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Found 23 results

  1. Pips do this: In honor of the series, and because we have probably really figured it out by now, and because there is still confusion, here is Everything You Need to Know About Pip Planting. Thanks for the discoveries and shares along the way @Coolthulhu, @abud, @snoozer, @shuuny, @Lurve, @Gurgel, @Promethien, @OxCD, @bzgzd, @suxkar, @vascoegertklei, @mathmanican @Tobruk @Ketmol and many people I missed. 1. Planting rules. Pips will consider planting a seed in a tile under these conditions: The tile has no more than 2 other plants in a square 6 left, 6 down, 5 right, 5 up from the tile. It is either a "natural tile" of less than 150 hardness, a farm tile or a hydroponic farm. The pip can navigate to the seed and the tile, and there must be no buildings obstructing the plant's location. The atmospheric pressure is greater than 100g. The atmospheric temperature is around ±50C to ±100C of the requirements of the plant. If you can't figure out why your pip isn't planting, it is always rule #1. Details: 2. Optimal Horizontal Spacing The 3x3. Highest density pattern. This 15 tile span has 9 plants, or 60% density. Start out as shown, then remove each ladder starting from the right, waiting for the plant to take its place. The 1x1. This 15 tile span has 8 plants: 53% density. At long distances these two will be about even, but the 3x3 is nicer for placing buildings anyway. The Tree One. (UK spelling: The 3-1) Place a 2 space gap every third tree. This pattern allows for maximum branch density. The 4 middle ladders must be left there until all trees mature. This will ensure that the outer trees grow 4 branches on their exclusive spots, and the middle will be available for the middle tree to fill in. These spots are the outside 4. If you mess it up, you can still prune (dig) the middle branches out and they will respawn until you get maximum density. 3. Vertical Spacing For maximum density for normal plants go top to bottom to achieve a plant every 5th tile. For hanging plants go from bottom to top, every 6th tile. 4. How to make "natural" tiles As always, there are better and worse ways. The better way. Yup. You really just deconstruct a door. It needs all 7 tiles surrounding it. It also works when rotated and deconstructed from the right. The other ways usually involves using vole puke or cooking algae or fertilizer into dirt. For algae, you can construct/deconstruct storage bins to drop 1-10kg of algae into each location. The Glass Forge. Now with high efficiency thanks to @abud. Place 5kg algae per tile and set the valve to 2084 (25kg glass / 12). Original recommendation in the spoiler. The Tuner/Tepidizer. You can cook it from below with an aquatuner or tricked tepidizer. The Tricked Space Heater. Cook it from all over. Metal Refinery and Conveyers. 5. But why won't they plant! It's always rule #1. Here are some examples of problems and how to identify them by applying rule #1. Thanks for reading! Please share if you have found any exceptions or better methods.
  2. Although I recently restarted my map and thus very limited on what I can do, I just got an arbor tree seed and after reading how useful they are I decided to setup a farm. I found very little information about what is the best way to setup a farm for it. The main thing I found is that (at least for early farms) it seems best to set it up as a wild farm, planted by pips (lukily, there are good tutorials on pip-driven farms). Any hints, clues or links to good arbor tree farm tutorials/guides/threads?
  3. After watching many people's bases in the launch upgrade I see almost nobody using wild plants and I wonder why. You only need 21 waterweeds, 51 sleet wheat and some shove voles to supply food to a 20 duplicant base feeding them frost burgers with no dupe time being used except for the shove voles. It's even quite easy to setup, you just need one pip and you let the the plants harvest themselves. When they drop their harvest you can sweep everything up with an auto-sweeper and deliver it to your kitchen automatically.
