So I've played a couple games, got the basics down. I'm absolutely loving it. Best Dwarf Fortress since Dwarf Fortress. And a better game to boot. My biggest issue is... how do I sell things? Not mechanically, I get that. But the traders I deal with never want to buy the goods I've produced. I have a shitton of cloth and a good amount of finished clothing of various types sitting in stockpiles (next to orbital beacons in case spacemen want some sweet hats), and I have had no opportunity to sell them. I've been playing for a couple years too. What's up with that? Are there some trade goods that are harder to find buyers for than others? Have I just gotten really unlucky? Everyone buys beer though, so I've been overproducing that to sell... but what am I going to do with all this extra cloth (and soon devilstrand) that I have lying around? My refugees are quite well attired already. Is there anywhere that says what types of things the various traders buy?
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# ¿ Aug 20, 2016 23:36 |
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# ¿ May 11, 2024 09:29 |
Snatch Duster posted:Also pawns take up a tile, in the distant future are people 3 feet wide?
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# ¿ Sep 12, 2016 18:51 |
Away all Goats posted:The component assembly bench requires thirty components to build, in addition to 400 steel. I wish I had known how expensive the bench would be after I spent ages researching it, not to mention going through all the hoops for the most advanced researching stuff, when I was facing a chronic shortage of components due to a lack of traders in my first game.
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# ¿ Sep 18, 2016 05:13 |
I terms of what to sell... I had assumed drugs would be the best value, but I haven't actually been wowed by them. I'm tempted to just grow insane amounts of corn to see how that is by contrast.Coolguye posted:this does work but requires lots of fiddling in the case of bonded animals, and this game is super fiddly already, ugh I had like half a dozen tamed boars start to come running when I drafted my animal worker, and one "oh poo poo" pause later and a few clicks, they were all meandering safely back to the barn. That screen also lets you quickly relocate animals to different areas- I set up an animal safe zone in someone's room for when I thought the barn was in danger, and a zone in the animal corpse stockpile for when it's time to cull some pigs, and it's really easy to transfer animals en masse that way. This game is super fiddly, but animal management is one of the more streamlined areas, in my experience.
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# ¿ Sep 23, 2016 00:05 |
Away all Goats posted:From what I've read on the official forums the best cash crop is actually beer. Considering how long it takes to brew+labor requirements I doubt they used that to get off the planet in half a year though. I didn't go super into it, but it looks like the analysis doesn't really take into consideration soil fertility for one thing (flake becomes better in hydroponics, by this guy's standards, but I'm not sure about regular rich soil). I'm also not entirely convinced by how he values time, space, and work. Hops require much more frequent harvesting and agricultural labor, not to mention the most infrastructure by far. Fermenting takes a long time, but zero work, and doesn't take up crop space (so you can be growing the next batch). But the fact that psychoid is so profitable even though it takes forever to grow makes me think it's a better crop for scaling up massively, as your farmers won't have to run around as much. They also require different skills for processing- crafting for smokeleaf and flake, and cooking for beer, so that's situational. And they don't even try to compare it to corn/simple meals or even straight cotton (which sells surprisingly well) or anything like that. It's kind of amazing how all the numbers are sitting right there and no one's put them together in a sensible way. That said, I'm sure as heck not going to bother doing it myself.
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# ¿ Sep 23, 2016 03:16 |
I'm pretty sure Dwarf Fortress added an advanced attraction system that covered every possible level of attraction or lack there of and expressed them in meticulously reseated statistically plausible quantities. I seem to recall this creating issues with gay breeding animals. Classic Dwarf Fortress stuff. The thread title is hilarious. Tynan is an idiot. The game is fun. The RPS article was reasonable. There we go. That's my take. People defending Tynan are dumb too. Defend the game as still worth playing, sure. I mean, I'd politely disagree with someone who felt this tainted the whole game (though I understand why someone would feel that way). But the guy is an idiot about this stuff, no doubt about it. His idiocy expressed itself in game mechanics, and that's gonna be called out. Just like any other lovely part of this often-wonky game would be griped about. The fact that people are doing anything but making GBS threads on Tynan is mind boggling, really. What kind of hosed up defensive tribalism reads something like a personal attack in a critique of dumb game systems? Anyway, if he said he'd deal with it, that's a good reaction (even if his initial reaction was hilariously bad). This game doesn't have to be terrible about this stuff. There's a backer character where it casually mentions they were born a different gender from their current one, like it was no big deal. That's cool. I mean, it wasn't Tynan's idea, but it's in the game and that's cool.
