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IDProjectCategoryView StatusLast Update
0000408Medieval EngineersFeature Requestpublic2023-02-04 15:55
Reporteronca77 Assigned To 
PrioritynormalSeverityminorReproducibilityhave not tried
Status newResolutionopen 
Target VersionTBD 
Summary0000408: Introducing biome dependence to crop growth

Currently the crop growth is unaffected by environment: crops grow on the desert and dirt placed over snowfield as well as on temperate meadow. Introducing a dependence of plants growth rate (or the probability of the plant dying before reaching maturity) on biome type would make biomes matter in the gameplay aspects instead of just aesthetics. It would encourage altering gameplay techniques depending on the settlement point and further promote trade/exchange between areas. For example difficult and inefficient farming in arctic/desert could encourage player to rely more on either hunting, possible trading or simply bringing food from neighbouring, more hospitable areas. It would furthermore provide a diversification of the difficulty level by the choice of the starting biome (the way it happens for example in Satisfactory or Surviving Mars), offering additional challenge for more experienced survival oriented players and additional incentive for exploration.

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related to 0000424 assignedequinox ModAPI hook for controlling the growth rate and growth transitions based on world position/time/biome  


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Issue History

Date Modified Username Field Change
2022-09-17 08:44 onca77 New Issue
2022-11-15 18:22 equinox Relationship added parent of 0000424
2022-11-15 18:22 equinox Relationship replaced related to 0000424
2023-02-04 15:55 equinox Target Version => TBD