Crop growth time randomisation

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Crop growth time randomisation

Postby KwonChiMin » Thu Feb 21, 2019 5:59 pm

Any chance to lower randomisation value of crop growth time?

The field of beetroot planted by same character at the same time has crops of 2-3-4 stages in the same time.
The field of flax grow from 3 to 4 stage 12 hours already and has not finished yet.

Farming is so fucked by this.
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Re: Crop growth time randomisation

Postby dullah » Thu Feb 21, 2019 6:13 pm

do you have enough beeskeps ?
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Re: Crop growth time randomisation

Postby Burinn » Thu Feb 21, 2019 6:18 pm

KwonChiMin wrote:Farming is so fucked by this.


Cold take. It's really not bad at all.
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Re: Crop growth time randomisation

Postby KwonChiMin » Thu Feb 21, 2019 6:26 pm

dullah wrote:do you have enough beeskeps ?

it`s the same field by the same beehive.

Burinn wrote:Cold take. It's really not bad at all.


well... i`m even okay with maximum crop growth timer, gives "farmer" time to do some other stuff... but that delta between min and max is stupidly high.
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Re: Crop growth time randomisation

Postby Sevenless » Thu Feb 21, 2019 6:31 pm

I think what dullah was getting at is that beeskeps have a maximum number of crops they can boost at a time.

The math escapes me, but it's possible to overwhelm one skep and have it not boost the entire field

Ironically, when checking the wiki I found a quote from myself on the topic:

"Each time a crop grows to the next stage, it checks if there's a beehive within range. If it finds beehive, the time before the next stage change is reduced, and the beehive receives a usage tick. Beehives can store up to 50 uses (and noting how jorb worded it, it's likely they start will a full 50 when first created), and will regenerate 6 uses per hour. Crops using a beehive will cause honey and wax production (exact mechanics unknown), but jorb has stated there is a low level of base production of honey/wax by a hive even if it has no crops nearby." -Sevenless
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Re: Crop growth time randomisation

Postby KwonChiMin » Thu Feb 21, 2019 6:41 pm

Sevenless wrote:I think what dullah was getting at is that beeskeps have a maximum number of crops they can boost at a time.

The math escapes me, but it's possible to overwhelm one skep and have it not boost the entire field

Ironically, when checking the wiki I found a quote from myself on the topic:

"Each time a crop grows to the next stage, it checks if there's a beehive within range. If it finds beehive, the time before the next stage change is reduced, and the beehive receives a usage tick. Beehives can store up to 50 uses (and noting how jorb worded it, it's likely they start will a full 50 when first created), and will regenerate 6 uses per hour. Crops using a beehive will cause honey and wax production (exact mechanics unknown), but jorb has stated there is a low level of base production of honey/wax by a hive even if it has no crops nearby." -Sevenless



I know that math, but the mentioned beetroot field is half covered by beehive. 2-3-4 stages were and on the side with beehive, and on the side without it.
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Re: Crop growth time randomisation

Postby Sevenless » Thu Feb 21, 2019 6:54 pm

How many tiles of beetroots? My farm usually only has a spread of 2 stages at a time.
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Re: Crop growth time randomisation

Postby KwonChiMin » Thu Feb 21, 2019 7:12 pm

Sevenless wrote:How many tiles of beetroots? My farm usually only has a spread of 2 stages at a time.

again, 2-3-4 stages on a field without beehive.

also 5x10 field with beehive with 2-3-4 stages
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Re: Crop growth time randomisation

Postby Aceb » Thu Feb 21, 2019 7:13 pm

Are You sure You didn't mixed like harvested crops with WWW fresh seeds, which could affect that?
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Re: Crop growth time randomisation

Postby KwonChiMin » Thu Feb 21, 2019 7:24 pm

Aceb wrote:Are You sure You didn't mixed like harvested crops with WWW fresh seeds, which could affect that?

O.o no. replanted same field.
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