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Herbal gardens and herbalism grinding

0
Issue
Currently herbal gardens are useless, anyone that has been an alchemist cursed the day these gardens were introduced until the point outposts made them redundant. To plant an herbal garden you need 10 water (3 seconds each water = 27 seconds per garden, dung, bones or fish depending on the type of herb. Split it then in the correct stack and plant them in each herbal garden for a 3,3,5 possible yield (high quality, medium quality, low quality) a day. with 149 gardens if I had the water prepared and was not using autostack splitter it took me 2h and a half to plant all the gardens... not considering they have to be repaired. Outpost produce 780 herbs a day of high quality herb. 2 outpost make 150 garden obsolete.

Fix
Have all herb use dung or bones (regardless) to get the full yield, gardens accept "the maximum" stack when you click on the herb garden: example if I carry 200 water, 45 herbs and 120 dung, I only need to keep it as 1 stack on my inventory, click on the herb, water and dung to plant 10 water, 1 herb and 6 dung, and not that I have to fiddle and split them. Decrease to 1h the production rate and maybe lower the yield to 5 "high quality" plants, allowing then people to use them within 1h, instead of waiting nearly a day to pickup and plant again.

Moreover a herbalist shop you can "process" at durability 20,000 only 334 herbs then it catches fire, decrease the damage it does to the shop to say 10k process and add multiple production like others, instead of having to rely to easy autoclicker not to suffer RSI after picking up so many plants.
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