Rip up fuction

Forum for suggesting changes to Salem.

Rip up fuction

Postby TemplarKnight » Wed Aug 06, 2014 5:47 am

ok its a great idea they placed it onto the game.

but i think its annoying for it to pop up every time you press on a field.its not a very commonly used fuction.i think it should be placed on the adventure tab or something.so that inspecting crops would be like it was before right click and inspect,not right click chose then inspect(the more fields the more you have to do this).it was much easier how it was before.sometimes when adding humus to the field that menu would pop up wich made it a bit more annoying.
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Re: Rip up fuction

Postby JohnCarver » Wed Aug 06, 2014 6:06 am

Yes it does seem like we probably botched that implementation. Its on our list to fix but we didn't get to it in the august patch.
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Re: Rip up fuction

Postby Tammer » Wed Aug 06, 2014 8:26 am

The rip up function has at least two uses other than just correcting a mistaken planting. I might not have found these if the flower menu wasn't popping up on me so often.


Prepping new fields: You can plant cabbage, dump on woodchips to reduce the upkeep, then rip up the cabbage. You now have a 50% upkeep field to work with without waiting.

Planting tiered fields: If you're planting an important field (say, sea island cotton), and you get a low bonus plenty from your S&C, then you can add one woodchip, rip the field, and try again until you get a bonus that you're pleased with.
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Re: Rip up fuction

Postby neored9 » Wed Aug 06, 2014 8:39 am

Tammer wrote:The rip up function has at least two uses other than just correcting a mistaken planting. I might not have found these if the flower menu wasn't popping up on me so often.


Prepping new fields: You can plant cabbage, dump on woodchips to reduce the upkeep, then rip up the cabbage. You now have a 50% upkeep field to work with without waiting.

Planting tiered fields: If you're planting an important field (say, sea island cotton), and you get a low bonus plenty from your S&C, then you can add one woodchip, rip the field, and try again until you get a bonus that you're pleased with.


Protip as *****.
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Re: Rip up fuction

Postby JohnCarver » Wed Aug 06, 2014 8:54 am

Tammer wrote:The rip up function has at least two uses other than just correcting a mistaken planting. I might not have found these if the flower menu wasn't popping up on me so often.


Prepping new fields: You can plant cabbage, dump on woodchips to reduce the upkeep, then rip up the cabbage. You now have a 50% upkeep field to work with without waiting.

Planting tiered fields: If you're planting an important field (say, sea island cotton), and you get a low bonus plenty from your S&C, then you can add one woodchip, rip the field, and try again until you get a bonus that you're pleased with.


This is why you guys cannot have nice things.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Rip up fuction

Postby Feone » Wed Aug 06, 2014 9:11 am

JohnCarver wrote:
Tammer wrote:The rip up function has at least two uses other than just correcting a mistaken planting. I might not have found these if the flower menu wasn't popping up on me so often.


Prepping new fields: You can plant cabbage, dump on woodchips to reduce the upkeep, then rip up the cabbage. You now have a 50% upkeep field to work with without waiting.

Planting tiered fields: If you're planting an important field (say, sea island cotton), and you get a low bonus plenty from your S&C, then you can add one woodchip, rip the field, and try again until you get a bonus that you're pleased with.


This is why you guys cannot have nice things.


¦]

Clever use of it, hadn't thought of them myself.
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Re: Rip up fuction

Postby Bjebr » Wed Aug 06, 2014 9:25 am

I'm more agree with TemplarKnight opinion , was really easier before .

Tammer's tip are funny , but he lose the prepping humus and seeds : I prefer keeping them (too hard to get those at high purity) and spamming crappy fertilizer like lime or low purity humus :D

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Re: Rip up fuction

Postby Kandarim » Wed Aug 06, 2014 1:13 pm

yeah

I considered the upkeep use, but figured that would not be possible :p
Wouldn't it be possible to insta-tier fields like this, though? I haven't tried, but if upkeep is affected I assume the influence counters are affected as well?
I should hurry and use all these haystacks I've built
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Re: Rip up fuction

Postby lachlaan » Wed Aug 06, 2014 1:28 pm

Wouldn't work with influence because the "influence %" thing is a different variable than the actual bar values, whereas with chipping the upkeep gets modified directly rather than it being a modifier to be applied to the upkeep value when the field is done cooking.
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Re: Rip up fuction

Postby RonPaulFTW » Wed Aug 06, 2014 2:10 pm

Kandarim wrote:yeah

I considered the upkeep use, but figured that would not be possible :p
Wouldn't it be possible to insta-tier fields like this, though? I haven't tried, but if upkeep is affected I assume the influence counters are affected as well?
I should hurry and use all these haystacks I've built


Influence adjusted at harvest.
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