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Farming 101 - Grow Like Never Before


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54 minutes ago, Zeklo said:

There needs to be 4 nearby (including the one in question) but I think crops can only detect 2 away. So they have to be bunched up, not a line.

Not so sure plus i got a giant tomato in the middle (where i am)gwfgg.thumb.PNG.c7faddaa4fe51fd6d9a5532957d2c5f2.PNG

 

Planted in day 44, harvested on 47 and i got this with just 6 tiles.

Capture.PNG.cc4ff27785a97b1d9b5e00f2c71ef416.PNG

Just have to do it a second time and ill get full stack of moqueca and dragonpie + 20 garlic powder. This clearly seem better !

1 hour ago, kuroite said:

Not so sure plus i got a giant tomato in the middle (where i am)

Planted in day 44, harvested on 47 and i got this with just 6 tiles.

Just have to do it a second time and ill get full stack of moqueca and dragonpie + 20 garlic powder. This clearly seem better !

Hard to tell, but did you use a placement mod? Those seem unnaturally close-though that might just be due to them being giant.

Due to the new patch most, if not all, combo examples here are no longer self-sustaining.
I might write up a couple new ones, but I may just as likely wait for the update to release officially before wracking my brain again.

Someone is bound to code a simple crop calculator eventually.

EDIT: I'm wondering if the intent was making combinations a bit more tricky to figure out, or to try and make fertilizer more of a necessity.
EDIT2: I just realized I've been thinking only in a true 0 gain 0 loss situation. There shouldn't be an issue with extra gain right?
EDIT3: Yeah, so far looks like you can't have too much of a nutrient. That makes things a ton easier.

19 minutes ago, Zeklo said:

Due to the new patch most, if not all, combo examples here are no longer self-sustaining.
I might write up a couple new ones, but I may just as likely wait for the update to release officially before wracking my brain again.

Someone is bound to code a simple crop calculator eventually.

EDIT: I'm wondering if the intent was making combinations a bit more tricky to figure out, or to try and make fertilizer more of a necessity.
EDIT2: I just realized I've been thinking only in a true 0 gain 0 loss situation. There shouldn't be an issue with extra gain right?

the more the merrier, mr best guy ever

3 hours ago, S19TealPenguin said:

How close do two crops have to be to get the family bonus?

With new patch its now easier to test.

ygtdv.PNG.cb403eb291f09bbfe463bb332cef03f4.PNG

I placed crop in every corner and they were all unhappy ("it need company") until i place the last one. Now only the one im standing on and the other from the other tile are unhappy.

Seem to be 1 pitchfork tile radius.

ok, i take back all what i said about the complex:

image.png.dfead22798cfd9b840d36d2a89fafe1b.png

All i do is plant them in 4 formation (4 plot, and then 4 seeds in square shape), water 3 time, and use the Ancient G-Hat to see what is needed (Manure, compost or growth formula) blow the Beefalo Horn and got a ton of Giant Crop :D

P/s: Compost is the one that need more than other two

ok Second try, pretty good!!!

image.thumb.png.52e089d10bda3823ce5a523eb3ee1b58.png

But the one in the red circle keep saying it need food although i dump ton of composts in., the Red X is pumpkin and pepper don't grow because of season (too much rain).

I'm finally starting to get a grasp on the true use of Fertilizers—

You can create imperfect combos that don't require intermittent care.

Now ultimately you want to aim for a nutrient neutral or gain, but this can limit your choices. Crops seem to consume/produce nutrients at each stage. I'm just not sure if the 'fully grown' stage counts.

As far as I'm aware, a plot can hold a maximum of 100 of each nutrient. Normal dirt starts with a random amount of each between 20-40. So essentially if you have a net loss of say... 8 for one plot. That's 24 (assuming grown stage doesn't count) loss of a nutrient. This means as long as you start with equal to or, preferably, over 24 of that nutrient your crops will be satisfied. All you'll have to do is manually make up for that loss with fertilizer before planting again.

Nutrient symbols equal 1, 4, & 8, so that would be six manure (4 each) if that was the nutrient that we were losing.

It's actually quite simple, so I'm sure plenty have people have realized this already, but it definitely opens a bunch of new doors.