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# ¿ Nov 4, 2016 04:36 |
Volmarias posted:Perhaps it can be a fun game even if the developer is a terrible person? Almost as if this kind of discussion elicits a certain kind of insecurity and defensiveness in some people. Or, not "elicits," what's the word? OwlFancier posted:The thing about the attraction system is that looks are the only immediate modifier to it, they aren't the only modifier. Like, eventually you would settle, right? And you'd have some empathy for people with your own issue, wouldn't you? But now that I think about it they both had terrible social skills, so of course they'd never be able to get past the superficial stuff. I still think the attraction traits (ugly, annoying voice, facial scars) give pretty absurd penalties that make them almost deadly in this hosed up relationship system, but I guess that's just a matter of unbalanced variables at this point. Edit: a whole buncha crows posted:
I mean, the only hyperbolic conclusion I see here is "let us never speak of this, lest we incur their wrath." And I think it's worthy of mockery. Eiba fucked around with this message at 15:22 on Nov 4, 2016 |
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# ¿ Nov 4, 2016 15:15 |
LotsBread posted:guy sent me a free copy of rimworld when i couldn't afford it, so i thought "woah, he's a p cool dude" It's a good game. He has some solid ideas about what makes a good base builder/story generator, even if he is a Bad Person.
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# ¿ Nov 4, 2016 16:18 |
TeaJay posted:You really think he's an "asshat" and a "bad person" based on something like this? I'd say more like dumb and/or misinformed. I doubt he has malicious agendas. Calling out his dumb beliefs is not calling him Hitler. a whole buncha crows posted:I just said its understandable where he is coming from, feel free to laugh at the dude hes obviously out of touch, but gently caress the article too, it's not hard to allow the guy to say his piece and then write your article around that but i guess including the correspondence where he is willing to change things to be more acceptable to lgbt would make the whole thing pointless.
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# ¿ Nov 4, 2016 17:51 |
Internet Explorer posted:Did you read his responses in Reddit linked previously? They seemed perfectly fine and were not in any way, shape, or form "the complete text of Mein Kamf." If the article had includes his responses and his responses were similar to that, this would be much ado about nothing. I mean, more so than it already is.
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# ¿ Nov 4, 2016 18:27 |
oohhboy posted:Whether you run an animal farm or not is irrelevant. You are at the point where you have enough slack manpower capacity for your pawns to clean effectively. Get a worthless pawn (who can still haul and clean), limit them to the kitchen and food stockpile, set cleaning priority to high. The rest of your base can be a mess, but the important bits will get cleaned constantly. In their down time they can haul ingredients to the one tile stockpiles on stools next to the kitchen and take the meals back to the stockpile. If you're bothered by how idle this pawn ends up being, you could give them some busywork to do, like art, at a low priority. You can have your kitchen in a really high traffic area no problem if it's got a dedicated janitor. It'll boost your food production a lot in general too. If you're up for the micro, you can also keep the rest of your haulers out of the kitchen so they don't get in this pawn's way, and waste their time reserving a job to haul five units of rice to top off the kitchen stockpile. Zigmidge posted:you're right oohboy, food poisoning is a problem that needs to be modded out. you're absolutely correct about everything and there are no ways around it. none.
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# ¿ Dec 26, 2016 19:53 |
Flesh Forge posted:Blight is also dumb as hell in that it hits every plant type the same way at the same time. The whole purpose of growing multiple crops is to protect yourself against crop failures. Horrible catastrophes that make you go, "oh god, I should have planned for this!" are great. Horrible catastrophes, or even minor ones, that just give you an unavoidable flat penalty randomly for no reason feel really bad.
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# ¿ Jan 12, 2017 01:01 |
Mzbundifund posted:He's specifically giving advice for how to get into the game for a total newbie. All that stuff is optional yes, but very good to have. Everyone enjoys games differently though, and that's not a terrible guide for a new player who would be really frustrated by realizing too late things had gone wrong long ago. Embracing the old motto "Losing is fun" would probably serve a new player better. Or at least providing a minimal list to avoid only the biggest pitfalls, rather than a guide to totally optimize things right off the bat.
