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Should be in your app data folder/local low under beastkeeperdev. You honestly dont even need to use that site, just edit the .es3 file where it says gold and save.where are the save files stored?
Actually, there's already some "fucking" (new added wolf).Still no actual fucking huh? I'll be back in 2 years.
Lifesaver right here, was about to ask if there's a way. Thanks big manShould be in your app data folder/local low under beastkeeperdev. You honestly dont even need to use that site, just edit the .es3 file where it says gold and save.
in the ballswhere are the save files stored?
I double this so hard, I gave myself 48 million gold with save editor, upgraded mushrooms to max, and now they grow 5 seconds and give 15 gold(so 6 times the efficiency from the base value), I'm starting to think it wasn't an optimal play.So the farming system is very poorly balanced currently.
I agree with pretty much all of this, but your solution for making the auto-harvest a flat 15 seconds wouldn't work well. Without upgrading decay, crops would just die before they are harvested, and once decay lasts longer than 15 seconds, it would once again do nothing with auto harvest on.So the farming system is very poorly balanced currently. Long term play would be a horrendous nightmare to do manually, so I am guessing it is intended to be an idle style cookie clicker game. Totally cool with that, but it needs work.
The problem is that some of the upgrades are so woefully shit that you might as well not upgrade them. An example is decay time; if you increase the time it takes for a plant to decay then that means you also increase the time it takes a fully grown plant to be auto-harvested. This is actually decreasing your gold generation rate. Get rid of this or make the auto harvesting happen after a specific amount of time, like 15 seconds instead of at time of decay.
The sale price increase is also incredibly inefficient. Spending 35g to increase sale price by .1g and then needing to spend 40g for another .1g? Upgrade costs are scaling exponentially but production is linear. This is horrendously bad ends up being a time trap, you could instead save that gold and spend it on simply more space in your fields, at least until they are capped. And all of this is based on the town research guy, who actually shows us the benefits of the upgrades. The upgrades in your house have no numbers attached to them, you just pay some gold and hope it's actually working.
This is also worsened by the fact that auto harvesting reduces the sale price by 80-85%, making your mushrooms sell for 1-2g at best. If you assign an animal to work for you, you also have to manage their feed/stress, or simply ignore it and let them be worth nothing.
Finally the animal feed and treats. The more expensive food is worse Food per Gold than the basic version. These should really be changed so the more expensive feed gives better food+stress/gold than simply buying the basic feed and an oat cookie.
It is obvious you want to create some kind of time waster harvest game that gives you an excuse to sneak in some lewds, which is really cool, but currently that harvest game is horribly balanced and doesn't seem to be worth investing upgrades into.