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sakura_sk    1245

First of : :love-struck::love_heart::love-struck: I want all possible mutations and I want it now!

Spoiler

Leafy leafage
1505502049_Leafylights.PNG.97f6483e5bbdc95396ab83f0b3bd5b94.PNG

Beauties bloom
Blooms.thumb.PNG.a45f466c8e510c7ebf766ace121535cc.PNG

Beasts  getting wild
1499904123_TheBeasts.thumb.PNG.5335c2ac64f8c44e37870861642123da.PNG

 

After testing how mutations work in sandbox (goal set to "collect them all") and making some impossible builds (stacking wheezeworts on top of each other..), they seem to have too rare of a condition in order to let a plant drop a mutant seed and randomness doesn't help.

After 100 cycles of plants constantly being in ~300 rad, only 10-20% of seeds dropped were mutant ones and were dropped at random (no possibility to maintain a certain mutation). I would expect mutant plants to drop seeds of their mutation (or at least a 50-50 mutant-original ratio) but it seems they don't produce any seeds at all. Moreover, even after 100 cycles of that ridiculous build, I still didn't get all mutant seeds of every farm.

Spoiler

3 dupes starting with 7,9,9 farmer bonus skill, ending up in cycle 100 at 13,16,16 farmer skill (~50% drop seed rate)

[+1 dupe that I forgot to restrain from harvesting for 50 cycles who dropped the seed rate a little...]

seeds_.thumb.png.19e681a90a26d8086567039d6ed19dbe.png

*Approximate harvests calculation: farms of 8 plants each (except for pincha pepper 5 plants), farmer's touch to every farm (except for mealwood), 2 grubgrubs to every farm (except for grubfruit) 

Approximate harvest rate per plant in cycles (from top to bottom): 2,5 _ 2,8 _ 3 _  2 _ 5 _  2,2 _ 5,5 _ 1 

 

Some suggestions:

  • Mutant ratio : Less radiation required for better chances or better chances for the current radiation values
  • Seeds : Mutant plants have a chance to drop a seed of their mutation
  • Radiation : Additional sources of radiation to make it possible to reach a stable 500rads. There are suggestions for a radbolt powered lamb but I would also suggest radiated tiles/farms made out of uranium (or maybe the extinct radium?)
  • Mutations : Mooore~ (like @pether said :-D) The possibilities are endless (and probably more in the mod territory) but I would like to see a rare  mutation that doesn't produce any product only seeds, mutant seeds at 10% drop chance fixed (no farmer's boost). If the mutations mechanic depends only on luck, it could be a seed that gives it all if you are lucky enough.
  • Decor/Beauty mutation (Blooming) : After reaching maturity it isn't harvestable. Only eats and is beautifying its surroundings
  • Stinky mutation (Exuberant) : The plant should probably drop polluted dirt and not rot pile (every time rot drops a "food has decayed" notification pops up)

 

And some questions:

  • Leafy mutation needs more than 1000 lux..?
Spoiler

1065789714_Leafyneeds_.png.441d0a1947edd62d19dd2c9e31356646.png 212136445_Leafyneeds.png.e19fb6d2045476a2a78d731e636fd1bc.png

 

  • No sleet wheat mutations..? :-( (Probably no arbor tree either but I don't know how to produce enough seeds to see if it can happen)

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pether    1008
15 minutes ago, sakura_sk said:

After 100 cycles of plants constantly being in ~300 rad, only 10-20% of seeds dropped were mutant ones

Yes, maximum chance is 33% at 500 Rads, so at 300 Rads you should have 19% chance.

17 minutes ago, sakura_sk said:

Mutant ratio : Less radiation required for better chances or better chances for the current radiation values

If obtaining mutated seeds would be too easy, getting one wouldn't be so happy moment. I'm fine with them being rare. Is current rarity optimal? I don't know, but I wouldn't mind if they kept it this way.

18 minutes ago, sakura_sk said:

Seeds : Mutant plants have a chance to drop a seed of their mutation

Yes, that makes sense, but keep in mind the rarity - if any mutated plant would always (or even 50-50) drop mutated seed, you could easily snowball after getting first seed. Also, at some point Farms with 500 Rads would become useless as you could get more at 25 Rads.

Maybe lets keep the mutation chance the same for mutated plants, but let them drop only one kind of mutated seed - their own?

21 minutes ago, sakura_sk said:

Radiation : Additional sources of radiation to make it possible to reach a stable 500rads. There are suggestions for a radbolt powered lamb but I would also suggest radiated tiles/farms made out of uranium (or maybe the extinct radium?)

Nice ideas! Maybe farm tile that has liquid and solid imput? Liquid for water as hydro tile and solid for uranium for this pretty green glow?

Nice feedback, let me add my input to keep everything in one place:

  • Visuals leafy and bloomy are great, as I can quickly tell what the plant does. It seem generinc enough to make it easy to apply for other mutations as well, and that would be both pretty and usefull, and I crave it
  • Seed representation is currently the same for both mutated and original ones. I'd like to see mutated see to somehow stand out - maybe green glow?

