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If the gene is only zero, it will no longer be possible to harvest at all.

Pending 1.7.0

hid333
hid333

Posted

For example, if you set the following:
If you create a drug with only X genes,
it will not even be possible to harvest it.

"Drug Genetics (sum of values for genes is # drugs player gets when harvesting)": {
"Drug Genetic G": 2,
"Drug Genetic Y": 1,
"Drug Genetic H": 1,
"Drug Genetic W": 0,
"Drug Genetic X": 0
}

Yaki

Posted

if you harvest it you wont get anything. this way you can clone it. 

 

would you rather players be able to harvest and get nothing?

hid333

Posted

I just wanted to confirm whether it was intended behavior.
Since you’ve clarified that it is indeed by design, I understand.

Yaki

Posted

i can change it to give 0 drugs and lose the plant, but players might get upset when they get nothing. 

open to changing it though!

hid333

Posted

On my server, I believe that including the risks associated with farming is important. For this reason, we have implemented a system in which genetics are randomized twice a day during the scheduled server restarts.

At those times, between one and three genes may be set to zero, ensuring that players cannot endlessly profit from hemp they had prepared in advance. To balance this, I have introduced both an element of randomness and a puzzle-like challenge of identifying the current genetic combination.

While having all genes set to zero may reduce risk—seemingly benefiting players—it is still possible to prepare various genetic types (such as only “x” or only “y”) ahead of time, effectively creating a decision-making tool to quickly identify the current genetics. I accept that this is somewhat unavoidable.

I would also be very interested in hearing the opinions of other servers that have adopted this plugin.

Yaki

Posted

i can switch it - players and my server have given mixed responses on what to do

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