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# ¿ Nov 13, 2017 08:00 |
A Moose posted:Didn't an earlier version of B18 have a neutroamine recipe and some sort of psychoid tea for tribals? Did that get taken out or was it always a mod? I remember the psychoid tea for sure in A18. Is that also not in B18? There was a whole "psychoid brewing" tech. Flesh Forge posted:Another tip: grow hay and tame boomalopes, it's hilarious
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# ¿ Nov 21, 2017 11:01 |
Dusty Lens posted:A setup like this usually carries me pretty far through the early game and, generally, keeps me from worrying too much about grabbing turrets at all. This is from a pretty early game tribal situation so the fighting pit is fairly compressed to compensate for ranges. In case anything gets through the running man hell path. I had just a simple hallway of like 8 checkerboard traps and raiders gave up going that way after like two attempts. They'd rather spend hours bashing through my doors or the walls no matter how thick they are. Even the raids that aren't theoretically sappers.
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# ¿ Nov 24, 2017 06:23 |
Dusty Lens posted:e; I hope none of that sounded patronizing. It helps me to organize my thoughts if I sort of think out loud and work with basic principles. Random firing lines in your fields like you have always seemed to me like a reasonable solution to the issue of attacks coming from anywhere, and I've had setups vaguely like that before. I had thought maybe you had a way to funnel everyone in since you put so much effort into your main death hallway. It makes sense as mechanoid defense, with the regular bullshit behind for sappers and the like.
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# ¿ Nov 24, 2017 08:26 |
I have dealt with that exact situation before by building a huge room full of wooden beds near the tunnels, carefully digging a tunnel from the bed room into the bug room, and then throwing a Molotov onto one of the beds. I think with just 20 or so beds the temperatures got to like a thousand degrees in the cave. The air itself started to glow. It didn't just kill the bugs, it made them all spontaneously combust and burn away into nothing, so I didn't even get any free kibble meat out of it.
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# ¿ Dec 2, 2017 00:40 |
Beer4TheBeerGod posted:I wish I knew why fish from that mod has to be its own special snowflake food and not just another form of meat. I've only caught a couple crayfish though. Everything else has just been generic fish meat. I like the mod on balance, but the specific foods and recipes are terrible.
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# ¿ Dec 5, 2017 21:00 |
Slime posted:So is it still not worth going for hydroponics if you have solar flares enabled? Because it seems like with how often the game likes to gently caress me with solar flares I'm better off installing sun lamps in heated, soily rooms to grow things throughout the whole year rather than bother with goddamn hydroponics what with how often it loving fails and drat near instantly kills the goddamn loving plant. Sunlamps in dirt rooms are definitely a superior option, they're just somewhat less flexible.
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# ¿ Dec 7, 2017 22:15 |
While we're making the guy who posts the awesome content feel bad, am I the only one who gets over the novelty of cults really quick? Like the first time it's all "oh wow, some crazy over the top thing happened!" but after that it's just kind of a fact of life and it's not really a compelling enough concept to keep it interesting long term. (Keep up the awesome posts, guy. Though an LP or an imgur album might be cooler formats for someone with as much output as you.)
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# ¿ Dec 12, 2017 05:57 |
TropicalCoke posted:Here's my base. Tell me what you think. You need a heated room with a dirt floor and a sunlamp to grow devilstrand where you are. Good news is since it's such a slow grower you can set this up pretty far away from your base and just forget about it. Your guys will only rarely have to actually walk out there. Raiders don't tend to attack structures like that. Just make sure you've got some redundant wires going out there in case some get destroyed. It takes a whole ton of power though, so be sure you can afford it. Double thick walls are perfect insulators, unless they changed something since I last read about it. You'll still lose heat through the roof so you might need a couple heaters if you're setting up a big devilstrand house.
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# ¿ Dec 14, 2017 19:06 |
Ruggan posted:Here's the end of my last run. I built a drug-colony - huge psychoid fields and a terraformed deep water moat around the full perimeter: There are a lot of things that make sense and would be cool, but the current game doesn't really support them. Embrasures are a big one- logical, but the AI totally doesn't get them so they're absurdly overpowered. Using water for defense is another one like that that seems like it should be cool, but totally isn't reasonable given the lack of tools your opponents have to deal with it. I feel like those archipelago maps, as cool as they are, kind of have a similar problem. Raiders learn about your death-hall of traps after a few goes and will avoid that path like the plague, even if it's apparently wide open to them. But if the've got no other choices- no random walls to bust down or mountains to dig through- I guess they'll keep dying in the same way over and over.
