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Please change Seed Sleuth key binding


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Please bind Seed Sleuth functionality to LMB, and telling plant needs to RMB.
This way players won't need to unequip and equip shovel all the time while trying to make use of Seed Sleuth, and also won't need to waste "love" on weeds that they are about to dig out.
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With that said, i'd like to ask, what is the purpose of this skill anyway?
I highly doubt that anyone tries to make giant crops from random seeds.
Not knowing that you have weeds on the farm on the seed growth stage won't affect getting seeds from crops.
Digging out weeds to attempt to fill the farm with crops only and synchronize their growth, imo is not worth it.
Real farming starts once you get the first harvest and a bird, and not before.
So, from what i see, this skill has no use, and it's mandatory. I use it only cuz i have it, but if it was optional, i would skip it.

I would like to also suggest reworking this skill to make it much more useful. Though it would require some new features, unlike key rebinding.
First, introduce weed seeds.
Then, allow Seed Sleuth to identify seeds in your inventory rather than after planting. This can be done, for example, by forbidding WW to eat regular seeds with RMB and identify them instead, transforming the regular seed into a crop/weed seed with same rolls as after planting. Or a crafting recipe can be added to WW tab, which crafts a random crop/weed seed from regular seed with same season rolls.

Also, why WW is immune to fire nettles? If there would be a character who grows a farm of fire nettles for winter to replace those thermal stones, it surely should be Wormwood.
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I would also like to use this opportunity to say a few words about Wormwood's skill tree.
With how useful Bramble Husk Specialist and Moon Shroom Cloud are, how pricey plant crafting is, and how useless the bloom branch is, WW currently has only one build. I really wanted to experiment with my build, but there is literally no point in taking other branches than Husk and Shroom.

If you would ever look into that, consider the following:

- reducing costs for plant crafting and allowing to change plant type
Idk how useful this branch is for mega-basing, because i don't enjoy 1000 day mega-bases, but for regular players it is completely not worth it. I really wanted to make it work for me, but considering all ways and costs to get those plants, and considering how strong Husk&Shroom is, plant crafting is dead for me.

Wormwood players are busy on the farm, why you want to make them go search for cave bananas and lunar mushrooms? Why lunar mushrooms can't be found on lunar island? Why would i go into caves multiple times, when i can go to moon quay and take those plants to my base?

What i would want is to be able to change the plant type. For example, i'd like to change berry bushes into juicy bushes and use them for rot, but with the current system i would need so many berries to craft juicy bush farm, that i'd rather rot all those berries instead.
Changing the type could be applied to butterflies and mushrooms, turning them into their lunar variants. And it won't affect the value of mushroom skills.


- rearranging skills and their functionalities in Husk and Bloom branches to get a Combat branch and a Bloom/Farm branch
I mean, how faster healing, traps and husk are related to farm benefits?
The current bloom branch is too underwhelming, compared to others. Adding farm skills to it would save it imo.
Consider adding more farming mechanics, like reducing minimum stress to get giant crops, or making fertilizers more effective for both farms and WW himself. Or some weed-related skills. Or some interaction with fruit flies and their lord.

Photosynthesis could be moved into the husk branch. Now this skill still isn't worth going for, even after buff. But it could serve as a better stepping stone for the combat build. It would also compliment the Husk&Shroom build, which also uses Lunar Cultivator and thus often spends hp to re-summon followers.


- adding some ocean-content perks
Even if all the plant crafting skills are combined into one, i would still not waste even a single skill point on that.
So with the Ocean QoL coming up, maybe combine them and add ocean-related skills? Like making the kelp stalk an actual weapon for Wormwood, or taming a grass gator for riding and shaving it for grass.

Thank you for coming to my TED talk.

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