Wax farm mechanics and design

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Re: Wax farm mechanics and design

Postby DDDsDD999 » Sun Jul 28, 2013 9:20 am

Destroy.
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Re: Wax farm mechanics and design

Postby Xcom » Sun Jul 28, 2013 12:50 pm

Lordtimo wrote:Is it also possible to just put the beehive inside a house or far away from the crops while replanting them? Or do i have to destroy and rebuild it?


The whole part about destroying them is regarding reseted beehives.

This doesn't matter early world where carrots are lower then 100 or closer to 100Q but W6 end carrots were up in the 1000s. Going from a reseted Q100 beehive to Q1000 was about 4 days of work. If its possible to inherit the first Q or the carrot changing stage you can skip the whole Q upping of the beehive. But as soon as you hit that golden spot where the beehive is the same Q as the crops you don't need to rebuild it just need to move it out of the way of a the crops you replant.

But this still needs to be confirmed.
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Re: Wax farm mechanics and design

Postby Sevenless » Sun Jul 28, 2013 4:01 pm

Xcom wrote:
Lordtimo wrote:Is it also possible to just put the beehive inside a house or far away from the crops while replanting them? Or do i have to destroy and rebuild it?


The whole part about destroying them is regarding reseted beehives.

This doesn't matter early world where carrots are lower then 100 or closer to 100Q but W6 end carrots were up in the 1000s. Going from a reseted Q100 beehive to Q1000 was about 4 days of work. If its possible to inherit the first Q or the carrot changing stage you can skip the whole Q upping of the beehive. But as soon as you hit that golden spot where the beehive is the same Q as the crops you don't need to rebuild it just need to move it out of the way of a the crops you replant.

But this still needs to be confirmed.


Fresh hive run = 4 q107 wax (was running a smaller # of tiles)

Reset hive run = 3 q105 wax, 4 q106 wax in that order

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The two runs I've done, those are the results. I'm waiting on a bit higher q difference from 100 to give clearer data.
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Re: Wax farm mechanics and design

Postby Deadlift_pro » Wed Jul 31, 2013 9:29 pm

Here are my findings regarding wax farming:

(these were done using a 280~ tile carrot field and an alt running with a bot to harvest wax within milliseconds of it becoming ready to harvest)

batch 1) all crops were planted within 20~ minutes and a beehive constructed seconds after, total yield was 8 q145 wax and ql of q145 honey

batch 2) before replanting crops i destroyed the old beehive, as has been my method for farming wax since w5. after all the tiles were replanted i built a new hive. total yield 8 q149 wax and 1l of q149 honey

batch 3) this batch was somewhat of a test, i put the old hive from batch 2 in a boat roughly 2 hours after carrots hit final stage, and brought out after all crops planted. total yield was 3 q100 wax, 1 q115 wax, and 1 q118 wax. after this point i just said fuck it and logged all my wax farm characters off, so there may have been more wax produced.

wax/honey quality is based on the average of all crops within beehive radius.


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Re: Wax farm mechanics and design

Postby Sevenless » Thu Aug 01, 2013 3:30 am

Means we're looking at roughly 35 tiles harvested per wax produced. My test run was 40ish tiles a pop.

Xcom seems to guesstimate that a fully bot harvested farm (scythe/preplowed replanting) was getting 6-8 wax per crop change, or 25-35 tiles of harvesting per wax roughing off 600 tiles as a rounded number in said circle.

I'd like to do a full circle myself to test, but I'm unfortunately voting that bigger is better for this. Thanks for the confirm on the hive quality mechanic.
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