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# ¿ Dec 18, 2017 04:18 |
Ruggan posted:Yeah, zzzt is annoying. It's worse than flash storms because not only does it cause fires, it also affects production (hydroponics can just keel over, for example) and you have no agency in it. Solar flares guarantee hydroponic death with literally nothing you can do about it. I never lost hydroponics, or anything else of consequence, to zzzts. Zzzts are indeed unfun bullshit, but I totally agree with the poster who said they're not nearly so bad as the hate makes them out to be. I make my bases out of wood and I've never had any significant repercussions from the event, in contrast with blights (the old version- the new one is more or less fine), solar flares, tornadoes, and insects. But maybe I'm just getting lucky. I remember being frustrated with them when I started playing however long ago that was. But now I know to put firefighting as top priority on everyone, and instantly draft/undraft everyone when a zzzt happens to reset their jobs, and it's been fine.
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# ¿ Jan 2, 2018 23:47 |
I got a chemical fascination guy with great shooting skill who was a passionate cook, and I figured I could totally use that. I've had good luck with just arresting people going on drug binges. Sure it's kind of annoying to have to do, but I kept my chemical interest people happy and so I basically never had to deal with it. Unfortunately this chemical fascination guy had a horrible scar on his torso that caused constant pain, so he was constantly breaking down. And my colony produced massive quantities of Flake as its primary export. So that was an issue! Eventually I got the bright idea to buy a pain stopper to get rid of the bad mood for pain. This guy was also a nudist so he was really happy about that all the time, and I set him to joy activities half the day because I really just needed him to shoot and help with cooking every now and then, not for constant labor. I would make sure this guy was too drat happy to ever break. There were three things I didn't know. First, Chemical Fascination is not the same as Chemical Interest. My Chemical Interest colonists are only into soft drugs, so they had never been tempted by my massive piles of flake, and I had no beer or smokeleaf. Second, binges aren't really breaks- 100% happy pawns will still randomly go on binges. Third, it is impossible to arrest someone with a painstopper without killing them. tl;dr: I accidentally created an uncontrollable naked drug fueled monster who feels no pain. I've walled him into his room for now, but I don't really know what to do with him now. This is pretty awkward. Eiba fucked around with this message at 00:05 on Jan 9, 2018 |
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# ¿ Jan 9, 2018 00:00 |
Yeah, this was the first time I'd used a painstopper and they seem... really bad! I didn't know that unconsciousness was almost entirely a product of pain. The ability to go unconscious when you're hosed up is important! This guy is good at melee too. Maybe I'll just give him a sword and let him fight to the death next time I get a raid.
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# ¿ Jan 9, 2018 00:37 |
bird food bathtub posted:Army of trained huskies for haulers. Thank me later. Also they tend to wander outside my walls and get eaten by bears, but in the end that might not be a bad thing. I have a few always-open trap corridors that wildlife just freely wanders in. If I didn't have semi-worthless psychite-addicted dogs out there to feed the wolves and bears they'd probably come in and eat my muffalo and chicken. So I guess they keep the bears satisfied and full, which is a plus. Honestly, I should just sell all my god drat dogs and build an internal fence for the livestock.
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# ¿ Jan 14, 2018 04:30 |
McGiggins posted:Some dumb chick ran a (i want to say rps article, but could easily and probably am, wrong) about how "fun indie game dev hates gays", Also Tynan did eventually back off and essentially concede the point. No one in the scenario was as stupid as you portray them.
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# ¿ Apr 24, 2018 21:46 |
Lt. Lizard posted:The drawback of long growing plants like corn and devilstrand is that the events that can ruin your harvests like Blights or Cold Waves become far more impactful and dangerous and can set you back thousands units of silver(or food) and weeks of growing time, instead of being a mild annoyance they are when growing rice/cotton. Build a few of these in different places and even if a combination of tragedies takes out one, the rest should keep on trucking. It's a pretty reliable source of devilstrand if you get all that set up. Very little labor to maintain.
