#Moving of respawning resources

1 messages · Page 1 of 1 (latest)

north garden
#

We have some respawning resources like brightflower, blueberries, etc. which we can't move atm. The way I see it, those are intended to infinitely respawn, to prevent "deadlock" situations. In that case moving them with the nano would be the logical solution (as we can with bushes or trees). If they're not there to prevent us from entering "deadlocks", then they should stop respawning.

zinc gazelle
#

moving all the plants to one place will simply kill the farm as a mechanic.why grow something if you can pick up a bunch of plants passing by the base without the need for watering and observing the time of day for certain crops

north garden
#

I agree, but then the resources like lettuce, mushrooms, tuber, etc. that keep respawning on the map, should stop respawning & instead be made into one time pickups.

zinc gazelle
#

the time spent traversing the entire map to collect all possible plants in a sense smoothes the problem +- the time for new plants to appear is a couple of game days

north garden
#

Plants respawn afaik on a daily basis

winged harbor
#

I would like if you place a building or blueprint on top of these wild spawning resources, that it would STOP the growth of them. I have placed many blueprints accidentally on top of a wild crop and it grows through the building on top and it's really annoying xD

true shadow
#

Thanks for the feedback! We will think about that.

dreamy shore
#

how about not respawning the specific plant type if the player has seeds for that same type stored in one of their chests? It is a good indicator if the player is trying to grow more of that plant or not.

#

Removing the collision box from the respawning plants would also alleviate some of the problems .. i keep tripping over the lettuce by the bridge every time .. that thing is evil :P

sly kettle