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Found 22 results

  1. After long tinkering I am able to present you my new and improved berry farm. Ideas/Assumptions: -Plants auto-harvest 4 cycles after it became ready to harvest -A 4 cycle timer doesn´t work when a game is saved and loaded again, so I asume I need to have a sensor to dectect if my plants are ready to harvest. -I could use an auto-sweeper and a refrigerator or try to sense the power drain of my auto-sweepers. => Sensing seems superior to me, but if you want I have some more to the sweeper controlled version. -Plants need no water or light to auto-harvest. => Cutting the water "right after" the plant became harvest ready is more water efficient than duplicant-harvest. - When it comes to farming here are our options for illumination setups: A)1 lamp for 8 w can cover 8 plants using a 4 tile high corridor => 9x4 module size / 8 plants B)1 ceiling lamp for 10 w can cover 9 plants using a 4 tile high corridor => 9x4 module size / 9 plants C)1 ceiling lamp for 10 w can cover 11 plants using a 6 tile high corridor => 9x6 module size / 11 plants (I went for A; B would be more space and less power efficent: C would be less space and more power efficent) -If you want to min/max: Numbers (we all love them): - up to 5140kg of water used to grow a row of 40 bristle berries => If you cook all berries, a row will yield up to 8.000kcal each cycle. - The average power consumption for each row is below 100w. (73-95W depending on the amout of seeds dropped) => Continuous consumption (0,86kg/s water) + (~100w) => 340kg of water sacrificed compared to an optimal setup - A bristle berry will consume up to 8,5kg of water in up to 255s. => If your duplicants will allways harvest faster than 255s my farm will be less water efficient. -The build can utilize water between 5°C and 28°C (The water is used to cool the auto-sweepers and lamps.) Build: - No special resources required to build this, maybe some steel for the lamps (not really needed) - The farm in my picture is just small enough that one water sieve is sufficient. (~5kg/s) - Will automatically adjust the amount of working rows to the water input. One row means: 8000kcal each cycle for 0,86kg/s water and less than 100w (~70w) => Up to 48.000kcal each cycle In-depth images and tricks: PS: What´s your opinion on the water efficency ? (/255s delayed harvest equivalent) I missed that my filter gate (30s) triggers early enough to keep 20-30kg of water (the values I saw the most were 22-25kg) out of my farm. => Changed some of my efficiency calculations.
  2. I came up with what I consider to be a good design for providing enough pepper bread and also daily espresso for 10 duplicants without the farmer bonus. This post is much more verbose than it needs to be so if you know what you're doing you can just skip the rest and look at the image and see what's going on. This was done in debug mode but it's easy enough to build in survival mode and I think it will require like 5 tons of refined gold. So not exactly cheap but not ridiculous, you could save about a ton if you make the pipes irrigating the pepper plants regular pipes, but then you might use more energy pumping to heat up the room it might not be worth the gold to you. The sleet wheat room is pretty simple no automation, chilled polluted water gets piped in from the aquatuner through gold radiant pipes along the sleet wheat, utilizing it's handy -20 degrees Celsius freezing temperature. while insulated pipes pipe in water from the cold water tank to the 25 hydroponic farm tiles. I don't think it's necessary to monitor the way I see it, the amount of heat leaking out of this room is so small that effectively to cool it down further than it needs to is basically a one time energy cost and it's good to have a safety margin. The middle left room is the polluted water tank, no automation in here either just a pump, the aforementioned aquatuner which is configured to not require a pump once the pipes are full of polluted water, a deoxidizer to deal with polluted oxygen and a liquid vent which the water used to heat the pepper room empties out into. The room middle right room is the cold water tank, this tank is cooled by the aquatuner after the water has already been used to cool the sleet wheat room. Obviously there is a pump in this room to irrigate the sleet wheat. and there are two sensors the pipe thermal sensor to prevent the aquatuner from freezing its coolant and a thermo sensor to prevent the cold water tank from freezing and an AND gate so that it has to meet both of these conditions. If you chill the cold water tank below 5 degrees C you remove the main source of heat from the sleet wheat room and when it reaches 2 degrees the aquatuner is disabled and the cold water tank will cool the sleet wheat room on its own and the pump is the only heat source for this room so it should stay off for a while. The size of the tanks were selected based on the fact that pincha pepper use 35 kg/cycle while the sleet wheat only use 20. Under most conditions it's really easy for the aquatuner to freeze the polluted water coolant so for smooth continuous operation and therefore reliable cooling you want something with a large mass to heat up the coolant before sending it back into the aquatuner that's why it's necessary to run the piping through the cold water tank and it's really important that it go through the sleet wheat room first because of the freezing point of water. The bottom room is the pepper room and it functions much the same as the sleet wheat room except in this case there is a liquid shutoff which shuts off flow to the heating pipe when the thermo sensor reaches a high enough temperature for the pepper plants. This was done in debug mode but this seems easy enough to build. Crap I just realized the UI blocks the thermo sensor in the pepper room, one of the plants is moved upward to make room for the thermo sensor also I just realized it's 1 tile too short to fit in with the typical 4 tile high rooms. I would add a tile to the bottom room to make room for auto sweepers, which I didn't include in this build so that it was simpler to understand.. breadbox.sav
  3. Custom Farming

    Version 1.2.0

    975 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
  4. 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.
  5. 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
  6. Half life or any game that is on sale but post the game on here first
  7. 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!
  8. So your working on a mod manager basically? We really need one now
  9. On one of McMatthews threads on the "Plauge Doctor" someone went into plants an herbs and if eaten would have differnt effects.
  10. 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.
  11. 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.
  12. 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!
  13. 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.
  14. 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.
  15. 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!
  16. 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.
  17. 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.
  18. 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
  19. 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!
  20. 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.
  21. 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...