jorb wrote: Crops have been returned to the mechanics in Legacy. If their quality is below the local quality field for that type of crop
MrPunchers wrote:PSA:
Whirlpools can break your boat, make sure you are ready to drown if you go into one.
mdsanta wrote:jorb wrote:I may update this post with answers to question that may come up, and edits for clarity, or whatever.
Jorb, by this timestamp - did you update anything?
After several hrs of translation i'm afraid I won't notice shit
mdsanta wrote:Jorb, can you define "field" please? are you talking about quality of the soil individually in the square where individual crop is OR is is some average quality\attribute of the area?
Potjeh wrote:They're using swords as throwing weapons now? Damn cheaters!
MagicManICT wrote:Most raiders aren't into choking another man's chicken. They can do some pretty gay shit, but that's usually the line.
MagicManICT wrote:I think he is saying that each crop type/species will have their own quality nodes they can grow on, so some will have a higher natural quality for where you're trying to grow, and others will be lower. An example I used in another post is that you might have q40 soil there, but can get up to q90 carrots before the range get capped. You're stuck starting out slow growing barley, though, as your node is only q10 in the area.
MagicManICT wrote:I, and hopefully the other mods, will help with that in case jorb forgets to update the first post with important extra information.
Users browsing this forum: Python-Requests [Bot] and 116 guests