On 11/26/2020 at 4:04 PM, Zeklo said:

- snip -

Hi, i liked your guide, but i still have some doubts, what it means and what i have to do when a grown crop says that wants to talk? and how do i get a giant crop?, i havent found the way

Thx for the guide by the way

3 hours ago, Megatherion said:

Is it true that you can farm in the winter now?

Yes indeed! Asparagus, Carrot, Garlic, Potato, and Pumpkin can all grow during winter.

2 hours ago, dphin501 said:

Hi, i liked your guide, but i still have some doubts, what it means and what i have to do when a grown crop says that wants to talk? and how do i get a giant crop?, i havent found the way

Thx for the guide by the way

All you gotta do is right click it (each stage it grows). Alternatively you can play music to it via flute, horn, shells, etc.

To get giant crops you have to satisfy all the plants needs without fail. That means:

  • No weeds/debris
  • Correct season
  • 4 of the same plant nearby (including itself)
  • Enough water
  • Enough nutrients
  • Talking to the plant each growth stage

If you do all of these without fail then you'll get giant crops! It seems like a lot, but you'll pick it up in no time! :friendly_wink:

35 minutes ago, Zeklo said:

Yes indeed! Asparagus, Carrot, Garlic, Potato, and Pumpkin can all grow during winter.

All crops can grow in the winter. But seeing as out-of-season crops take twice as long to grow and winter has long nights which further slow down growth, I wouldn't advise growing anything besides those 5.

Also, crops are now immune to withering and smoldering during summer. All of the crops. They will still burn if a wildfire spreads to them, but they can't start it themselves. Only exception is the Dragon Fruit, which is completely fireproof.

 

3 hours ago, Zeklo said:

Crops seem to consume/produce nutrients at each stage. I'm just not sure if the 'fully grown' stage counts.

From what I am told by people better at reading the code than I am, nutrients are consumed on stage transitions. So each plant feeds once when going from seed to sprout, once from sprout to small, once from small to medium and once from medium to grown.

So that means 4 feedings per plant. 4 feedings x 9 plants = 36 feedings per tile. So, growing 9 giant Dragon Fruits would cost 288 "manure" nutrient or 72 Manure/Guano. Good luck collecting that. :P

 

Last but not least, after some intense math and testing, I seem to have figured out the Optimal(TM) watering pattern for getting oversized plants: 1-2-1-1. That means water once in the seed stage, twice in the sprout stage, once in the small stage and once more in the medium stage.

This pattern assumes all other needs (nutrients, season, family, killjoys, happiness) are being met, since that would minimize each plants' growth time to a very desirable 2.5 days (nights do make it take a bit longer, but plants pause completely at night, so it doesn't matter).

Plants need to spend 10% of each stage on wet soil (doesn't matter how wet it is, so long as it's not completely dry). This pattern I've described will meet and exceed this threshold for 9 toma roots growing in the midst of summer. Since that is the most moisture-intensive setup possible, the pattern will also work for any combination of plants in any season.

There are situations where this pattern might be unnecessary. Low-drinking crops in winter (e.g. asparagus, carrots) can be watered 4 times in the seed stage and be left alone after that, since they take longer to drink up 100 moisture than they need to grow (and winter's low temperature means you get no extra moisture drain). Similarly, spring rains will keep soil from getting dry altogether, meaning you can often neglect watering altogether.

However, this tactic is universal and, for me, investing a few seconds of time per day to watering my plants is preferable than having to figure out how much dryness I can get away with for each particularly crop combination.

In the old system when you planted in a garden the crop would grow to full and not start spoiling until you picked it.  When wormwood planted a crop it would grow to full and begin spoiling immediately.

Which way does it work for the new crop system?

2 minutes ago, Shosuko said:

In the old system when you planted in a garden the crop would grow to full and not start spoiling until you picked it.  When wormwood planted a crop it would grow to full and begin spoiling immediately.

Which way does it work for the new crop system?

Neither. Plants will go from Grown to Rotten after a few days (not sure how long it takes exactly; in winter it's 3-4, but it might be shorter the rest of the year), but so long as it hasn't yet moved into the Rotten stage, picking the plant will always yield a completely fresh harvest.

And this goes further for oversized crops, which take like 20 days to become Rotten and can still give a fully fresh harvest even seconds before rotting.