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# ¿ Apr 21, 2022 00:56 |
Last time I went in for mods I got a bunch of Vanilla Expanded stuff. I liked the idea of putting more stuff in the game without fundamentally messing with what it was all about. Except all I ended up with were dozens of crops and clothes and weapons that were no better than actual vanilla stuff. Basically a bunch of pointless clutter. In retrospect that's exactly what I signed up for, but it sounded cooler before I actually looked at all the weapons and clothes and crops and figured I didn't need any of them. So I guess going forward I'd be more selective about stuff that does add something to the game. And that doesn't mean it needs to be game-changing, but just that if I'm going to get something that's largely aesthetic it better be because I actually like the aesthetic, and not because it's part of a giant pack like Vanilla Expanded.
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# ¿ Apr 26, 2022 04:12 |
Det_no posted:Paniel the Automata: Robots! Really fancy robots constructed with a custom menu that lets you choose a specialization, which materials you'd like to use for the body and how many compotents you'd like to spend in hopes of getting a good RNG result and a better AI. They drink chemfuel, they are really tough, they explode when they die and they have a dark, dark secret. This mod though... it looks like a neat mod, mechanically. I like robots and I've been using Robot Tiers, which is nice but has a lot of issues I'm not happy with. This one seems like I'd like it, except... why are they all the same random anime girl? I wouldn't even mind if they were slightly different anime girls. Or a more obviously robotic anime girl. But they're just a whole bunch of versions of this one character. Why? It's not even appealing as an indulgent cutesy anime thing unless you're really into that one design. If there was a sub-mod to give these robots more visual variety I'd definitely give this mod a try.
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# ¿ Apr 26, 2022 19:03 |
Zore posted:My favorite robot mod is currently Rim Robots! which is super lightweight compared to most of the other android/robot mods and has a ton of customization. Adds 2 robot races; Mechanents who are basically human shaped mechanoids who have a bunch of different kinds of cool robot heads and run on Chemfuel or Uranium and Personae who are stereotypical human-looking. For a while I've been wanting to do a run with transhumanist tribals who start with a robot or two. Just really lean into the Rimworld premise of all these different levels of social complexity chaotically coexisting. A nature focused transhumanist ideoligon is a pretty fun concept to me- living in harmony with nature by removing humans from it as much as possible. I had a go with Android Tiers, but it added a bunch of other junk I wasn't as into.
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# ¿ Apr 26, 2022 21:17 |
HelloSailorSign posted:In that case, why not go for a 1 human, 2 mechanents start, the RP being that the human is going to use robots to accomplish their goals. Either you can go full "murder all other humans while I clean this world!" or you can be very picky with who you ally/recruit. I like the idea of starting as a group of tribals, living off the land, hunting, etc. but under the guidance/influence of their robot buddy, eventually transitioning to ethical nutrient paste, and using machines to make themselves more comfortable. Eventually they'll be going out into pristine nature to meditate under the anima tree, and then return to their futuristic camp with their bio-sculptor pods and neural accelerators. It's not entirely coherent, but the base game lets you do it, so I figured spicing things up with robots and such would be fun.
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# ¿ Apr 27, 2022 01:42 |
BadLlama posted:I don't change stack sizes cause most those mods seem like super cheating. I do have a mod for little food freezers though and have noticed my pawns doing weird things in the larger fridge sometimes, but is just a one trip thing general. Thanks for the heads up though. But then I realized I actually do not care about and do not respect the 'challenge' of making a gigantic warehouse. It's only challenging because I don't want to bother. So gently caress it, stack everything up 10x the default amount. I've been playing like that for a while and the parts of the game I care about are all just as challenging and no real gameplay complexity is lost.