  4. Custom Farming

    Version 1.2.0

    1,266 downloads

    Grow vegetables and fruits without a farm! How to do it? Create a hoe; Till the ground; Fertilize the soil; Plant a seed! It is possible to grow vanilla plants too! Cook new vegetables in a crockpot. New recipes: Bread (4 wheat); Fruit muffin (fruit, egg, wheat, honey) Tomato soup (2 tomato, veggies, no meat); Onion soup (2 onion, veggies, no meat); Meat soup (2 garlic, 1 additional veggie, 1 meat); Fish soup (2 potato, 2 fish); Pumpkin soup (pumpkin, 1 honey, wheat, no meat) Fruit pie (2 wheat, fruits, no meat) Vegetable pie (2 wheat, veggies, no meat) Meat pie (2 wheat, meat) Fish pie (2 wheat, fish) Sweet turnip (2 turnip, 2 honey, no meat) How to get new seeds? It's pretty simple — new vegetables can be grown from usual seeds. Also you can get specific seeds using a birdcage. Don't like the new farming system? Disable the hoe recipe and grow new vegs on usual farms. Steam links: Together, Single
  5. I was playing in a world as Wigfrid, and I soon found a desire for some variety in my diet. (Bacon and Eggs, while efficient, gets boring after a while.) So I browsed some meat-based recipes, and decided to make some Fish Tacos. Luckily, I always plant seeds in the farms around the Metal Potato Thing, so corn proved to be easily obtainable. But soon, I desired more. I set up 9 farms and began farming corn. I fed the crops to my bird, and this gave me many crop seeds, The corn ones I have planted, while the others I have stored for future planting. I have discovered that I somewhat like farming, even though Wigfrid reaps no direct benefits from the harvest.
  6. Hey check out my 2nd video on youtube of a let's play of don't starve!!! It's from a girl gamer point of view as I've only seen guys playing the game. Help my channel grow so we can support KleiEntertainment. I LOVE THIS GAME!!!! <3 Here's the link to my LP http://www.youtube.com/watch?v=4hVmiX_eG78&feature=c4-overview&list=UU0Ms1uCyE-YDY2eC_3hC1Ng
  7. Half life or any game that is on sale but post the game on here first
  8. As most of us know, farming bees/honey is a great way to get loads of extra health and food relatively easy, with multiple bee boxes providing a great amount of food, sanity being taken care of due to the introduction of taffy, a good defensive structure when combined with bee mines and a great way to store excess food as honey doesn't spoil in the actual boxes. I think to stop players constantly farming bee boxes, i propose a kind of Queen Bee boss that is summoned after the player farms many boxes in a time period or after a set amount interval, and that the boss could summon bees from the nearby boxes to attack the player, discouraging the creation of many at a time. If anyone from the forums or any dev would like to either add to or comment on this idea, or if mass farming in this way could be dealt with more effectively with another suggestion, let me know!
  9. So your working on a mod manager basically? We really need one now
  10. On one of McMatthews threads on the "Plauge Doctor" someone went into plants an herbs and if eaten would have differnt effects.
  11. Today I made a new world with one simple goal: Build a super berry base. I was fortunate enough to find a spot near rabbits with a short walk to the local Beefalo herd. Within 10 days I had 40 berry bushes and 3-7 berries sprouting each day. I built my berry patch along a cliff, and this seems to stymie the gobblers. Synopsis: Wilson would live very comfortably for the rest of his days so long as he didn't get tired of berries. Then it hit me: What if one day, Wilson turned to me and said, "Bro, I am so tired of berries. My poop smells like fruit." The Problem: The ability to mass-produce a single food resource without any diminishing returns rewards passive play. The Solution: Dietary Attrition. With my solution, characters would eventually tire of eating the exact same things over and over again. If in at least X days, Y of a given resource are consumed, Z days of attrition for that food are earned. Foods with attrition restore less hunger and health. Higher tier foods (those with the more complex recipes) are more resistant to attrition, while lower-tier foods (i.e., uncooked carrots & berries) are more susceptible to attrition. Adding More Depth: The effects of attrition are increased depending on how many days of attrition are left for a given food. Basic foods contribute slightly to the attrition of more complex recipes that use them. At the maximum threshold of attrition, a given food loses all of its dietary value. Eating that food causes Wilson to exclaim, "I think I'm going to puke!" and then vomit, undoing the effects of foods eaten within the last M hours. Foods also grant bonuses to health and hunger for the first N items consumed after waiting an especially long period between consumptions of that food, and when first discovered. Attrition Resistance: To balance complexity with availability, lower-tier foods penalize high-frequency consumption, while higher-tier foods penalize bulk consumption. Effects on Current Gameplay: Players will be penalized for relying solely on the food resources provided by a single biome or small area. In order to progress in the game, players will need to spend more time exploring the world in order to incorporate new food sources into their diet. This game is called "Don't Starve", after all, and not "Fight Lots of Hell Hounds". Effects on Future Gameplay: If Winter is being added, we'll almost certainly see other seasons, if not non-traditional seasons. For instance, Beefalo Mating Season may be the first K days after winter. Seasons will force players to adapt their production lines. When a new season is near, players will have to stockpile food in such a way as to minimize the attrition from food they've already eaten. Players will need to adapt to new production lines available only during the next season, and adapt to their established production lines going 'out of season'. Example: During Beefalo Mating Season, players can't rely on manure in their supply chains, as it will be much more dangerous to acquire. Instead, meat sources will be more important. With the promise of new Beefalo in the herd, players should consider adding Beefalo to their diet. That's all I got for the moment. Let me know what you think. I'd very much appreciate any feedback that can be offered.
