Legendary Yumako & Jelly Nut Seeds should grow legendary plants

Place to discuss the game balance, recipes, health, enemies mining etc.
Shulmeister
Long Handed Inserter
Long Handed Inserter
Posts: 89
Joined: Mon Dec 23, 2024 11:00 pm
Contact:

Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants

Post by Shulmeister »

mmmPI wrote: Thu Jul 17, 2025 3:09 pm It's still advocating for a system that solve literally 0 problems.
:lol: true, recent suggestion unlike OP propose to implement a more complex system that current one, to make it easier to scale legendary production.

It misses the point, not only because it wouldn't work but also because what most people requested on this thread are way to make the game easier without realizing they advocate for broken systems, the proposition introduces new "traps" that noob can fall into, to adress scaling legendary production, which isn't necessary if you understand how to Gleba.

No-one need easier scaling of legendary production on Gleba because it makes no sense.

If you think you do need an easier way to scale your legendary production on Gleba and you propose making the game more complicated for those who have trouble already while acting superior you're a real idiot to me. You are the one who actually struggle in the game ( to have quality ) and thus most likely one for which a more complicated system wouldn't be a good idea in the first place.
crimsonarmy
Burner Inserter
Burner Inserter
Posts: 12
Joined: Wed Jul 16, 2025 1:27 pm
Contact:

Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants

Post by crimsonarmy »

It's still advocating for a system that solve literally 0 problems.
While I wouldn't say zero problems, now that I look back at the recent proposals it has become quite a complicated system to partially solve a small problem.

I think my initial motivation to support this idea came from wanting a way to upgrade the quality of the initial ingredients everywhere and make quality items always have a use.

To explain why this shouldn't be changed:
1. Planet specific quality items do not have an efficient way to become legendary; you just need to throw capacity at it. This makes developing large industry on a planet that you want the legendary resource from needed to get it in large quantities.
2. Legendary bioflux is one of the most powerful resources in the game. Making it easier to get in large quantities, even if only slightly, is a problem.
3. The play pattern this would make is minimal depth for the complexity (complicated but not very interesting) due to how late into the game this comes up. If you want to play around with juggling different qualities try the Maraxsis mod which integrates this play pattern far better than it would here.

I hope this serves to explain simply why this suggestion is counterproductive.
mmmPI
Smart Inserter
Smart Inserter
Posts: 4568
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants

Post by mmmPI »

crimsonarmy wrote: Thu Jul 17, 2025 4:46 pm
It's still advocating for a system that solve literally 0 problems.
While I wouldn't say zero problems, now that I look back at the recent proposals it has become quite a complicated system to partially solve a small problem.

I think my initial motivation to support this idea came from wanting a way to upgrade the quality of the initial ingredients everywhere and make quality items always have a use.

To explain why this shouldn't be changed:
1. Planet specific quality items do not have an efficient way to become legendary; you just need to throw capacity at it. This makes developing large industry on a planet that you want the legendary resource from needed to get it in large quantities.
2. Legendary bioflux is one of the most powerful resources in the game. Making it easier to get in large quantities, even if only slightly, is a problem.
3. The play pattern this would make is minimal depth for the complexity (complicated but not very interesting) due to how late into the game this comes up. If you want to play around with juggling different qualities try the Maraxsis mod which integrates this play pattern far better than it would here.

I hope this serves to explain simply why this suggestion is counterproductive.
Don't get me wrong, i wish quality seeds would serve a purpose instead of being a risk. Currently if you try to do quality on Gleba by using quality module in the processing of fruits, you will end up with quality seed. If you don't plant them, you run the risk of not having enough regular seed. But if you plant them all you will overflow with seeds, so that's a "challenge" that i feel make sense. It's not imposed on players that do not try quality, but it's like a "trap" or a "side-obstacle", it's not super hard to deal with once you get it, but it creates a "eureka" moment, when you realize it. I feel it's good gameplay.

Now from the perspective of someone who value quality seeds for plant that i consume later in real life, i believe something could be done in game for the legendary seeds, but to me it's more in the realm of suggestions, or even "mods" because that's kind of a "me" thing.

When regarding stricly balancing i feel that Gleba is already the planet players complain/struggle the most with; and any change to the game that would introduce "more complexity" in Gleba would probably be "badly received". Even worse if the aim is only to make "easier" something "reserved for those that wants to tackle hard problems". That would be detrimental to the gameplay value imo.

I'm still interested in proposition that would make quality seed "valuable", i feel the speed of growth for trees would work well because there's less drawbacks i can see, it forces player to find a way to "stop" their agricultural tower if they haven't already, that's it. I don't think it's a big deal because that can be done (also) without circuits, just with a lane backing up. So i feel for "balancing" it would be the more on point from those i read so far.
Shulmeister wrote: Thu Jul 17, 2025 3:30 pm If you think you do need an easier way to scale your legendary production on Gleba and you propose making the game more complicated for those who have trouble already while acting superior you're a real idiot to me. You are the one who actually struggle in the game ( to have quality ) and thus most likely one for which a more complicated system wouldn't be a good idea in the first place.
Please refrain from personnal attacks, keeps them in private message like i told you last time i felt you were only trolling :)
Shulmeister wrote: Thu Jul 17, 2025 3:30 pm No-one need easier scaling of legendary production on Gleba because it makes no sense.
I feel like some players could use and easier way into quality or gleba or both regarding balancing. And i feel like quality on Gleba make sense, it's infinite ressources, and you don't always need the science.