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Electroely    4799
6 hours ago, pether said:

Yes, that makes sense, but keep in mind the rarity - if any mutated plant would always (or even 50-50) drop mutated seed, you could easily snowball after getting first seed. Also, at some point Farms with 500 Rads would become useless as you could get more at 25 Rads.

Maybe lets keep the mutation chance the same for mutated plants, but let them drop only one kind of mutated seed - their own?

I personally would like if mutant plants did drop mutant seeds of their own kind. I think they could add some further progression in this system by allowing mutations to stack, so you have incentive to keep up the 500 threshold for already mutant plants in order to attempt getting even more mutated seeds (like leafy + specialized?). Maybe further mutation stacks require higher passive radiation to grow and give their own seeds more rarely so it's tougher to expand a farm of them?

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babba    1934
On 5/3/2021 at 11:34 AM, sakura_sk said:

First of : :love-struck::love_heart::love-struck: I want all possible mutations and I want it now!

  Hide contents

Leafy leafage
1505502049_Leafylights.PNG.97f6483e5bbdc95396ab83f0b3bd5b94.PNG

Beauties bloom
Blooms.thumb.PNG.a45f466c8e510c7ebf766ace121535cc.PNG

Beasts  getting wild
1499904123_TheBeasts.thumb.PNG.5335c2ac64f8c44e37870861642123da.PNG

 

After testing how mutations work in sandbox (goal set to "collect them all") and making some impossible builds (stacking wheezeworts on top of each other..), they seem to have too rare of a condition in order to let a plant drop a mutant seed and randomness doesn't help.

After 100 cycles of plants constantly being in ~300 rad, only 10-20% of seeds dropped were mutant ones and were dropped at random (no possibility to maintain a certain mutation). I would expect mutant plants to drop seeds of their mutation (or at least a 50-50 mutant-original ratio) but it seems they don't produce any seeds at all. Moreover, even after 100 cycles of that ridiculous build, I still didn't get all mutant seeds of every farm.

  Reveal hidden contents

3 dupes starting with 7,9,9 farmer bonus skill, ending up in cycle 100 at 13,16,16 farmer skill (~50% drop seed rate)

[+1 dupe that I forgot to restrain from harvesting for 50 cycles who dropped the seed rate a little...]

seeds_.thumb.png.19e681a90a26d8086567039d6ed19dbe.png

*Approximate harvests calculation: farms of 8 plants each (except for pincha pepper 5 plants), farmer's touch to every farm (except for mealwood), 2 grubgrubs to every farm (except for grubfruit) 

Approximate harvest rate per plant in cycles (from top to bottom): 2,5 _ 2,8 _ 3 _  2 _ 5 _  2,2 _ 5,5 _ 1 

 

Some suggestions:

  • Mutant ratio : Less radiation required for better chances or better chances for the current radiation values
  • Seeds : Mutant plants have a chance to drop a seed of their mutation
  • Radiation : Additional sources of radiation to make it possible to reach a stable 500rads. There are suggestions for a radbolt powered lamb but I would also suggest radiated tiles/farms made out of uranium (or maybe the extinct radium?)
  • Mutations : Mooore~ (like @pether said :-D) The possibilities are endless (and probably more in the mod territory) but I would like to see a rare  mutation that doesn't produce any product only seeds, mutant seeds at 10% drop chance fixed (no farmer's boost). If the mutations mechanic depends only on luck, it could be a seed that gives it all if you are lucky enough.
  • Decor/Beauty mutation (Blooming) : After reaching maturity it isn't harvestable. Only eats and is beautifying its surroundings
  • Stinky mutation (Exuberant) : The plant should probably drop polluted dirt and not rot pile (every time rot drops a "food has decayed" notification pops up)

 

And some questions:

  • Leafy mutation needs more than 1000 lux..?
  Reveal hidden contents

1065789714_Leafyneeds_.png.441d0a1947edd62d19dd2c9e31356646.png 212136445_Leafyneeds.png.e19fb6d2045476a2a78d731e636fd1bc.png

 

  • No sleet wheat mutations..? :-( (Probably no arbor tree either but I don't know how to produce enough seeds to see if it can happen)

This is insane wonderful Alice-in-Wonderland style Klei graphics, thanks for sharing :congratulatory::cheerful::x

image.thumb.png.93f21a2ed97b168b1cb17ba173cb5c41.pngimage.thumb.png.90351cf361f0c104d036fae7abece126.png

Can`t wait to play the mutations, lovely screenshots :ghost:@sakura_sk

image.png.ec334203ba26ea1014fc8848576c1f15.png

image.thumb.png.a5132684b6d5b521872d9199f730d050.png

image.png.b3b0913ee8925c31b0b5ab2695f54281.png

 

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