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Eat something else. You have dozens of food available, that give buffs that rations do not.
With the old system, the pumpkins outproduced all other vegetable crops by a significant margin, making the multiple other crops pointless, and the conversion rate of vegetables to plant protein (inherited from vanilla) by extension made the plant protein crops useless.
That's 1 crop taking the purpose from 4 other crops.
Now, vegetable:plant protein crafting ratio is 2:1, making recipes that require plant protein but NOT vegetables more viable with Ahax plants, while Pumpkins are still the most effective for vegetable-only recipes.
Furthermore, fitting everything into a single 3x3 plot devalues every other crop not used in ration packs and reduces the need for larger agricultural setups, taking away other gameplay avenues.
So... by nerfing vegetables (not just the pumpkins) I expanded gameplay investment by players in a dozen different areas, improved the worth of non-pumpkin crops, (including Ahax), and gave more incentive for agricultural bases/ships, or just buying the materials from food trader (stimulating economic practices).
I agree. Some things might eventually need to be tweaked like, I dunno, maybe food could be cheaper to encourage buying it in bulk or something, but I agree with the goal. I like seeing a greater emphasis on the "survival" element of EGS so long as it doesn't feel grindy, which I'm sure it won't. Introducing the need for salt is a great idea too, and bones. Maybe there could even be a way to generate those resources like water generators producing a small amount of salt, or a kind of lab-grown meat producer that also produces bone, and other similar organic resources if such a system is possible.
I assume other plants (or recipes) could have been buffed instead, to make them more in-line with pumpkins? Same goal - make other plants worth planting, but without the Gregtech 5 treatment. Unless creating more of a time sink, is your goal?
I've seen this same mentality come up in the past, in discussions for Reforged Eden 1.
"Vanilla is too easy, so [insert this]". Can't make everyone happy of course, and it's your guys' mod; people don't have to use it, I know I know. But just saying, keeping in mind why people play/enjoy the mod, can be a good thing. I say that respectfully - everyone does appreciate your work.
I'm personally neutral in this specific topic, but in the past when I hosted RE1 servers, I did tend to make some changes to the mod first, to revert or nerf a few things our players didn't like. It ended up a lot of fun in the end.
RE2 is no longer using vanilla as a baseline.
I definitely agree with the nerf to pumpkins -- like, with pumpkin, why was there *any* reason to plant tomato or eggplant? Production time differences?
Everything should have utility. In a good open world game, every resource available to the player should have a reason to justify its existence in the game, and useless items are a poor look for survival play. Same goes for items whose purpose eclipses others, so as said before, if 1 veg equals 1 protein then protein plants are a waste of space and resources.
Baseline Empyrion was disappointing but I'm keeping my eye on Reforged Eden 2. It just might change my outlook!
The configs can be modified.