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Sea of Green [Weed overhaul]
Dick radio_button_checked
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#16
Oct 24, 2017, 02:21 PM
Neat Overhaul, Definitely good to see more things for Weed now.
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#17
Oct 24, 2017, 02:59 PM
Seeds are now $2000 each
Weed now sells for $500 each

What? So you are losing money or am i just being a spaz?

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Faustie radio_button_checked
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#18
Oct 24, 2017, 03:00 PM
(Oct 24, 2017, 02:59 PM)Coupcake Wrote: Seeds are now $2000 each
Weed now sells for $500 each

What? So you are losing money or am i just being a spaz?

Being a spaz, each pot produces multiple weed and a seed per cycle.
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#19
Oct 24, 2017, 03:13 PM
(Oct 24, 2017, 03:00 PM)Faustie Wrote:
(Oct 24, 2017, 02:59 PM)Coupcake Wrote: Seeds are now $2000 each
Weed now sells for $500 each

What? So you are losing money or am i just being a spaz?

Being a spaz, each pot produces multiple weed and a seed per cycle.

Oh. Yeah. Just testing you.

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Razz radio_button_checked
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#20
Oct 24, 2017, 03:50 PM
GANJAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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#21
Oct 24, 2017, 04:28 PM
(Oct 24, 2017, 03:00 PM)Faustie Wrote:
(Oct 24, 2017, 02:59 PM)Coupcake Wrote: Seeds are now $2000 each
Weed now sells for $500 each

What? So you are losing money or am i just being a spaz?

Being a spaz

If I could still +rep for posts this would deserve it
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#22
Oct 24, 2017, 04:34 PM
(Oct 24, 2017, 04:28 PM)Murdoch Murdoch Wrote:
(Oct 24, 2017, 03:00 PM)Faustie Wrote:
(Oct 24, 2017, 02:59 PM)Coupcake Wrote: Seeds are now $2000 each
Weed now sells for $500 each

What? So you are losing money or am i just being a spaz?

Being a spaz

If I could still +rep for posts this would deserve it

eggs dee eur funny

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#23
Oct 24, 2017, 05:02 PM
(Oct 24, 2017, 06:51 AM)Wesley Lawrence Wrote: As you can see from the last picture; drugs are bad, mkay.

No he just wanted to hotbox the room

Inactive asf
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#24
Oct 24, 2017, 05:08 PM
I would actually prefer keeping the use of physguns to move the pots. We can move them easier that way imo and freeze them if we want them to not fall off a shelf or a contraption.

Would like to see it with contraband as well
<span id="sceditor-end-marker" class="sceditor-selection sceditor-ignore" style="line-height: 0; display: none;"> </span><span id="sceditor-start-marker" class="sceditor-selection sceditor-ignore" style="line-height: 0; display: none;"> </span>
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(This post was last modified: Oct 24, 2017, 05:41 PM by Soviethooves. Edited 1 time in total.)
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#25
Oct 24, 2017, 05:11 PM
(Oct 24, 2017, 02:08 PM)Faustie Wrote:
(Oct 24, 2017, 11:43 AM)Murdoch Murdoch Wrote: They can catch fire on their own, but it takes some time. After ~20-30 minutes on time there's a minor fire risk, and this exponentially increases the longer it is on. The risk is never massive but it gets significant. You can use shift+e to check the temperature and turn lights off to cool them down. Partly this also encourages group grow farms - people can share lights and cycle them.
But does it tell you what the maximum temperature is upon this check, or is that for us to guess?

Speed remains constant, however harvest volume increases. 2 per cycle is right. The amount with and without light is determined independently though, so if you lose your lights after 5 cycles you'll still be producing 10 per harvest.
So what happens if they reach 15 and you lose the lights? Do they start to slowly shrink back down to 10?
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#26
Oct 24, 2017, 05:50 PM
Another great update! Also, gives Firefighters something else to do!
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#27
Oct 24, 2017, 06:22 PM
(Oct 24, 2017, 05:11 PM)Murdoch Murdoch Wrote:
(Oct 24, 2017, 02:08 PM)Faustie Wrote:
(Oct 24, 2017, 11:43 AM)Murdoch Murdoch Wrote: They can catch fire on their own, but it takes some time. After ~20-30 minutes on time there's a minor fire risk, and this exponentially increases the longer it is on. The risk is never massive but it gets significant. You can use shift+e to check the temperature and turn lights off to cool them down. Partly this also encourages group grow farms - people can share lights and cycle them.
But does it tell you what the maximum temperature is upon this check, or is that for us to guess?
Once the light reads as 'burning hot', that's when you need to worry. It's slightly randomised but the risk does increase over time if you neglect to cool your light once it reaches that temperature.

Speed remains constant, however harvest volume increases. 2 per cycle is right. The amount with and without light is determined independently though, so if you lose your lights after 5 cycles you'll still be producing 10 per harvest.
So what happens if they reach 15 and you lose the lights? Do they start to slowly shrink back down to 10?
Pretty much. Lets say you're running cycles of 15 and you cut the lights for a cycle. You'll probably see 13~14 next harvest, perhaps less. This system will probably need some tweaking still depending on how it works in practise.
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#28
Oct 24, 2017, 06:38 PM
(Oct 24, 2017, 05:08 PM)Soviethooves Wrote: I would actually prefer keeping the use of physguns to move the pots. We can move them easier that way imo and freeze them if we want them to not fall off a shelf or a contraption.

Would like to see it with contraband as well

Um no

75% of the risk with something like this is having it stolen by non-government groups. 
You're removing that entirely when you can just freeze contraband and drug pots to your base lmao
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#29
Oct 24, 2017, 06:42 PM
(Oct 24, 2017, 06:38 PM)Nevy Wrote:
(Oct 24, 2017, 05:08 PM)Soviethooves Wrote: I would actually prefer keeping the use of physguns to move the pots. We can move them easier that way imo and freeze them if we want them to not fall off a shelf or a contraption.

Would like to see it with contraband as well

Um no

75% of the risk with something like this is having it stolen by non-government groups. 
You're removing that entirely when you can just freeze contraband and drug pots to your base lmao

Then don’t make it freezeable lmao
<span id="sceditor-end-marker" class="sceditor-selection sceditor-ignore" style="line-height: 0; display: none;"> </span><span id="sceditor-start-marker" class="sceditor-selection sceditor-ignore" style="line-height: 0; display: none;"> </span>
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(This post was last modified: Oct 24, 2017, 06:42 PM by Soviethooves.)
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#30
Oct 24, 2017, 06:45 PM
(Oct 24, 2017, 06:42 PM)Soviethooves Wrote:
(Oct 24, 2017, 06:38 PM)Nevy Wrote:
(Oct 24, 2017, 05:08 PM)Soviethooves Wrote: I would actually prefer keeping the use of physguns to move the pots. We can move them easier that way imo and freeze them if we want them to not fall off a shelf or a contraption.

Would like to see it with contraband as well

Um no

75% of the risk with something like this is having it stolen by non-government groups. 
You're removing that entirely when you can just freeze contraband and drug pots to your base lmao

Then don’t make it freezeable lmao

There's still the issue of physguns being used to put them in places players couldn't otherwise access easily. You can use inventive builds and hiding places to hide pots just fine currently, and if you have to use hands then at least they can only be placed in places a player could reasonably access.
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