03-17-2013, 10:11 AM
Anticheese Wrote:1) The generation on hybrid plants keeps resetting
2) Hybrids made from a mutant plant splice do not produce the mutant's chemical.
3)Hitting the water tank with a can twice gives this message
4)When one plant in a strain gets a gene strain, all of the other plants with the same common ancestor harvested or not.
5) Special plant nutrients are taken up at an absurdly slow rate.
1) I figured you're basically creating a "new" seed so the generation should start over. Thoughts?
2) This is.. sort of intentional via neglecting to think about it? I'm not sure if mutant plants being spliced should pass their chemical along or not - generally the chemicals you get out of mutations are much stronger or more powerful than regular plant chemicals, so allowing you to get it by default in a hybridized plant seems like it could get broken really fast. Again, input would be appreciated though.
3) I'll have a look at this. It's probably just not rounding properly.
4) Are you sure? I'm pretty sure there's no way for a strain or mutation to be retroactively applied to produce you've harvested from the same plant.
5) This is likely the result of slowing down the plantpot's processing but failing to account for a couple of things here and there. Also because of the way the game mechanics work, the more different kinds of reagent you have in the plant pot, the slower each will be taken up due to the mechanic for it basically tries to remove however much it's told to remove equally from all reagents. Say I told it to remove 1, and you have 5 water, it'll just remove 1 water. If you had water and compost, it'd remove 0.5 water and 0.5 compost to make up the 1.