Board Thread:Suggestions forum/@comment-26104026-20180718014248/@comment-26104026-20180721155352

SWVWC wrote: This seems well thought out. I enjoyed tgis, and would find it quite interesting to see in game. Though it probably would be very difficult. It would multiply almost every vanilla item and modded item that is craftable enormous amounts of times in the creative menu. In addition, an experienced player going into another world, the game would forget every skill level, making the player spend soo long trying to get the same quality potato. In addition, the game would have to find exactly where one grew a product. What about borders? Either half the crop would be horrible, and the other better for the farmer, or the game has to engineer a new percent for that. I don't think borders would be an issue. Simply put, any crop in one biome follows its rules and any in the other follows its rules. Yes, this could get wierd, but isn't this how the mod works already? Also, I don't know a ton about coding, but I will say that most of this could be implemented universally as opposed to per item. Only in special cases, like grapes in dorwinion, would per crop or per item modification of these rules be needed.