Are bee skeps working as intended?

Ask, answer and discuss any and all topics about the hows, whys, wheres and whens of playing Haven & Hearth.

Are bee skeps working as intended?

Postby zuhurat83 » Tue Nov 18, 2025 5:53 am

27x27 field of flax, 16 bee hives. All tiles planted in the same cycle. Why am i getting patchy results? Are bee skeps wasting each others charges? Half of the field popped to phase 2 almost instantly. And the other half is left like this. Charge wise 16 bee hives should be enough isnt it? Is this caused by a nearby growth node then? Weird.
You do not have the required permissions to view the files attached to this post.
zuhurat83
 
Posts: 28
Joined: Sun Mar 16, 2025 12:26 am

Re: Are bee skeps working as intended?

Postby animary » Tue Nov 18, 2025 5:33 pm

There are growth nodes all over the land. You can plant identical seeds on different parts of your claim and each patch will grow at different rates, produce different yield, and different q increase. If you dig in each of those areas you will probably get different q soil. It is the same reason there may be q10 clay in most of the water near you but you may find one spot with q50 clay.
animary
 
Posts: 388
Joined: Wed Feb 23, 2011 4:05 am
Location: Ohio

Re: Are bee skeps working as intended?

Postby Audiosmurf » Tue Nov 18, 2025 5:41 pm

It can also be if you're using seeds from different harvests. Crops have this weird mechanic where they'll "bank" growth time when they're sitting there unharvested, and use it to grow faster when replanted or something.
jorb wrote:Audiosmurf isisis a fantastic poster/geniusracist and hisa meat/intellect is hugehomosexual
User avatar
Audiosmurf
 
Posts: 2573
Joined: Fri Jul 02, 2010 9:00 pm
Location: Ice Hell

Re: Are bee skeps working as intended?

Postby zuhurat83 » Tue Nov 18, 2025 6:50 pm

Now there is the issue of mound beds and server lines. stuff below the line is randomly going fallow. wtf is this shit. no more farm shenanigans until the spring.
zuhurat83
 
Posts: 28
Joined: Sun Mar 16, 2025 12:26 am

Re: Are bee skeps working as intended?

Postby Rebs » Tue Nov 18, 2025 8:26 pm

viewtopic.php?f=42&t=76916
Sevenless wrote:There is a misunderstanding for many players about how beehives work. They have a massive radius, but can only store the ability to polinate 50 tiles of crop at a time. Since we plant in large batches, that means every 50 tiles of crops needs its own beehive. This can look a bit ridiculous, but it's the reason why people who under-polinate their crops have their crops come in patchy over time instead of in a single wave (the tick updates roll from the north west to the south west if I remember correctly). Some crops with rapid stage changes and powerful growth nodes can cause issues. My beehives couldn't regenerate fast enough (they regenrate 6 tiles per hour) because my turnips grew so quickly, so I ended up needing 1 hive per 40 tiles or so. And to round this out: Remember that wind pollinated crops in real life also don't need hives in game. Hives have a very slow honey/wax production that ignores crops, so don't be fooled into thinking it means they're actually needed.


More hives

animary wrote:There are growth nodes all over the land. You can plant identical seeds on different parts of your claim and each patch will grow at different rates, produce different yield, and different q increase. If you dig in each of those areas you will probably get different q soil. It is the same reason there may be q10 clay in most of the water near you but you may find one spot with q50 clay.

This is an over simplification and those "nodes" are much further apart its unlikely one side of your base is hugely different to another side. unless you base huge.


Audiosmurf wrote:It can also be if you're using seeds from different harvests. Crops have this weird mechanic where they'll "bank" growth time when they're sitting there unharvested, and use it to grow faster when replanted or something.


This isn't a thing.
Rebs
 
Posts: 171
Joined: Mon Jul 13, 2015 3:39 pm

Re: Are bee skeps working as intended?

Postby Sevenless » Thu Nov 20, 2025 7:44 am

Rebs wrote:
Audiosmurf wrote:It can also be if you're using seeds from different harvests. Crops have this weird mechanic where they'll "bank" growth time when they're sitting there unharvested, and use it to grow faster when replanted or something.


