Stranded: Alien Dawn

Stranded: Alien Dawn

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More Challenging/Realistic Farming
   
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30 Nov, 2023 @ 2:20pm
19 Jan @ 2:05pm
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More Challenging/Realistic Farming

In 1 collection by Mantastic
Mantastic's Stranded: Alien Dawn Mods
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Description
This mod is geared towards re-balancing farming to be more challenging, and in most cases, more realistic.

Please Thumbs Up and Favorite this mod if you enjoy it's content.

If you enjoy my mods and want to support my work, please donate here. :)[buymeacoffee.com]

In vanilla, harvests are extremely generous for the land required, sometimes ridiculously so. There's also no real incentive to level up farming aside from the minor requirements some plants need to plant them.

You will now have to focus more on leveling farming skill to avoid failure chances both for seeding and harvesting, and utilize much more land to get the same harvest you did before. Conversely, this may also help you with over-farming later in the game where you end up with massive, useless surpluses.

To help with this, mulchtubes have been buffed to help you improve soil quicker at three times the speed as vanilla (which was ridiculously slow), and will also now improve both gravel and barren land. Additionally, their HP and high temp tolerances were increased to help them better survive heat and toxic ash disasters if you're playing a high difficulty (i.e. Chaos) and are using extreme temperature mods (i.e. 50% more extreme disasters). It still cannot be planted on tiles blocked for any kind of building.

Energy crystals, Tall Cacti, Teaball trees, and Purpleleaf harvests were left unchanged as they're already fairly scarce even when farmed. Wood/stick bushes and trees are also unchanged as they're out of the scope of this mod.

All plants will now have a 30% fail chance at planting, with it reverting back to 0% if the survivor has farming skill +5 or above what the minimum skill was required to plant it. Exceptions are Tall Cacti (because who really bothers with farming crappy flowers?) and all trees that only produce wood. Reasoning behind this is all farming involves some seeds that won't germinate. In-game logic is a higher skill will mean the survivor will be able to recognize these, or compensate for them.

For mid-late game, I highly recommend using my Drones of Peace mod's Farming Drones to assist with expanding your farming output and management.

Overall changes:

Edible plants:

Barrel Cacti - 10 fruit harvest, 30% fail chance, no fail at 5 skill
Beef Berries - 4 tomato harvest, 40% fail chance, no fail at 7 skill
Berry Bush - 10 berry harvest, 50% fail chance, no fail at 5 skill
Buttermelon - 10 gourd harvest, 30% fail chance, no fail at 5 skill
Chew Root - 3 potato harvest, 30% fail chance, no fail at 5 skill
Grain Grass - 20 grain harvest (same as vanilla), 40% fail chance, no fail at 7 skill, 2 x growth time
Graincob - 5 grain harvest, 30% fail chance, no fail at 5 skill, slightly shorter growth time.
Heptagonia - 5 syrup harvest, 50% fail chance, no fail at 5 skill, 2 skill to plant
Juiceleaf - 10 agave harvest, 30% fail chance, no fail at 6 skill
Mulchtube - 1 syrup harvest, 50% fail chance, no fail at 8 skill, 5 skill to plant
Palm Sausage - 20 meat harvest (same as vanilla), 30% fail chance, no fail at 5 skill
Glittercap - 2 shroom harvest, 40% fail chance, no fail at skill 5
Dandelion Tree - 10 spore harvest, 40% fail chance, no fail at 5 skill

Inedible plants:
Buzzshroom - 2 zoomy shroom harvest, 40% fail chance, no fail at 5 skill
Clothblossom - 3 cotton harvest, 40% fail chance, no fail at 7 skill, 3 skill to plant
Giant Grass - 10 hay harvest, 20% fail chance, no fail at 3 skill
Blade Grass - 5 hay harvest, 20% fail chance, no fail at 3 skill
Siliconleaf - 5 silicon harvest, 40% fail chance, no fail at 7 skill
Synthplant - 5 synthetic fabric harvest, 50% fail chance, no fail at kill 7
Skinbark - 5 payah bark harvest, 40% fail chance, no fail at skill 5



Version: 2.01-043
8 Comments
Mantastic  [author] 19 Jan @ 8:20pm 
Small update to make cactus fruits count as both fruit and veggies, make mulchtubes a little more durable, and berry bushes grow-able in hydroponic racks.
Mantastic  [author] 3 Dec, 2024 @ 7:32pm 
Regarding the pathing, much in the same vein as the planting tile issue, farming activity seems to be largely hard-coded and I'm not sure if it could be altered. If so, it's beyond my current knowledge and capability, but I can ask brighter minds if they know how it could be improved.

That said, making a lot of smaller plots instead of massive ones using the Extend Field tool should help with that. Not only will it allow you to manually task more survivors since you can currently only do one per plot, but it'll force them to be more efficient in their planting simply because they have smaller squares to work with.
Mantastic  [author] 3 Dec, 2024 @ 7:31pm 
Hi there @Lesandrina, sorry for the late response.

Unfortunately, as far as I know, there is no way to dictate that the survivor should keep planting in the same tile until it's successful before moving on.

Also, when you think about it, much as in real life, you don't know if a seed is going to germinate or not until you give it some time to sprout. If it doesn't, then you go back and plant new seeds. So in a sense, it's working "realistically", which is what the mod is striving for.
Lesandrina 14 Nov, 2024 @ 8:43am 
i like it. but i noticed that upon a "failure" to plant, the spot is left empty, you have to manually reschedule a new "plant" command on the field. a "retry" upon failure would be really helpful. also improved pathing when planting/harvesting would be great, they seem to walk very ineffeciently currently...
Kreddy Frueger 18 Jul, 2024 @ 1:10pm 
Great work here. Keep the mods coming. Love this!
Templar 13 Dec, 2023 @ 2:55am 
Oh good. Just got the game but it was feeling a bit easy in terms of food production. Thanks.
Mantastic  [author] 30 Nov, 2023 @ 8:57pm 
Yup, typo. It's 10 for juice leaf. Fixed. Thanks!
reeight 30 Nov, 2023 @ 4:15pm 
Interesting! I agree with increasing the no-fail skill levels, but those who tuned the sizes of their fields might be upset.

BTW I'm working on changes to Trees, but found a bug. Considering releasing a beta anyway,