[Suggestion] Food source adjustments/tweaks
Tetrapod
Wastelands of California Join Date: 2016-08-04 Member: 220973Members
There's a discussion in general forum about plant tweaks in the latest update. I'm reposting my thoughts here something for the devs to consider?
Just make the surface plants require watering and the aquafarming require food. Maybe not make it a chore but make it so you have to plant certain species of "plants" in aquariums for the fish to eat. The amount of fish that spawn would depend on available food. Less food less fish, wrong food or no food and no fish. Change the spawn rates of fish by nutrition value.
Balance them so players can pick any species they want. Maybe a Spadefish grows slow but achieves the same amount of nutrition than a boomerang that might in bulk.
If you tinker with the AI, maybe some fish don't like swimming with other fish. Come back after a exploration and find you only have one type of fish in a tank...or just one fish because they're territorial.
Some plants will only grow on a specific island or only grow in bright light conditions--above or near the surface. Some plants grow better with proper day/night cycles. Many plants hate narrow spectrum white lights. Grow lights?
Nerf growing plants in the sub. Not enough light.
As for surface plants, maybe not make it so your always watering but do make it so that if you want to live off fruit alone your gonna need lots of water. Less water and slower fruit production. No water and you will have a dead plant after awhile.
Don't agree on rotting fruit. Some plants do allow their fruit to "rot" on the vine but perenial plants usually just dump finished fruit. Oh that'd be fun. Come back to your week long excursion and find wilted lantern fruit trees and a floor full of smelly, rotten fruit.
Also eating fish on the go should be a nono for some fish and some plants. Must be cooked or prepared to remove the toxins. Make some fish edible only after salting.
Make salt preserved fish really increase your dehydration levels.
Now you'd have survival challenges of figuring out what fish you can keep, how easy they'll be to keep and what plants you want or need to grow.
Make a dehydration module that dehydrates fish and fruit. Requires salt and produces a small bottle of water as a benefit. Not keen on the idea since it might be a useless one trick pony.
Comments
Also watering plants and feeding fish would kill both systems. It can take you well over a day to explore a single wreck and if you take the cyclops along for storage to explore multiple wrecks in one trip it will be days before you return.
If we have to constantly return to the base to maintain our farm or fish tank, nobody would bother building them. Why would you? When you can just stop on the way and catch a couple fish to cook up when you get there?
Because of the tank and room being gated that option already requires quite a bit of work, especially if you want to farm them for on the go so you need plenty of salt to cure them for your trips. Stockpiling cured fish will require at least a water filtrator with a reactor to power it. Farming is even more work as with the lantern fruit nerfed to Hell you have to plant multiple melons and potatoes to grow enough to eat, and then have to take the time to replant them every time you eat, and you still cannot take them on the go.
As it is, it's already much easier to just not bother with these systems and I would hate to see the developers decrease the fish population for force us into using them. I've got wrecks to explore and fragments to find, I don't really have time to manage a farm.