  12. Not too long ago, I planted 5 spider nests a bit away from my home. After I planted all of them, I heard this strange windy noise. Like when wind blows through a cave. It doesn't seem to occur with one or two nests together though. Anyone else notice this and/or can confirm it? I was in a savanna biome when it happened and don't have more nests to test it out.
  13. Hi everyone, I am low on health, and I'm pretty sure that eating food gives you health, but what if I am full with hunger, 100 percent, and if I eat more, wont I faint or explode or something? How can I heal myself? Also, I built the second farm, the one that takes 4 poop, how do I use it? Lastly, I recently encountered a treeguard and it is sleeping now, if it somehow wakes up, will it kill me or will it wander around and help me kill bad monsters? Please help, thanks!
  14. So I've been trying to get the demo to run on Chrome to see if it'll work if I buy it. I finally got the program to install by doing what this guy did. Now, though, it's stuck on Loading Executable. I've restarted Chrome, even restarted the computer, with no luck. I know people have gotten it working in the past with Native Client, and am wondering if someone's encountered this issue and gotten past it.
  15. Currently the pathway to a farmer is way too easy with seeds practically thrown at your feet wherever you go. Why not have the plants grow in the wild and you have to search and collect the fruit to harvest the seeds or dig up the plant and plop it in your farm. The wild plants grow as if they were on turbo farms so you wouldn't want to always dig them up straight away. The wild plants will bear fruit everyday unless an animal has eaten it or it is winter. Dug up plants will only bear fruit as fast as the type of farm they are planted in and must be fertilized as normal while plants grown from seeds will need to be replanted after every harvest. Maybe have a farmer character where all seeds grown don't need to be replanted. With the crock pot it is tedious to always drag each individual item to the pot. Why not have a drop down menu like science machine of all the recipes you have discovered and with any possible combinations available depending on whats in your inventory.
  16. I found a cool way to get infinite meat and tallbird eggs. First, find a tallbird nest. Make sure the Tallbird is dead, because it will be easier to do things later (tallbirds do respawn at there nests). Then spawn in an optimus pine. Lead him over to the nest, then run away leaving him at the nest (if you get far away enough he'll unaggro so even if its by your camp you should be okay). Wait a little while, and periodically check on the nest. The tallbird will attack anything near its nest and the optimus pine is near invincible while doing tons of damage. It kills the tallbird leaving the meat and egg for you to collect (like I said earlier the optimus pine unaggros on you as long as you dont chop down any trees in his vicinity, so you dont have to worry about him while collecting). Just visit the nest every once in a while, because the mobs will only fight eachother if you can see them. That is all and happy farming!
  17. Bug Submission Please choose a category [Gameplay] Platform Steam Chrome Version Number - Issue title Traps not functioning on birds Steps to reproduce Place trap and bait with seeds Describe your issue :confused:Since the latest update any traps I bait with seeds no longer catch birds. Now when I bait the traps with seed, the birds simply land, eat the seeds and leave. I have not caught a single bird since the latest update. This is really frustrating as I rely on birds for a food source when doing primary exploration of the map.
