Crops based on usefulness at the start

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Crops based on usefulness at the start

Postby ncksol » Fri Mar 27, 2020 12:18 am

I am trying to come with a list of crops that are going to be the most useful at the start for me. I have a lot of different seeds from drying WWW and from planting in an original chaotic farm. But now I want a permanent more regular one.
I have found an old topic of similar kind, but not sure how useful it is since it's 4 years old - viewtopic.php?f=42&t=49881
So far I've gathered this kind of information:
Barley Crop - useful
Beetroot Crop - unknown
Carrot Crop - useful
Cucumber Crop - situational
Flax Crop - useful
Grapes Crop - useless
Hemp Crop - useless (if you have flax)
Hops Crop - useless
Leek Crop - unknown
Lettuce Crop - useless
Millet Crop - unknown
Pea Crop - useless
Peppercorn Crop - useless
Pipeweed Crop - unknown
Poppy Crop - unknown
Pumpkin Crop - situational
Red Onion Crop - unknown
Turnip Crop - unknown
Wheat Crop - usefull
Yellow Onion Crop - unknown

I would appreciate any new information about the crops. Also is there any established pattern for fields? I know you have to include beehives somewhat.
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Re: Crops based on usefulness at the start

Postby MagicManICT » Fri Mar 27, 2020 2:11 am

Flax/Hemp for string; also hemp for hemp buds, flax for linseed oil
Carrots/Beets (turnips?) for fodder; also pumpkins, but slow to grow
Wheat, Barley, Hops for beer
Grapes for wine

For the rest, it's going to be what you value for foods.
Onion types (yellow, red onion; leeks) can be good for some foods and FEP (see wiki or cookbook)
Poppy for a variety of things; mostly opium
Peppercorn--well, if you don't understand the value of these, you probably shouldn't grow them. Increases food FEPs; has risks, tedious
Pipeweed when dried and smoked removes travel weariness
Cucumbers for specific foods and FEPs
Peas mostly useless, but save them for Farmer credo; also one or two useful recipes for certain FEPs
Lettuce good for leaves for certain recipes; completely optional. (Always kept a small patch around myself) most useful for farmer credo

Additionally, some trees/shrubs:
Pine for tar
Mulberry for leaves--silk production
Apple, pear for more booze options (cider, peary respectively)
Tea for... tea
Towercap for mining (also counts as mine support, but usefulness is questionable)
Nuts--some recipes, though nearly all aren't worth messing with unless you need some variety for FEPs
Others--wood colors for construction

ncksol wrote:Also is there any established pattern for fields? I know you have to include beehives somewhat.

No. See the bee skep page on the wiki for information about how they work and get an idea of how many you should have. (1 per 50 tiles of crops maximum, might be able to get by with fewer depending crops, distribution,growth timers, etc.)

I tried to list them in order of importance, at least from the perspective of a hermit
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Re: Crops based on usefulness at the start

Postby shubla » Fri Mar 27, 2020 2:13 am

ncksol wrote:I am trying to come with a list of crops that are going to be the most useful at the start for me. I have a lot of different seeds from drying WWW and from planting in an original chaotic farm. But now I want a permanent more regular one.
I have found an old topic of similar kind, but not sure how useful it is since it's 4 years old - http://www.havenandhearth.com/forum/vie ... 42&t=49881
So far I've gathered this kind of information:
Barley Crop - useful
Beetroot Crop - unknown
Carrot Crop - useful
Cucumber Crop - situational
Flax Crop - useful
Grapes Crop - useless
Hemp Crop - useless (if you have flax)
Hops Crop - useless
Leek Crop - unknown
Lettuce Crop - useless
Millet Crop - unknown
Pea Crop - useless
Peppercorn Crop - useless
Pipeweed Crop - unknown
Poppy Crop - unknown
Pumpkin Crop - situational
Red Onion Crop - unknown
Turnip Crop - unknown
Wheat Crop - usefull
Yellow Onion Crop - unknown

I would appreciate any new information about the crops. Also is there any established pattern for fields? I know you have to include beehives somewhat.

