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Adjust the fried seeds recipe and the plants which grow seeds for it #67282

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anoobindisguise
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Summary

Balance "fried seeds uses oil and the plants that make fryable seeds make more"

Purpose of change

Fried seeds were fun but the plants that made it were really undertuned. A pumpkin made 6 whole seeds items, which amounted to a measly 100 calories. IRL a pumpkin easily has 500 seeds, which is ~660 calories. Sunflowers and hemp plants had similar issues.

Describe the solution

I made the yields much greater as a (90 seeds items from disassembly of a pumpkin)
I also adjusted sunflower and hemp seeds along similar lines each of which can have hundreds or thousands of seeds. Hemp is more variable here, so sunflowers are the primary seed producer if you really want lots of edible seeds.
Calorie counts were adjusted from 17 calories each to 8 for pumpkin seeds, 11 for hemp seeds and 12 for sunflower seeds according to figures I found online (each seeds item is 2 grams)
Frying the seeds uses 50 grams of seeds and 15 grams of oil to produce 64 grams of fried seeds (2 charges). This uses oil because they are "fried" seeds and not "toasted" seeds.

Describe alternatives you've considered

Toasted seeds.

Testing

Additional context

@github-actions github-actions bot added Game: Balance Balancing of (existing) in-game features. astyled astyled PR, label is assigned by github actions json-styled JSON lint passed, label assigned by github actions labels Jul 30, 2023
@worm-girl
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worm-girl commented Jul 30, 2023

You should not make the proposed changes to seed counts. A seeds item represents 250ml of seeds, not a single seed. It is slightly abstracted for reasons discussed in #65924 , specifically in the comments (I believe Karol discussed it), and also serves important game and realism balance functions.

No change to seed volume should be made for this reason, even in cases like mustard seeds where the things are really small. This model accounts for the fact that not all seeds are viable, that you tend to plant in clusters and remove the slow-growing sprouts, and that a single tile of crops does not represent one plant, but rather an indefinite number of them which can produce one or many harvestable items depending on your skill.

edit: Looks good now.

@anoobindisguise anoobindisguise marked this pull request as draft July 30, 2023 02:59
@github-actions github-actions bot added [JSON] Changes (can be) made in JSON Items: Food / Vitamins Comestibles and drinks Crafting / Construction / Recipes Includes: Uncrafting / Disassembling labels Jul 30, 2023
@github-actions github-actions bot added the BasicBuildPassed This PR builds correctly, label assigned by github actions label Jul 30, 2023
@Maleclypse
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I think this is ready for rebase/review?

@anoobindisguise anoobindisguise marked this pull request as ready for review August 1, 2023 18:54
@github-actions github-actions bot removed the BasicBuildPassed This PR builds correctly, label assigned by github actions label Aug 1, 2023
@github-actions github-actions bot added the BasicBuildPassed This PR builds correctly, label assigned by github actions label Aug 2, 2023
@Maleclypse Maleclypse merged commit 7e079c0 into CleverRaven:master Aug 2, 2023
@anoobindisguise anoobindisguise deleted the anoobindisguise-tastyseeds branch July 31, 2024 04:18
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3 participants