Seeds For All Crops

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Seeds For All Crops

Postby Lunarius_Haberdash » Fri Sep 14, 2018 10:31 pm

I'm sure this has been suggested before, but I'd like to see there be seeds for every crop type, including beetroots and the like. Every crop that is in the game presently reproduces in nature through seeds, it's only in agricultural production that we tend to lean on the ability of a chunk of a crop to grow into more of that same crop.

So the proposal is as follows:
1. Wild Windsown Weeds turn into seeds for crops, rather than directly into the crops themselves.
2. Every crop that doesn't presently have a seed stage gets one added.
3. Crops that can be planted with the final tuber form of the plant continue to be able to do so. (Perhaps even make it possible to process a tuber into multiple "Seed <somethings>", not to be confused with "<something> seeds".

This makes it possible to store every crop type in a granary, and generally slows down (albeit not by much) the acquisition of usable crops and recipes in the early game.
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Re: Seeds For All Crops

Postby Fierce_Deity » Fri Sep 14, 2018 11:19 pm

I can get behind some seedy changes, but if some of the tuber plants that get replanted correctly are given seeds then I want the tuber planting removed.

Carrots, beets, this games version of onions, turnips, and whatever other tubers we have simply do not grow that way. You'll never be able to stick a carrot or beet in the ground(irl) and get multiple back. You'd be lucky if it even grew new tops or keeps the ones it has. Lettuce does not have seed in the middle either, while i'm ranting about inaccurate things. None of this really matters as its a game, but if we were to change how seeds work I would do it as follows:

Crops such as beets, carrots, lettuce, and onions have a later stage after being harvestable where they yield a large amount of seeds, and maybe a lower quality crop or a differently named version of the crop meant to be used as fodder. And I do mean a lot of seeds, maybe just 10, or even something larger like 100 or 1000 from a single seeded tile. In conjunction with that seed amount, the amount of fodder seeds yield would need to be reduced but thatd be offset with the 'fodder' version of the crop you would get.

Lettuce after reaching the point of giving seeds is 3+feet tall and very bitter, but the farm animals will eat it w/out a care. Beets, turnips and carrots that have gone to seed become very 'woody', just harder in general as well as bitter. Onions and leeks for the most part are totally free game before and after producing flowers and seeds. irl the only issue with them going to seed is that they get a firm core, and are more likely to rot. You can even use the leek/onion flower as a neat ingredient. Leeks are okay except for the seed stage being in the middle, i'd push it to the 4th or 5th stage.
So instead of harvesting your beets and planting a third of them right back in the ground you replant with what seeds you saved from the previous growing cycle, and in this harvest you leave a row or section to go to seed for the next planting. In the end you get to keep more of what you grow, replanting would be easier, and its a bit more reflective of real crops. Quality growth might slow with a method like this I suppose, but i'm not convinced that would be a bad thing.

To sum it up:
In all cases I think crops themselves should not be used directly as a seed unless something is added that it actually makes sense for(multiplying onion)
Amount of seeds given from a tile should be large but have their value as fodder nerfed. Buff to seed stacking along with it.
A fodder version of the crops that have gone to seed should be added for at least carrot, turnip and beet

Some crops we have are perfect, but if(big if) jorbtar wanted a more realistic implementation for their crops some of these changes are needed. I don't think any of this is necessary, but if any changes are to take place in farming then I think it should be a correction to how seeds work. Didn't comment on wheat or barley, because i'm not familiar with their actual growing process.
Also maybe fodder of one thing should be differentiated somehow and work better for certain animals? Seeds to chickens wheat/barley to cows, w/e to pigs and so on?
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Re: Seeds For All Crops

Postby Lunarius_Haberdash » Fri Sep 14, 2018 11:54 pm

My only objection is your statement about onions, turnips, beets, etc. These plants can be cut into multiple seed cores and replanted if you do it properly (this is something I've done in my own gardens, albeit not with turnips and beets, but the principle is the same). In this way they function much like seed potatoes.

I actually really like the idea that you won't get seeds back from plants UNTIL they've gone to seed and are no longer useful for food. This requires the farmer to make some distinction between those plants they're going to let go to seed, and those that are used for food.

So, when appropriate, make plants not drop seed when harvested for food but instead make you wait for a seeding stage that comes AFTER the food harvest, not before (as in carrots and turnips).
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Re: Seeds For All Crops

Postby Massa » Sun Sep 16, 2018 10:16 pm

this is such a non issue you wrote such a winded statement over
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Re: Seeds For All Crops

Postby Fostik » Mon Sep 17, 2018 1:02 pm

Offered many years ago in legacy.
Musthave to be.
Also there are some plants that blossoming in wrong stage. For example carrot cant breed more carrots being planted - it will blossom and the carrot itself will become not eaten after that, fresh new carrot will be obtained only after seeds will grow.
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