Closed FulcrumA closed 5 years ago
I agree in general, but disagree on the last part. Carrots, sugar beets, onions considered as produce are not reproductory seeds themselves, you don't grow new produce directly from them. You can plant onion for example, but you have too keep it in the ground untill it grows seeds and then plant the seeds.
True. What I wanted to underline, as crudely and badly as I may have, is that there's currently no way at all to reproduce those vegetables.
If realy so, thats bad and needs to be adressed, but I thought @Kelenius said that there are seeds for them in game, spawning in gardening centres. Will check it out in spare time.
https://github.com/CleverRaven/Cataclysm-DDA/blob/master/data/json/item_groups.json#L8381 https://github.com/CleverRaven/Cataclysm-DDA/blob/master/data/json/mapgen/gardening_store.json
There's a lot of locations where they can spawn, actually.
Also at farms too. Not that common after the recent PR in relation from seed-harvestable produce, but certainly obtainable.
What do you think about adding onions & carrots at very low chance find in foraging in spring/summer? It seems wild carrot is a sub-species of a garden carrot. It also seems that are some wild onions. This might be a wild shot, so I'm asking for opinions.
Would be nice to see. IIRC you can to some extent grow out carrots from their existing roots (as they are root vegetables), but not really to get extra plants, just larger existing ones.
A way to get more seeds would be nice. Most of those plants "go to seed" if left. Does the game have different spawns for old plants vs healthy?
Could seeds be added to the rot exponent of existing plants (I assume the planted crop can "rot"? IIRC the rot was added to that tile item?). So if you leave the carrot/onion in the ground, it may rot away to a couple of seeds. If harvested before, no seeds.
@nexusmrsep @Kelenius My bad. I was sure for some reason that in the past I harvested a vegetable such as carrot without acquiring any seeds. I tried it again right now and I did get seeds, so I suspect that the last time I simply did not notice something. The second part of the ticket then is a mistake.
Also, I do like the idea of more particular vegetables than "wild vegetable" being a thing one can forage.
@TechyBen if you plant a carrot root, it will itself grow into an entirely new carrot plant, and can eventually go to seed itself, and then the seeds can be planted and a new crop grown from that.
"Wild Vegetable" works as a generic, since there's plenty of vegetation that we don't domesticate that is still perfectly edible, like nettles for making nettle tea, or dandelions; I'd still like to see wild variants of garlic, carrots, etc. though.
Pumpkins should yield plenty of seeds when used to make food. As it is now I'm having a hard time getting pumpkin seeds at all.
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Game version: O.C-28852
Operating system: Windows 7
Tiles or curses: Tiles
Mods active: More Survival Tools, No Explosive Zombies, No Fungal Monsters, StatsThroughSkill, Vehicle Additions Pack, Tanks and Other Vehicles, Bionics Systems Mod, Boats, Icecoon's Arsenal, Filthy Clothing, Makeshift Items Mod, More Buildings, No Flaming Weapons, Disable Mutagens, Disable NPC Needs, No Antique Firearms, No Fictional Guns, NPC Traits
Issue
Many plants create seeds separately from the fruits upon harvesting, even when it's unnecessary, especially with the recent, very nice, addition of crafting seeds from the wider variety of plants. Afflicted plants include both berry bushes and crops.
Edit: following part was my mistake/failing to notice acquired seeds
At the same time, there are vegetables one can grow from a seed, but the resulting crop cannot be further reseeded (do not create any seed nor seed can be crafted from the crop itself), even though IRL it is perfectly possible - thinking of vegetables such as onions, carrots, sugar beets here. Pinging @Kelenius as they're the person who made a very nice commit regarding seeds not long ago.