These ideas are to add some new features in the farming procedure, some beneficial, some obstacles.
- Weeds. These plants will randomly spawn over a crop at a 1:12 ratio. After a 24 real life hour, they will start to decrease the plant quality by 5% per hour. If left uncheck for 8 hours, the crop on the square regardless of quality.
- Enriched/Wither. Each plant will have a .5% random chance of producing crops that are +10 the quality that they would normally be, this percentage will increase to 1% for full future and will not occur at all for full industry. In contrast, there is also a 1% chance of the crops to wither and become useless indicated by browning color hue unaffected by belief sliders.
- Soil quality effect. High quality soil spots will grants small bonus to quality of crops that they are set upon by +sqrt(soil quality*2). However, farming on these quality soil will cause them to decrease based on the number of plants that are sown upon the area. The soil will constantly decrease as long as plants of particular type is replanted there. The effects of soil reduction can be countered by leaving a particular area fallow for a given period of time, ala crop rotation to allow the soil quality to increase back to its original number (or close to it). The other counter to this is to use fertilizer created by constructed compost heaps (suggested by someone in this section of the forum). Fertilizer will halt the soil reduction on a period based on the quality of the fertilizer but with diminishing return each time it is used so eventually crop rotation will be needed later on.
- Irrigation. Allow you to carve a pathway from a water source to your crops. This will add quality bonus based upon the quality of the water. This will also work with water found by dousing rods giving them a more useful benefit than sub par water source that is more convenient..
- Gophers.