Almost all crops are useful later on, and increasing the amount of seeds that you have of them is useful to start as early as possible.
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Re: Crops based on usefulness at the start

Postby linkfanpc » Fri Mar 27, 2020 2:50 am

I just spam mass WWW early world and plant everything i get, eventually growing everything, why not do that?
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Re: Crops based on usefulness at the start

Postby ncksol » Fri Mar 27, 2020 10:57 am

MagicManICT wrote:Flax/Hemp for string; also hemp for hemp buds, flax for linseed oil
Carrots/Beets (turnips?) for fodder; also pumpkins, but slow to grow
Wheat, Barley, Hops for beer
Grapes for wine

For the rest, it's going to be what you value for foods.
Onion types (yellow, red onion; leeks) can be good for some foods and FEP (see wiki or cookbook)
Poppy for a variety of things; mostly opium
Peppercorn--well, if you don't understand the value of these, you probably shouldn't grow them. Increases food FEPs; has risks, tedious
Pipeweed when dried and smoked removes travel weariness
Cucumbers for specific foods and FEPs
Peas mostly useless, but save them for Farmer credo; also one or two useful recipes for certain FEPs
Lettuce good for leaves for certain recipes; completely optional. (Always kept a small patch around myself) most useful for farmer credo

Additionally, some trees/shrubs:
Pine for tar
Mulberry for leaves--silk production
Apple, pear for more booze options (cider, peary respectively)
Tea for... tea
Towercap for mining (also counts as mine support, but usefulness is questionable)
Nuts--some recipes, though nearly all aren't worth messing with unless you need some variety for FEPs
Others--wood colors for construction

ncksol wrote:Also is there any established pattern for fields? I know you have to include beehives somewhat.

No. See the bee skep page on the wiki for information about how they work and get an idea of how many you should have. (1 per 50 tiles of crops maximum, might be able to get by with fewer depending crops, distribution,growth timers, etc.)

I tried to list them in order of importance, at least from the perspective of a hermit


Thanks a lot for your reply! In regards to peppercorn, in some topics in earlier worlds someone said they are not worth the trouble since salt gives just as much FEP increase and is much easier to procure, hence why it was considered useless.

In regards to bee skeps. I've looked at the page on the wiki and I understand that each skep affects an area of a circle with 13 tiles radius. But I have a question, why do I see some design where people put a lot of skeps in a small area? Is that for some special reason or is it just because they need more hives for honey/wax production and overlapping doesn't hinder their effect on crops?
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Re: Crops based on usefulness at the start

Postby ncksol » Fri Mar 27, 2020 10:59 am

shubla wrote:
ncksol wrote:I am trying to come with a list of crops that are going to be the most useful at the start for me. I have a lot of different seeds from drying WWW and from planting in an original chaotic farm. But now I want a permanent more regular one.
I have found an old topic of similar kind, but not sure how useful it is since it's 4 years old - viewtopic.php?f=42&t=49881
So far I've gathered this kind of information:
Barley Crop - useful
Beetroot Crop - unknown
Carrot Crop - useful
Cucumber Crop - situational
Flax Crop - useful
Grapes Crop - useless
Hemp Crop - useless (if you have flax)
Hops Crop - useless
Leek Crop - unknown
Lettuce Crop - useless
Millet Crop - unknown
Pea Crop - useless
Peppercorn Crop - useless
Pipeweed Crop - unknown
Poppy Crop - unknown
Pumpkin Crop - situational
Red Onion Crop - unknown
Turnip Crop - unknown
Wheat Crop - usefull
Yellow Onion Crop - unknown

I would appreciate any new information about the crops. Also is there any established pattern for fields? I know you have to include beehives somewhat.

Almost all crops are useful later on, and increasing the amount of seeds that you have of them is useful to start as early as possible.


I am just trying to prioritise what's more useful at first. We are just a small village of 2 people and there is no way I can run all crops with big fields. So I am trying to optimise the percentage of the land to give to each crop.
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Re: Crops based on usefulness at the start

Postby ncksol » Fri Mar 27, 2020 11:00 am

linkfanpc wrote:I just spam mass WWW early world and plant everything i get, eventually growing everything, why not do that?

Yes, that was the first "chaotic garden" phase, as I've mentioned. Now that the village has expanded a bit, I want to make it a bit more structured.
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Re: Crops based on usefulness at the start

Postby Kozzacks » Fri Mar 27, 2020 11:27 am

ncksol wrote:
Thanks a lot for your reply! In regards to peppercorn, in some topics in earlier worlds someone said they are not worth the trouble since salt gives just as much FEP increase and is much easier to procure, hence why it was considered useless.



I'm not sure this is true for your average hermit. I've seen murder scents around salt basins.

For pepper, I don't see a reason not to use them unless you have severe bum burn or don't care about FEPs. Maybe it's not worth the time depending on how you play, but you won't know how pepper fits into your style unless you try it out.
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