Me again
Having a bit of trouble with the end game quest - planting the crops for making the cure ingredients.
The engineered seeds don't seem to follow the same mechanics as normal seeds or maybe something is bugged/unfinished?
I killed a bunch of Zs during BM in the forest biome, got their "fluids".
Made the forest fertilizer with those fluids.
Planted the engineered carrots (indicated to be the crop you should plant in the forest).
Tried to use the watering can on them with the forest fertilizer in inventory - nothing happens.
Waited a day and a half thinking maybe with these seeds you have to use the fertilizer in the next stage.
Returned to plants and their description has changed to "this block is can be placed but is mostly decorative". Ok weird.
Tried the watering can on them now showed a missing resource (fertilizer) icon. Having either forest fertilizer or normal fertilizer on me - still the icon.
Tried to recover the seeds to plant them on actual forest ground instead of planter positioned in forest biome - but they just poofed. Annoying.
Since there was no other source I knew, of where I could get the seeds again, I took another 5 from cm
...and tried the whole thing on forest ground with exactly the same results.
What am I doing wrong?
Also another small criticism/feedback on the journal entries and quest instructions for the "end game: the brawn" quests:
All of the 5 biome specific quests only talk about "the military's mutant attractor" you're supposed to craft.
None of the words yield a result when searching for them in the crafting menu. Because the item you're supposed to craft is called "sonic projector".
I only happened to stumble across the "sonic projector" by pure chance, when typing some random letters while searching for something else and decided to try it out because I saw one in the CDC earlier.
When the bloodmoon starts is the first time the words "sonic projector" ever are mentioned thru the quest instruction changing.
But that's a bit late imo, because that's when you should have the thing already and place it to trigger the special zombies to appear. No time to craft it then - another week wasted if you haven't found the right thing to craft before.
Simple solution would be changing the quest descriptive text to mention "sonic projector" already.
Or instead of a vague quest instruction "xxx bloodmoon" have it say "craft sonic projector".
It's confusing if one text says one thing and another text says something different. It needs consistency. Similar example "something something mutant spores" - item is called "something zombie fluids" in crafting though... There are a few more instances of that - maybe 2 different people wrote text and names for items?
Anyways. aside from these minor troubles I really enjoy this mod and can't wait to hopefully make the friggin Z-virus cure soon! :]
Seriously, love this mod. No being OP after a week. Constant surprises and changes to your plans happening. Food supply never becoming too easy.
Feeling endangered way longer. Massive kudos to the CDC POI as well - I had to spend like 4 days going thru that horrible place because I was blind and probably passed by the soldier's note sitting on a shelf 1000 times, constantly being swarmed by all the experiment subjects

Going on day 60 of my run and not nearly done!