[Suggestion] Improved Planting/Gardening
A crafted seed bag item that opens up additional hot bar keys when equipped. Seed bag hot bar keys can hold 3 sperate types of seeds, each assigned to a separate hot bar key. Player only needs to look at a garden plot and press the hot key to play a single seed.
Additionally, allow the sickle to harvest a crop plot instead of opening up a separate window.
Comments: 8
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06 Dec, '21
__MaX__ MergedHi RocketWerkz, Hi Prospectors,
We're playing with 4 friends, I'm the one specialized in food / farming. A problem immediately stood out to me : during the week-end no problem, everybody plays together, you can grow stuff and gather it without no issue. During the week, this is something else : some of us play during the day, and since everybody as a different specialization, they ignored the big garden I'm managing.
Result : all crops were gone / spoilt. It is kinda interesting to choose a design like this, but it is ultimately really problematic. For instance, if I plant the whole garden (using all available seeds) thinking I will be able to gather the result, if someone played too long and did not gather, all the seeds are gone : you can neither prepare food anymore or try to plant more seed to restart the cycle.
Since the game has an high incentive on playing in coop, it might be interesting to balance this aspect. -
06 Dec, '21
__MaX__ MergedGrowth count for different seeds are unbalanced. At the moment, it is worth growing pumpkins, squashes, carots, watermelons, cocoa, corn, reed flower. Because every cycle you get at least the same amount or more of what you would gather in the biome.
Everything else is not worth growing.
If your design goal is to prevent the player to grow wheat, tea or yeast. Design the crop plot so that the player understand he cannot grow these.
If your design goal is to allow the player to grow them, then balance a bit so that the time spent to grow this seeds is worth the investment.
On the UX side :
- you can stack seeds but they're never used. If the goal is to force the player to plant a seed everytime, make a "recipe like" UI to avoid the player thinking he can stack seeds.
- you can't harvest with a scythe all seeds, flowers, vegetables (either in biomes or in crop plots), it would be nice to be able to, it would allow players specializing in that to be more efficient while gath -
11 Dec, '22
Shinzoak Mergedi dont know if its already in develop or someone talk about it, but maybe a tool for use the seeds and plants? like a bag with a radial menu to select and just click the crops¿, also a watering can, with high water capacity but not usable to drink,or a bucket?
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31 Jul, '23
Elissa - Producer Admin"new gardening tools" (suggested by Shinzoak on 2022-12-11), including upvotes (1) and comments (0), was merged into this suggestion.
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31 Jul, '23
Elissa - Producer Admin"[Suggestion] Gardening / spoiling balancing" (suggested by __MaX__ on 2021-12-06), including upvotes (2) and comments (0), was merged into this suggestion.
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31 Jul, '23
Elissa - Producer Admin"[Suggestion] Gardening : crop plot growth count balancing + UX" (suggested by __MaX__ on 2021-12-06), including upvotes (6) and comments (0), was merged into this suggestion.
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11 Nov, '23
ChrisA simple seed bag that acts like the tackle bag would be really helpful. Equip it then selects seeds using 'R' like the ammoytype wheel. Seeds take up way too much inventory space, especially since prospector grown ones don't stack with natural ones (despite them having no different fx)
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12 Feb
CoryI'd like to see the seed bag larger (or upgradeable) that could automatically redirect seeds gathered into it so you don't have to open a separate window to move them in/out. I like the idea of the ammo wheel selectable via "R" on the hotbar or something like it. I feel that this would help improve the QoL aspect. A separate hotbar slot similar to the light would be great too, considering that it should be a small pouch hung off the belt.