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I'd be very interested in something like this as I hate blight events. Though, I would agree that a boost to growth rate of 40% is too OP. It would be far more balanced if it was reduced to, say, 20%.
That may perhaps work. I'm just a bit sceptic since each plant grow so fast that pesticides would have to be applied very often in order to make any negative side-effects of not doing it make sense. A plant only has a growth period of a couple days after all, espcially after pesticides are added. While it is good with extra work for your growers, I don't want to overdo it. Glad to hear that this mod is what you're looking for. ;)
I like the that all of you keep coming with ideas, keep them coming!
Though the 'if you dont maintain this tile' could be added to the Pesticides to add a drawback to it if you run out of pesticide, rather than it being a fuelable direct upgrade. Like a drug-addiction with a withdrawal. Which causes the plant until done growing/cut down to grow slower or get extremely fragile growing conditions.
Still, I am digging the overall idea of the mod and was sort of what I were looking for. Definately gonna use it regardless.
At the start I also planned to have other pesticides which could increase/decrease maximum/minimum comfortable temperature, flammability and so on but most of these variables are decided on type-level. That means that a change of one thing, will also affect all other things of the same type which of course doesn't really make any sense. Since this is due to the system structure, I can't as a sole modder really do anything about it. Sadly I realised this so late in development that I would be better of just finishing the mod as it is with I had made so far.
To give farmers more work for a higher reward. I guess this mod almost does the same except immunity to blight and requires a resource.