Dumbing down?
A19: Guaranteed return of all plants upon harvest. Very little thought needed about whether to craft crops into seeds or use crops for food. Zero risk of farm failure. Automatic replanting meant plant and forget food generator.
A20: 50% chance return of a plant so no guarantees on how your farm will continue. Careful planning and thought needed about how to use crops. Big risk of farm failure and then need to adapt and survive. Manual planting means you have to re-engage in the farming process each season.
Now you might think that planting is tedious and hate the philosophy of setback-adapt-recover gameplay in a survival game. But puting the two designs side-by-side there is no way you can convince me that A20 is more dumbed down than A19. But I'd like to hear your thoughts on exactly how you think things got dumbed down in farming in A20 over A19.
All balance issues aside, having to replant is an excessive amount of annoying clicking, reverting the system to not destroying the plant would be more of a quality of life improvement imo.
Talking about modlets adapting the 19.6 replant system earlier in the thread, how difficult would it be to make it to where there was a 50% chance for the plant to break during harvesting and then have the A20 50% chance of dropping a seed when breaks occur? It would still nerf the replanting system but perhaps not make so much extra work to keep it running mandatory? Or perhaps leave the option up to the server creator with a list of farming options, such as whether replanting occurs, breakage and seed percentage chance slider scales, or whether or not farming is even enabled?
I can only make the most basic of modlets, but from what I could tell, you can edit the chance of dropping a seed.
Also, I tried to see if I could get the plants to not be destroyed when harvesting, in the xml I could see where there was code for downgrading a plant when harvesting, but I haven't had any luck in figuring out how to not destroy the plant when harvesting.
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