Is there any point in keeping low Q seeds? I mean even if you are gonna compost or use them as seed they'll just lower the overal Q of the feed.
Do ya just dump um?
jorb wrote:Ideally the game should play itself.
Aceb wrote:Or plant green if you have ugly survey area.
jorb wrote:Ideally the game should play itself.
Aceb wrote:Or plant green if you have ugly survey area.
uncleseano wrote:Aceb wrote:Or plant green if you have ugly survey area.
Oh yeah, green for the animal in closure. Didn't they eat off the land as well as a trough?
Also, is cavedust capped at the q of the ore/stone block? Be nice to know if I'm not getting the optimum yield (q wise) from my mining.
Aceb wrote:uncleseano wrote:Aceb wrote:Or plant green if you have ugly survey area.
Oh yeah, green for the animal in closure. Didn't they eat off the land as well as a trough?
Also, is cavedust capped at the q of the ore/stone block? Be nice to know if I'm not getting the optimum yield (q wise) from my mining.
They do but it always counts as food 10Q if I am correct.
vatas wrote:Stone/ore, cat gold, petrified seashell, strange crystal and cave dust all seem to be capped by tool/masonry and affected by separate nodes.
uncleseano wrote:vatas wrote:Stone/ore, cat gold, petrified seashell, strange crystal and cave dust all seem to be capped by tool/masonry and affected by separate nodes.
Well I was getting cavedust (q30)that was higher Q than the crappy pickaxe (q9) that I was using so I was presuming that it was being softcapped or something.
Bascially the cavedust was a much higher Q than the ore I was digging out
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