Carrot farming tips & schedule ?

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Re: Carrot farming tips & schedule ?

Postby Sevenless » Sun Apr 17, 2011 7:21 pm

Girlinhat wrote:Carrots grow very rapidly. You'll be bringing in more than one harvest per day (like, once every 15 hours or so?) especially when you get a beehinve or two. You'll find yourself throwing away carrots. So difficult to get, but when they start growing you get hundreds of them. Because of this, you should use a small carrot patch, because you'll be harvesting it frequently. Or a large carrot patch and some cattle. Convert that per carrot into con beef, or any cheese.


Beetroots are better actually. They use less effort (5 units of fodder per square harvested) take only 50% longer to grow (12hr growing time instead of 8) and easily keep up with animal quality. Pumpkins are even better, but I'd say you need a fair sized herd and therefore field to guarantee your quality goes up fast enough.

Beetroots generate 0.417 (5/12) fodder per square per hour, carrots generate 0.25 (2/8) per square per hour. So they're also more space efficient. Pumpkins you need large fields with rotating harvests... so yeah they're just annoying imo. With beetroots, if you have a special field for the animals you don't even need to harvest until you need the fodder since the Q goes up so much faster than that of the animals.
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Re: Carrot farming tips & schedule ?

Postby Gustyboy » Sun Apr 17, 2011 9:49 pm

PM sent Girlinhat ;)
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Re: Carrot farming tips & schedule ?

Postby MagicManICT » Mon Apr 18, 2011 12:04 am

Sevenless wrote:
Beetroots are better actually. They use less effort (5 units of fodder per square harvested) take only 50% longer to grow (12hr growing time instead of 8) and easily keep up with animal quality.


That's actually 6 at full nature: 3 beets and 3 leaves. If I'm counting right, it takes fewer beets and leaves to fill a trough or coop than carrots.

Personally, I like the beets for the chickens and pumpkins for the livestock.

How did you do the math there for the carrots? They produce 3/crop at full nature. (Course, the math for the beets is short, too.)

Azkanan wrote:
ninja_yodeler wrote:he says that now, but in a few days we will have a thread of COME TO MY HOUSE AND TAKE THE CARROTS.. THEIR TAKING OVER...PLEASE PLEASE HELP, NO..NO THEIR COMING...*dies by carrot* :twisted:


--pic--



Attack of the Killer Carrots!
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Re: Carrot farming tips & schedule ?

Postby cobaltjones » Mon Apr 18, 2011 12:06 am

MagicManICT wrote:
Sevenless wrote:
Beetroots are better actually. They use less effort (5 units of fodder per square harvested) take only 50% longer to grow (12hr growing time instead of 8) and easily keep up with animal quality.


That's actually 6 at full nature: 3 beets and 3 leaves.

He's counting replanting 1 beet/carrot.
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Re: Carrot farming tips & schedule ?

Postby MagicManICT » Mon Apr 18, 2011 12:35 am

cobaltjones wrote:
MagicManICT wrote:
That's actually 6 at full nature: 3 beets and 3 leaves.

He's counting replanting 1 beet/carrot.


Ooo. Thanks. Derp one for me.
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Re: Carrot farming tips & schedule ?

Postby Sevenless » Mon Apr 18, 2011 1:08 am

cobaltjones wrote:
MagicManICT wrote:
Sevenless wrote:
Beetroots are better actually. They use less effort (5 units of fodder per square harvested) take only 50% longer to grow (12hr growing time instead of 8) and easily keep up with animal quality.


That's actually 6 at full nature: 3 beets and 3 leaves.

He's counting replanting 1 beet/carrot.


Although you could use cast offs of your higher up crops, I prefer to keep fodder crops their own Q. It really doesn't matter what Q they are for beat roots because you can get +6Q in 2 days easily. Much faster for replanting purposes.
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