Ellilea Posted December 15, 2019 Share Posted December 15, 2019 I get it, seeds are important. But at some point there's just too many of them and I can't keep my base clean. Not to mention they keep on rotting in the world making a mess. Is there a way to stop birds from dropping seeds? At least on player-crafted turfs or something? :c Link to comment Share on other sites More sharing options...
L. Ringmaster Posted December 15, 2019 Share Posted December 15, 2019 If you have seeds in your inventory nearby birds won't drop them. I was wrong. I had read this somewhere else and anecdotally thought it seemed true. Here's the logic: local function SpawnPrefabChooser(inst) if TheWorld.state.cycles <= 3 then -- The item drop is for drop-in players, players from the start of the game have to forage like normal return ChooseSeeds() end local x, y, z = inst.Transform:GetWorldPosition() local players = FindPlayersInRange(x, y, z, 20, true) -- Give item if only fresh players are nearby local oldestplayer = -1 for i, player in ipairs(players) do if player.components.age ~= nil then local playerage = player.components.age:GetAgeInDays() if playerage >= 3 then return ChooseSeeds() elseif playerage > oldestplayer then oldestplayer = playerage end end end -- Lower chance for older players to get item return oldestplayer >= 0 and math.random() < .35 - oldestplayer * .1 and ChooseItem() or ChooseSeeds() end ChooseSeeds will always drop a seed unless it is winter. Link to comment Share on other sites More sharing options...
CameoAppearance Posted December 15, 2019 Share Posted December 15, 2019 I don't know a way to stop them from being dropped (I'm skeptical about whether @L. Ringmaster's method works, as I can definitely recall picking up more seeds when I'm already holding a stack, but I can't recall for certain whether the seeds were already on the ground) but doing c_removeall("seeds") in the console every once in a while will get rid of the ones rotting on the ground throughout the map. Also any seed stashes you've deliberately collected, I would assume (although not crop-specific seeds). So if you have those you'll need to spawn them back in afterwards. Link to comment Share on other sites More sharing options...
Kur0u Posted December 16, 2019 Share Posted December 16, 2019 During late game this turns into a real problem, ROT, ROT EVERYWHERE. I just choose Birds = Less on every new world I create. It helps a little. Link to comment Share on other sites More sharing options...
brbrmensch Posted December 16, 2019 Share Posted December 16, 2019 lureplants throughout your entire base work great Link to comment Share on other sites More sharing options...
Canis Posted December 16, 2019 Share Posted December 16, 2019 I just put the rot into a pile and leave it at my farms or something. If I absolutely don't need them, I torch 'em. If they're still seeds and not spoiled, I eat them off the ground. Link to comment Share on other sites More sharing options...
CameoAppearance Posted December 16, 2019 Share Posted December 16, 2019 4 hours ago, brbrmensch said: lureplants throughout your entire base work great I sense a Wormwood main. Link to comment Share on other sites More sharing options...
Ellilea Posted December 16, 2019 Author Share Posted December 16, 2019 12 hours ago, Canis said: I just put the rot into a pile and leave it at my farms or something. If I absolutely don't need them, I torch 'em. If they're still seeds and not spoiled, I eat them off the ground. The thing is, all of this is a lot of boring, unnecessary work. That's the point Link to comment Share on other sites More sharing options...
MondayNight Posted December 16, 2019 Share Posted December 16, 2019 Would be great if Klei made a seeds/rot natural disposal mechanic like naturally decaying (rot) or being eaten by some mobs similar to the sea one - where fishes gulp them up (seeds, eggs dropped into sea, etc). Would also prevent the "animals really had a wild drunken party and puked all over place" unaesthetic look of Forest maps in long-lived worlds. Perhaps a new mob could "gather" rot, retain it for a fixed period in its inventory (so if player desires said rot amounts at some later time, they can choose to attack respective mob for it via killing), and ultimately "digest", maybe after 1 season or 1 in-game year being in mob's inventory if mentioned "rot-collecting" mob is left alone. Link to comment Share on other sites More sharing options...
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