Bottom post of the previous page:
Healing chems that can overdose you are not too powerful, and killing people is inherently easier than saving them. Not a problem though, just pointing out that medicine isn't very strong.1. The "It only hurts muh medicine" argument means nothing. Being "Too" powerful can be on either spectrum, whether it's healing or damaging. It's why the healing wand and medical gun are locked behind antagonist gates with very little ways to obtain them ingame otherwise.
It doesn't only help "good" plants, I don't think I've ever brought that up. But "good" plants are usually needed in greater quantities and variety than "bad" plants, which you usually only need one type and one bag's worth if even that, so "good" plants are hit harder.With that said, I'm baffled by how you think that it has a benefit in plant production [because what I touched is the same throughout each plant]... but only for "good" plants. Just help me understand that.
I actually brought up that this makes strong kudzu faster with less time and less RNG. Still no response to this. It's not working as intended, the bypasses don't actualy take more time and RNG, they take less. There's no such bypass for medicine.If you know a bypass around this, good. That's the point, to make you use the bypass that takes a bit more of time and RNG. That's all I wanted from this nerf and glad to see that it's working as I intended.
Mushrooms are because qhopper brought them up.
Those don't actually matter too much for kudzu production, but the high values you gave them actually makes it easier to get kudzu, now that I think about it.3. [proves the powergaming levels of botany] lol. I've made just about everything botany has to offer aside from kudzu, which is where weed rate and weed chance are the most important.
I'm pretty sure this is the first time you've actually addressed my points, so I was getting irate, especially since it seemed like you've ignored everything except my point about how you got weed growth wrong. I apologize, a lot of the people who clamor for nerfs don't even know how botany works, and your changes seemed quite nonsensical so I assumed more of the same from you, my bad.Even then, it doesn't matter what I do, you should stick to speaking in terms of the nerf instead of trying to discredit the author based on whether they have "played" the role.
Now that you're here, I can discard the peanut gallery for some actual discussion. Can you explain why all the numbers you put in are worse than almost every starting plant? It seems a little strange to have a machine that worsens your stats if you try to use it on most plants. I still feel the half-way point is a better start so that you can use the base machine to make bad plants tolerable while the upgrades make the machine good. The half-way point would also mean that station-destroying kudzu can't be made as fast.