wheat^^]

Spoiler

We can´t destroy seeds without trying really hard to break the game (even an untamed volcano or rocket exhaust will not do it).

=> So remove food providing seeds from the care packages and the only renewable way left for additional seeds would be space destinations.

 

Don´t get me wrong, I don´t want to limit our end game or punish huge colonies. Our potential for oxygen is mostly determined by the geyser we roll (spare me the alchemy here^^), and so our duplicant limit.

Why not introduce a seccond layer by restricting monocultures.

 

I guarantee you will find enough wild plants and seeds even on ravanging hunger, but it will make you think more about using different plants. (No more 100+ monoculture farms)

 

 

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DarkMaster13    215
1 minute ago, Coolthulhu said:

You don't need to fully control them, just make them able to only do what you want and nothing else and eventually they do what you want (and nothing else).

Locking them in a room with only the seeds you want planted is easy, effective, boring and tedious. Afterwards you can wrangle the pips away.

Boring and tedious?  It doesn't require any player interaction, you can just do other things while you wait.  It's no different than waiting for an order of steel to finish before you can do whatever your building project is.  Just come back after a cycle or two to wrangle the pip(s), deconstruct the drop point, and you're done.

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