Closed Nicolausi113 closed 4 years ago
At least for huckleberries this is a big (and community-known) issue, given you need the seeds for farming skill scroll.
Yes, it’s not really pleasant. I further try what it could depend on. For other worlds I generated it locked different, sometimes good, sometimes bad. And the question is, how much influence does maturity and growth have on it? To be sure all plants are mature, first take a sleep for 3 days -:)
Another strangely situation happened: I started my main game twice after a short period (few minutes) and each time the 5 cacti were mature and I could harvest fruits - looks like a server update problem? I saved the game in this state, in case devs were interested to examine.
@Nicolausi113 Whould be great to have your save for checking.
@beastyn Okay, here is game and outputlog as zip savegame.zip
@Nicolausi113
You can use Soil Sampler to check maturity of plants. Thank you for save files. But we have another log's name file starting from 8.2.0.
Instruction is here https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file
here the new log-files Player.log Player-prev.log
This should be a non-issue in 9.0 Seed drop % is same but it won't hinder Farming research
The seeds having low drop rate is intentional since the plants are not destroyed when harvested.
We'll look at the balance of this, but as Weasel stated at least it no longer blocks research.
EDIT: The seeds for tomato and huckleberries - the seeds for other plants should still be reasonably high since they'll always need to be replanted.
v0.8.2.9-beta I started a test-game because of missing seeds and this is the result: (plant seeds/fruits) tomato 2/114 huckleberry 0/43 corn 2/31 pumpkin 2/18 beats 7/58