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Vlad

Too much vegetation?

5 posts in this topic

Isn't it too much how the crops spawn everywhere? I left my base for a month and when I came back there were more newly spawned tomatoes around my house then my farm produced at the same time..

What's the point of having a farm when I can just walk around for a day, and have a full inventory of crops?

That also make the agriculture skill useless for seeds. I am now 2 years in game and I almost have 64 seeds of each type without even trying.

 

So how about lowering the number of spawned crops? Like instead of a 20 newly spawned tomatoes, just 1-2 would be enough. since you can't lose seeds, they should be more rare.

 

Bottom line is getting into food abundant now is way too easy.

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Tweaking the agriculture skill to be more like butchering might help. I would say the benefit of a farm is you don't have to walk around and if your on muitiplayer wild crops wont be able to support everybody. 

I would support a change where wild crops only respawn if there is left over crops the year before, if you take them all away what is left to grow, nothing.  Not sure if it would be worth making that change though.

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Isn't it too much how the crops spawn everywhere? I left my base for a month and when I came back there were more newly spawned tomatoes around my house then my farm produced at the same time..

What's the point of having a farm when I can just walk around for a day, and have a full inventory of crops?

That also make the agriculture skill useless for seeds. I am now 2 years in game and I almost have 64 seeds of each type without even trying.

 

So how about lowering the number of spawned crops? Like instead of a 20 newly spawned tomatoes, just 1-2 would be enough. since you can't lose seeds, they should be more rare.

 

Bottom line is getting into food abundant now is way too easy.

 

I'm guessing that you're playing single player? TFC is balanced for multiplayer, so there is all that food generated because it's supposed to be feeding more than a single person.

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would be nice to have a configuration file to control crops spawn, like for ores, or just a multiplier affecting the whole crop generation. Could help to solve that dilema...

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Historically, being able to survive on wild crops would be actually believable. After all, agriculture was developed in areas where foraged food was scarce. In multiplayer that could perhaps lead to small hunter-gatherer warbands pillaging civilized settlements mongol style, leading to fortified cities and concentrated agriculture, math and religion..... I have clearly played too much Civilization...

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