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# ¿ Apr 28, 2022 21:28 |
Arsenic Lupin posted:One more layout question, sorry. This is the natural entrance to my base. If there's an open path, enemies normally won't bother destroying doors (unless they're specifically sappers). So you can go really crazy with an open maze full of traps that your own people can bypass with a door. For a first defense it's probably way easier just to set up two parallel walls- one wall has a gap on the left the other wall has a gap on the right, with traps between the walls, and a door lined up with one of the gaps. Starting off it's perfectly fine to use wood. Sure it burns and can be torn down easily, but if you're just funneling people through traps it's fine and a lot quicker to set up. It should be noted that, when it comes to traps in a narrow corridor you should be careful not to overdo it. Your own pawns have a small chance to set off your own traps, and they will probably rearm the traps in a really dumb order if you don't micromanage them. It's also worth considering having a held-open door for one or the other of your gaps. There are some enemies that can be defeated just by closing your door- like man-hunting packs of bunnies. It's nice to have the option to run someone out to close the door and let them pass. But you'll want to leave the door open by default, otherwise all the raiders will try to smash into your base from random directions (as opposed to just the sappers who will do that regardless). You'll probably want more cover for your guys further away from this whole setup so they can shoot the enemies that make it through your trap hall. You can check your weapon's range by drafting someone with the weapon and mousing over the weapon icon. You'll want your fortifications at about the farthest range practical so you have the most time to shoot melee enemies trying to close the gap, but if you put them too far back you may get hosed over by really long range enemies with things like sniper rifles. Basically you just want a small gap in your walls that your guys can shoot at. There are ways you can make your setup more effective by denying your enemies cover, but that's probably more complicated than you need to start. The best way to improve your design is to just build something and then see what goes wrong when you get raided. bird food bathtub posted:I'm always leery of using grenades in that situation after having a few hit the wall on my side of the door and drop to the ground. The results were "welp gonna reload that from a save" As long as you're targeting the floor, and not an enemy who is walking towards your walls.
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# ¿ May 8, 2022 20:42 |
bees x1000 posted:How do I stop people/animals from pointlessly wandering in and out of the kitchen? I'm trying to keep the place clean and it's ticking me off At least, I'm pretty sure the cleanliness penalty is small enough to be kitchen safe. Someone correct me if I'm wrong. Straw flooring is great. Sure it's a bit ugly, but with all the time you won't spend cleaning you could probably crank out a piece of art to counter all that, if it even really makes a difference.
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# ¿ May 30, 2022 08:00 |
Can't you just disallow unfinished things in all your stockpiles? They won't haul it anywhere then. Usually the issue with that is when a new author comes along and dumps the previous one on the floor and you have a whole mess of unfinished components or whatever all over the floor by the crafting bench, but that mod you mentioned seems like it would fix that issue. I hadn't heard of it and I'm actually kind of excited to use it! It'll make pumping out components a lot less messy.
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# ¿ Jun 7, 2022 19:35 |
I've been running transhumanist a lot specifically so my pawns are okay with nutrient paste. I don't have a problem managing cooking food and all that, I'm just done with the micromanagement required to keep them from whipping a meal out of their pocket after combat or something and getting that ridiculously punishing "ate without table" debuff. They actually have to walk all the way back to the lovely dining room I set up to eat nutrient paste, and end up happier on balance. Of course caravans need to eat pemmican or survival meals, and I'm not going to bother changing assignments every time I send someone out, so I just allow everyone on the "paste" food assignment to eat pemmican while I have caravans out. It's hell. Half my colony is tribals who I have worship at the anima tree daily. Whenever there's a caravan out they all make themselves miserable by snacking on pocket pemmican after their daily meditation. And it's not like I could build a dining room next to the anima tree, even if I wanted to. It occurs to me that I could just mod out the "ate without table" debuff, rather than jumping through all these hoops to make sure my dumbass pawns actually use the dining room, but that feels too much like cheating. Now if there was a mod that let me forbid colonists from putting food in their pockets, that might be a better feeling solution. Why do pawns carry food with them by default? It only makes them miserable and everything runs a lot smother when they actually have to return to a central location to eat. It's not like the penalty for being a bit hungry while you walk across the map is all that severe.
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# ¿ Jun 12, 2022 08:54 |
isndl posted:Leave the barn partially unroofed or deconstruct a wall so it becomes Outside and vents heat instantly. If your barn is underground though you'll have to go with treating them like the live munitions they are.
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# ¿ Jun 26, 2022 01:33 |
isndl posted:I've never had the game crash during load and I'm always tabbed out for the loading sequence. I even got a mod to make a loud noise when the game finishes loading since it's in the background.
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# ¿ Aug 27, 2022 15:12 |
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# ¿ May 11, 2024 09:29 |
Arrath posted:They aren't impacted as heavily by less fertile soils. If you have good soil to plant in, plant anything else.
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# ¿ Aug 31, 2022 22:43 |