But I don't feel like "easy scaling" would be good on Gleba BECAUSE it's infinite ressources. Any build that "works" can be copy pasted around some fertile land, that's like the seablock end game, where some blueprints are like "infinity chest but bigger" / with a little terrain restriction easily overcome with bots.

That's the only nuances i would add to your reformulation :)
Check out my latest mod ! It's noisy !
crimsonarmy
Burner Inserter
Burner Inserter
Posts: 12
Joined: Wed Jul 16, 2025 1:27 pm
Contact:

Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants

Post by crimsonarmy »

I'm still interested in proposition that would make quality seed "valuable", i feel the speed of growth for trees would work well because there's less drawbacks i can see, it forces player to find a way to "stop" their agricultural tower if they haven't already, that's it. I don't think it's a big deal because that can be done (also) without circuits, just with a lane backing up. So i feel for "balancing" it would be the more on point from those i read so far.
A similar issue also exists on Fulgora with quality holmium ore being only a hassle and nothing else. Both of these should probably be in suggestions rather than balancing, but depending on the solution who knows?
mmmPI
Smart Inserter
Smart Inserter
Posts: 4568
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants

Post by mmmPI »

crimsonarmy wrote: Thu Jul 17, 2025 10:22 pm
I'm still interested in proposition that would make quality seed "valuable", i feel the speed of growth for trees would work well because there's less drawbacks i can see, it forces player to find a way to "stop" their agricultural tower if they haven't already, that's it. I don't think it's a big deal because that can be done (also) without circuits, just with a lane backing up. So i feel for "balancing" it would be the more on point from those i read so far.
A similar issue also exists on Fulgora with quality holmium ore being only a hassle and nothing else. Both of these should probably be in suggestions rather than balancing, but depending on the solution who knows?
i don't see any proposition here, nor any relation with Fulgora, there's no solution needed when there's no problem x) thank you
Check out my latest mod ! It's noisy !
crimsonarmy
Burner Inserter
Burner Inserter
Posts: 12
Joined: Wed Jul 16, 2025 1:27 pm
Contact:

Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants

Post by crimsonarmy »

mmmPI wrote: Thu Jul 17, 2025 11:29 pm
crimsonarmy wrote: Thu Jul 17, 2025 10:22 pm
I'm still interested in proposition that would make quality seed "valuable", i feel the speed of growth for trees would work well because there's less drawbacks i can see, it forces player to find a way to "stop" their agricultural tower if they haven't already, that's it. I don't think it's a big deal because that can be done (also) without circuits, just with a lane backing up. So i feel for "balancing" it would be the more on point from those i read so far.
A similar issue also exists on Fulgora with quality holmium ore being only a hassle and nothing else. Both of these should probably be in suggestions rather than balancing, but depending on the solution who knows?
i don't see any proposition here, nor any relation with Fulgora, there's no solution needed when there's no problem x) thank you
Both quality seeds and quality holmium ore feel like they "should" do something better than normal ones but don't. I don't really have a proposition, just pointing out similarities.
mmmPI
Smart Inserter
Smart Inserter
Posts: 4568
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants

Post by mmmPI »

crimsonarmy wrote: Thu Jul 17, 2025 11:37 pm Both quality seeds and quality holmium ore feel like they "should" do something better than normal ones but don't. I don't really have a proposition, just pointing out similarities.
Hey i just gave my opinion in response, i had perfectly understood your point, maybe what i meant was unclear, here is another way to say :

if the similarities are that "some players feel like something should be changed" that's too wide to make it a relevant similarity to me, because that could pretty much be applied to all suggestions & balancing, i feel those are just diferent topics and there's plenty others topics where players thought quality should do something different, in that logic if each and every single of them could be brought up as "similar" that would create a lot of bloat in every threads. I feel it's "off-topic" and to be avoided particularly if there's no useful follow-up to make sense of the highlight.

On my view the topics are similar because in both case they are not a problem, the follow-up being , thus in both case the same non-solution can apply, "thank you" that was meant to highlight that the demonstration was complete ( there's no more meaningful things to add we've reached the end of the reasonning) and to say thank you for listening.
Check out my latest mod ! It's noisy !
crimsonarmy
Burner Inserter
Burner Inserter
Posts: 12
Joined: Wed Jul 16, 2025 1:27 pm
Contact:

Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants

Post by crimsonarmy »

mmmPI wrote: Fri Jul 18, 2025 5:15 am
crimsonarmy wrote: Thu Jul 17, 2025 11:37 pm Both quality seeds and quality holmium ore feel like they "should" do something better than normal ones but don't. I don't really have a proposition, just pointing out similarities.
Hey i just gave my opinion in response, i had perfectly understood your point, maybe what i meant was unclear, here is another way to say :

if the similarities are that "some players feel like something should be changed" that's too wide to make it a relevant similarity to me, because that could pretty much be applied to all suggestions & balancing, i feel those are just diferent topics and there's plenty others topics where players thought quality should do something different, in that logic if each and every single of them could be brought up as "similar" that would create a lot of bloat in every threads. I feel it's "off-topic" and to be avoided particularly if there's no useful follow-up to make sense of the highlight.

On my view the topics are similar because in both case they are not a problem, the follow-up being , thus in both case the same non-solution can apply, "thank you" that was meant to highlight that the demonstration was complete ( there's no more meaningful things to add we've reached the end of the reasonning) and to say thank you for listening.
Thanks for the clarification.
Post Reply

Return to “Balancing”