7 hours ago, QuartzBeam said:

Also, crops are now immune to withering and smoldering during summer. All of the crops. They will still burn if a wildfire spreads to them, but they can't start it themselves. Only exception is the Dragon Fruit, which is completely fireproof.

This is actually a big upgrade compared to previous farms, when farming in summer was quite dangerous, you'd forget about refueling your flingo and you could lose all crops in seconds.

7 hours ago, QuartzBeam said:

From what I am told by people better at reading the code than I am, nutrients are consumed on stage transitions. So each plant feeds once when going from seed to sprout, once from sprout to small, once from small to medium and once from medium to grown.

Does it also consume when changing to a rotten stage?

So far, I think the new farming mechanics are great and, most importantly, fun to learn. 

With that said, I don't know if this is an error or an intentional function of the Gardeneer hat. I've noticed that when you try to assess happiness with the hat on, the crops are either in "good health", "suffering from 2 different stressors", or suffering from "multiple stressors". There's no in-between, and the "2 different stressors" quote pops up even when only 1 stressor is present. 

1 minute ago, Rinkusan said:

So far, I think the new farming mechanics are great and, most importantly, fun to learn. 

With that said, I don't know if this is an error or an intentional function of the Gardeneer hat. I've noticed that when you try to assess happiness with the hat on, the crops are either in "good health", "suffering from 2 different stressors", or suffering from "multiple stressors". There's no in-between, and the "2 different stressors" quote pops up even when only 1 stressor is present. 

Hmmm, where does it say this "2 different stressors" thing? In the code? Or is it a character quote? And if so, whose?

1 minute ago, QuartzBeam said:

Hmmm, where does it say this "2 different stressors" thing? In the code? Or is it a character quote? And if so, whose?

It's a character quote, specifically Wickerbottom's. When you wear the gardeneer hat, you have the option to "assess happiness", and the quotes do change depending on the number of stressors currently present. But, at least for Wicker, there're only 3 possible quotes, and one of them is a straight-up lie.

15 hours ago, Zeklo said:

I'm finally starting to get a grasp on the true use of Fertilizers—

You can create imperfect combos that don't require intermittent care.

Now ultimately you want to aim for a nutrient neutral or gain, but this can limit your choices. Crops seem to consume/produce nutrients at each stage. I'm just not sure if the 'fully grown' stage counts.

As far as I'm aware, a plot can hold a maximum of 100 of each nutrient. Normal dirt starts with a random amount of each between 20-40. So essentially if you have a net loss of say... 8 for one plot. That's 24 (assuming grown stage doesn't count) loss of a nutrient. This means as long as you start with equal to or, preferably, over 24 of that nutrient your crops will be satisfied. All you'll have to do is manually make up for that loss with fertilizer before planting again.

Nutrient symbols equal 1, 4, & 8, so that would be six manure (4 each) if that was the nutrient that we were losing.

It's actually quite simple, so I'm sure plenty have people have realized this already, but it definitely opens a bunch of new doors.

I love the happiness mechanics because you can do exactly this, OR you can just let the crops starve and take care of their 5 other sources of happiness which are either easy to manage or have already been fulfilled the moment you put the seed in the soil. There's 4 growth stages, so if you just ignore fertilizer, that's only 4 stress points throughout their lifetime, which will give you 1 crop and 2 seeds for you to grow even more crops down the line. 



 

Disclaimer: I am using the Tile Grid mod.

It seems it is (theoretically, achievable via a Mod and maybe perfect technique too) possible to put in 4x4=16 crops in a single plot tile, thus satisfying family requirement for all 4 types of crops. This would allow much richer sets of combos:

1tile-4-2by2.thumb.png.b95e878d0188db125d942d9a24f7234b.png

 

27 minutes ago, hyiltiz said:

Disclaimer: I am using the Tile Grid mod.

It seems it is (theoretically, achievable via a Mod and maybe perfect technique too) possible to put in 4x4=16 crops in a single plot tile, thus satisfying family requirement for all 4 types of crops. This would allow much richer sets of combos:

I've seen people manage to squeeze an extra spot or two, but I don't think getting a 4x4 is possible legit.
I like the even spread, but feels a bit cheaty. Kinda like zoom mods with Wortox.

EDIT: Might make for a neat upgrade though. Some sorta fancy tiller that opens up access to 4x4.

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