The normal case (besides "things go wrong" or "I forgot something") should always be that you can feed yourself (you normally will die or at least waste a lot of time if you are underfed over a longer time because you need stamina to fight and work).Well I don't see any other way to make starvation possible. Even if you remove the essence of farming, which is exponential growth, altogether, and left with barely any other loot source, the player would still 100% either stockpile if the avg looted food was a bit more than the avg consumption or starve every few days if the opposite happened.
The difference is if you need to buy (hopefully) expensive food at food vendor machines and scavenge kitchens instead of the shotgun messiah, or need to go hunting, or really get part or all of your diet from your garden.
Lets just assume a system where you can't craft seeds. Lets further assume you need a garden of 20 seeds to feed one person and the average player finds 3 seeds a week (excluding seeds for teas or medicine). That would mean about 7 weeks until your garden can fully support you. In week 3 still 50% of what you need to eat needs to come from scavenging, hunting or food machines.
Not saying this rather mechanical way of upgrading your farm is a farmers dream, but it fits the game (i.e. the finding useful stuff part) and is rather easy to balance in its linearity.
I even would add a higher level perk or recipe where you finally learn to craft seeds the current way (as alternative especially for people who play as miners or base dwellers).
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