This isn't a thing.


It was a mechanic for a short while. Was removed in favour of the "leaderboard" growth system the world before continents I think.

So like, 5-6 years ago ish.

animary wrote:There are growth nodes all over the land. You can plant identical seeds on different parts of your claim and each patch will grow at different rates, produce different yield, and different q increase. If you dig in each of those areas you will probably get different q soil. It is the same reason there may be q10 clay in most of the water near you but you may find one spot with q50 clay.


From the testing I did in W15: All seeds of exactly the same quality planted at the same time will get exactly the same quality increase. The patch notes from absolutely ages ago also included a distance (not just time) component, but that wasn't true within the range that was given in those patch notes.

I've never seen a sharp difference in growth nodes (I think I was planting crops on opposite sides of my village about 300 tiles apart?), but given how quality nodes work it wouldn't surprise me if a really strong node had a sharp drop off near the peak.

Soil quality isn't related to farming growth speeds, but it follows the normal quality node system that you find for forageables/clay/water.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7667
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Re: Are bee skeps working as intended?

Postby Audiosmurf » Thu Nov 20, 2025 11:39 am

If you fuck with it, they provably still have the retarded time banking thing. It screws up my harvests every world.
jorb wrote:Audiosmurf isisis a fantastic poster/geniusracist and hisa meat/intellect is hugehomosexual
User avatar
Audiosmurf
 
Posts: 2573
Joined: Fri Jul 02, 2010 9:00 pm
Location: Ice Hell

Re: Are bee skeps working as intended?

Postby zuhurat83 » Fri Nov 21, 2025 8:21 pm

No idea about growth banking but i decided 1 bee skep every 50 tiles is no longer true. I suspect, crops are wasting nearby bee skeps, taking multiple charges at the same time. Look at this image. 42x26 field, all tiles planted at the same cycle. almost 30 bee skeps around it. And still patchy growth. Its almost half an hour and the field is still like this. Must be a new bug or something.
You do not have the required permissions to view the files attached to this post.
zuhurat83
 
Posts: 28
Joined: Sun Mar 16, 2025 12:26 am

Re: Are bee skeps working as intended?

Postby Sevenless » Sat Nov 22, 2025 6:58 am

Audiosmurf wrote:If you fuck with it, they provably still have the retarded time banking thing. It screws up my harvests every world.


Odd, I'm certain I tested for it and couldn't find any evidence of that. Like, you could plant a crop and have it grow within a day (when they normally took 3-4) under that system. Growth nodes being asses makes every world's crop timings weird for me at least.

No idea about growth banking but i decided 1 bee skep every 50 tiles is no longer true. I suspect, crops are wasting nearby bee skeps, taking multiple charges at the same time. Look at this image. 42x26 field, all tiles planted at the same cycle. almost 30 bee skeps around it. And still patchy growth. Its almost half an hour and the field is still like this. Must be a new bug or something.


There was an issue I ran into where beehive usage pattens caused issues. Fields using beehive charges "incorrectly" leading to some hives being under-used and some crops never getting pollinated as a result. That pattern you have looks exactly like the one I ran into, the hives are running out of charges. Anytime you have hives that overlap other fields this can happen. I see you have hives touching a 0/3 field beside the 0/4 one. In my experience most likely related to that.

I forget the specifics on it, but fields always pull from the same hives when pollinated based on how Loftar programmed the algorhythm.

Also note: beehives start without any charges, and planted crops use a charge when planting. So if you plant a field beside fresh beehives you'll not get any pollination. Roughly 10 charges per hour, so you'd need 5-6 hr old hives to properly pollinate a field.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7667
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Re: Are bee skeps working as intended?

Postby zuhurat83 » Sat Nov 22, 2025 8:07 am

Nvm i made 50 more beehives. My fields are too big compared to my claim size. Compact planting gets too complicated and inefficient with pollinating crops. Next world i will plan it better.
zuhurat83
 
Posts: 28
Joined: Sun Mar 16, 2025 12:26 am


Return to How do I?

Who is online

Users browsing this forum: Claude [Bot] and 7 guests