A probably flawed analisys of the latest farming system.

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A probably flawed analisys of the latest farming system.

Postby Avu » Fri Feb 03, 2017 10:54 am

The good
-If you plant everything with same quality you get all products of same quality which is awesome for inventory management and removal of tedium. Whatever gets changed if anything this should stay.

-Area farming and harvesting are great for the parts it works with


The bad
-You can get a string of negative crop rolls in a row with virtually no control over it. Lack of control makes the entire system non interactive which is bad. I suggest being able to inspect the crops once they reach second stage and you would get a result on the lines of: this crop looks it's gonna turn out great (+3,+4,+5 rolls), this crop looks it's gonna turn out average (0,+1,+2 rolls), this crop looks a bit under the weather (-2-1). If and only if it's under the weather you then get an option to tend your fields using some easy to acquire resource for which quality doesn't matter (a solution of water with either mulch, coal, limestone, manure, sawdust etc...) that is used in tiny quantities say .02L per tile. This would reroll the crops to an average value. Can be area farmed including trellis. This gives you a chance to feel like you matter in the entire process and removes the horrible feeling of all your work resulting in basically negative improvement. It also is situational and optional won't affect yelds or speeds which will make it mandatory which we want to stay away from.

-If your crops are not same quality which happens when you start from different q www or when you trade for better seeds (which everyone seems to think is a good thing) sorting your crops to replant is a fucking bitch so I still suggest a huge container that can only be used to store farm products for sorting.

-Troughs are a bitch to fill for items that don't go into stockpiles so can't be wheelbarrowed. I suggest of course more stockpiles for everything infnite quantity...

-Trellis still suck I suggested making them passable like you can hearthfires, apparently you can stack multiples on the same tile there's word of 6 and above, mine are currently 3 per tile this mitigates a bit their utter waste of space and shittiness

-Planting and harvesting on them can't be done with area farming

-Crops that do not produce seeds do not stack in your inventory, I suggested making al crop products stack a limited amount of times like seeds for the purpose of lessening tedium


The ugly
-Building trellis is still more draining than building the great pyramids but at least it's fast with convenience bonus

-Perennial trellis plants like grapes are a bitch to replant for q, implement an option alongside harvest that is harvest and clean or something. Alternatively and a better solution since the times are very long and grape q falls behind you should be able to graft new grapes (not seeds) on a fully grown grape wine which does happen in real life.

-pepper is still shit and will always be


Not enough experience yet with the usefulness of all the crops in light of the new fep values and variable fep recipes will get back on that.

Somewhat related to it the granary, I fail to see any purpose to it in it's current implementation. The only time I kept lots of seeds was for gassing stupid huge fields and then you want the portability of a barrel. It needs to be redesigned imho the way I see it, make it a lot bigger in size and each type of crop needs to get 5 slots for 5 different qualities but every item of same quality can stack up to 1000 (seeds to 5000). It would look like a specialized container. Wheelbarrowing stuff in it will automatically place the products into the coresponding q slot or a new one if it doesn't match the q or the previous one is full or not work if full for the type of item it takes. Clicking on a stored item will pick one out right clicking it will produce a stockpile of the item in a predetermined spot.
Last edited by Avu on Fri Feb 03, 2017 11:47 am, edited 1 time in total.
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Re: A probably flawed analisys of the latest farming system.

Postby HappyBuffalo » Fri Feb 03, 2017 11:42 am

Agreed. At the moment - the only good technique to save crops from falling is planting in waves 5 hours between.

I like the idea to reroll the quality of crop from stage 2.
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Re: A probably flawed analisys of the latest farming system.

Postby Ukhata » Fri Feb 03, 2017 11:43 am

Avu wrote:
Somewhat related to it the granary, I fail to see any purpose to it in it's current implementation. The only time I kept lots of seeds was for gassing stupid huge fields and then you want the portability of a barrel.
heh.. gassing stupid huge fields :P maybe you should stop eating beans :P

however i agree on a lot of your things. but i also think trellis should be buildable in a fence type way, so just draw and place 20
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Re: A probably flawed analisys of the latest farming system.

Postby Raiga » Fri Feb 03, 2017 11:58 am

Add possibility to rip out planted crops at stage 2+ destroying it but obtaining information about its quality.
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Re: A probably flawed analisys of the latest farming system.

Postby iamahh » Fri Feb 03, 2017 12:20 pm

alternatively revert to W9 farming and put a hard cap on stats and ql
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Re: A probably flawed analisys of the latest farming system.

Postby Aethyr » Fri Feb 03, 2017 12:24 pm

Avu wrote:

The bad
-You can get a string of negative crop rolls in a row with virtually no control over it. Lack of control makes the entire system non interactive which is bad. I suggest being able to inspect the crops once they reach second stage and you would get a result on the lines of: this crop looks it's gonna turn out great (+3,+4,+5 rolls), this crop looks it's gonna turn out average (0,+1,+2 rolls), this crop looks a bit under the weather (-2-1). If and only if it's under the weather you then get an option to tend your fields using some easy to acquire resource for which quality doesn't matter (a solution of water with either mulch, coal, limestone, manure, sawdust etc...) that is used in tiny quantities say .02L per tile. This would reroll the crops to an average value. Can be area farmed including trellis. This gives you a chance to feel like you matter in the entire process and removes the horrible feeling of all your work resulting in basically negative improvement. It also is situational and optional won't affect yelds or speeds which will make it mandatory which we want to stay away from.


I think this is a great idea, but it needs, imho, some chance that the process will not work. For example, after that you apply the magic water to your field, your crops can grown on Q or die (let's say 50-50 for each tile), so that you can risk something (quality increase should not be free of risk).

iamahh wrote:alternatively revert to W9 farming and put a hard cap on stats and ql

We are using W9 farming
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Re: A probably flawed analisys of the latest farming system.

Postby Avu » Fri Feb 03, 2017 12:41 pm

I can work with a chance of some dying. Even more of a choice. But I'd make it 33% dying so you end up with half your regular crop after replanting.
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Re: A probably flawed analisys of the latest farming system.

Postby HappyBuffalo » Fri Feb 03, 2017 9:08 pm

Raiga wrote:Add possibility to rip out planted crops at stage 2+ destroying it but obtaining information about its quality.


Good idea. I would love it. But it doesn't really help the situation of wave farming.
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