  18. When the game started it was a wilderness explorer and survival game. It still is now but with the crock pot, the turbo farm, transplantable items, bee boxes and the recent addition of the Krampus the developers seem to be pushing more towards the farmer survival style. I myself do prefer this style, but I think it could use more challenge. As a farmer there are very little things that can threaten you when you have settled, the exception are hounds but those can be easily dealt with. Perhaps the developers should add in storms or some other kind of crop destroying thing, such as squirrels to add more challenge to that aspect of the game. However that's just my opinion, what do you think? P.S. Please try to use family-friendly language in this thread.
  19. From what I have read on the Roadmap and elsewhere on the forums, it feels as if the developers are trying to figure out what to do with farming. The primary problem is that players have a tendency to make a camp/farm and spend all their time at the camp not doing much exploring. I believe this is why Hell Hounds are the way they are; they discourage holing up in one place. So how do you have farming, yet not encourage players to spend all their time in one place? I believe the best solution would be to adjust the risk/rewards for farming. As it is, the reward (survival off of nothing else but farms) is sufficient enough to preclude exploration, even with the risks that have been added (hell hounds). Rather than increasing the risks of farming (and discourage farming), why not reduce the yield of food obtainable by farming instead? Make it so that farms alone cannot sustain us; encourage us to find other sources of food that, while riskier, provide enough morsels to eat. The risk/reward ratio I envision is this: Farming- Low Risk/Low Reward (maybe have it take longer time for food to grow from transplanted bushes, or from bushes too close together) Foraging- Low Risk/ Medium Reward Pigs/Beefalos- Medium Risk/Medium Reward Killing monsters- High Risk/High Reward
  20. UPDATED BY COREY: Over the past few months, we've quietly added in some new people onto our team who said Don't Starve multiplayer can be a thing; after a couple of months and an office-wide session of multiplayer Don't Starve, we were convinced that it was worth exploring and bringing it to our community. Learn more about it in our official announcement! ORIGINAL POST BY KEVIN: There has been a lot of talk about adding a multiplayer or co-op mode. I’d like to give our official response to this suggestion, and clear up any confusion that people might have. As you can see from the game’s roadmap, our vision for the game does not include network play. We have promised our players an awesome single player experience, and we are devoting all of our time and resources towards fulfilling this promise. We are even committing to six months of continued support after launch, so that we can make the game even better. Don’t Starve was designed and implemented as a single-player game. At the code level, you have to do things a lot differently if you want to play over a network. If we were to implement multiplayer now, we would have to re-architect all of this code, which would have unavoidable spill-over effects for the single player experience. This would make it harder for us to fulfil the promises that we’ve made, and compromise the overall quality of the game. This is an amazing community, and we really value your feedback, as you can see from our constant updates and hotfixes. We have discussed and debated multiplayer A LOT within the studio. In the end, we have concluded that we can make a better game, and better support the community, if it remains single player. This is why we are not planning on adding multiplayer or co-op to Don’t Starve. Now let’s get on with making the best single player game we can make!
  21. Bug Submission Please choose a category [Gameplay] Platform Steam Version Number - Issue title Item disappeared Steps to reproduce 4 chest, 5 Stingers in inventory go to click on the chest on the left to drop stingers in click on a different chest close to it (I clicked on the one to the right of the chest i was storing the items in) then as your dropping the item in the left chest you'll walk to the right but as you put them into the left chest click back on that quickly to open and see the stingers inside and the item 5 bee stingers went away and i didn't have them in inventory or any of the chest. Describe your issue I just went to collect stingers and was bringing them back to store them in my chest and i quickly dragged them to the 1 chest on the left the accidentally clicked to walk away to the right to a different chest immediately after i stored the stingers but i quickly clicked back on the chest that i stored the stingers in on the left and it showed them for a millisecond then they were gone right in front of my eyes. Not sure how this happened but that's pretty much how it happened.
  22. If they do, couldn't you just run with a torch and plant a ton of traps overnight? Or if they don't, just plant the traps anyway and kill one the next morning with a weapon? The new scared mechanic may not have nerfed farming as much as they'd like...