Crops Broken?

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Re: Crops Broken?

Postby Kaios » Mon Jan 16, 2017 7:00 pm

jorb wrote:Each crop has a quality field unique to itself.

The quality is, every harvest, randomly changed from -5 to +5, if your crop quality is below the local quality field for that crop.

The quality is, every harvest, randomly changed from -5 to +2, if your crop quality is above the local quality field for that crop.


What I don't understand is the difference between the quality field unique to a crop and the "local quality field" or are they referring to the same thing? As in, planting carrots on a certain biome or in a specific part of the map would be better for their quality than it would elsewhere? Idk it's confusing.
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Re: Crops Broken?

Postby sMartins » Mon Jan 16, 2017 7:03 pm

We'll figure that out very soon :D I bet on the WWW thing, it would make sense....but maybe it's not just cause it makes sense :D
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Re: Crops Broken?

Postby Potjeh » Mon Jan 16, 2017 7:10 pm

Do these quality fields go under 10?
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Re: Crops Broken?

Postby loftar » Mon Jan 16, 2017 8:32 pm

Kaios wrote:What I don't understand is the difference between the quality field unique to a crop and the "local quality field" or are they referring to the same thing?

They are indeed referring to the same thing.

Potjeh wrote:Do these quality fields go under 10?

The absolute minimum should be 50.
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Re: Crops Broken?

Postby sabinati » Mon Jan 16, 2017 8:41 pm

jorb wrote:Crop quality changes randomly every time you harvest a plant.

Each crop has a quality field unique to itself.

The quality is, every harvest, randomly changed from -5 to +5, if your crop quality is below the local quality field for that crop.

The quality is, every harvest, randomly changed from -5 to +2, if your crop quality is above the local quality field for that crop.

The quality is always negatively affected if your farming value is lower than your crop quality.

Each crop tile is randomized individually.

This is the same mechanic as in legacy, barring the quality fields change, and the change to how the farming value is used.

Testing cannot immediately reproduce a problem with this, but it may depend on local variables. Please verify that there is indeed a real problem here. There is a decent chance that you have simply had a few bad rolls of the dice on small batches.


randomizing individual tiles sucks, sorting sucks. quality change at harvest sucks but i can understand it. quality is not calculated at planting so noobs can plant but not harvest again, vs the opposite last world.

each tile is also randomized with the multiple outputs which means you can get a q6 fiber a q16 seed from a q11 hemp/flax plant.
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Re: Crops Broken?

Postby jorb » Mon Jan 16, 2017 8:46 pm

Doesn't replanting at arbitrary distances in time and space, to get more random rolls, also suck?
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Re: Crops Broken?

Postby shubla » Mon Jan 16, 2017 8:48 pm

jorb wrote:Doesn't replanting at arbitrary distances in time and space, to get more random rolls, also suck?

Old system was way better
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Re: Crops Broken?

Postby loftar » Mon Jan 16, 2017 9:01 pm

shubla wrote:Old system was way better

By "old", do you mean the previous system, or that previous to that one? Because the present one is more akin to the oldest system.
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Re: Crops Broken?

Postby Kaios » Mon Jan 16, 2017 9:11 pm

What is the purpose behind these changes? If it's meant to make it harder to bot farming and it actually does then cool I don't care how it works in that case. If the changes do nothing in that regard and only make it more tedious for the average player well I don't see the what the intention was.
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Re: Crops Broken?

Postby shubla » Mon Jan 16, 2017 9:56 pm

loftar wrote:
shubla wrote:Old system was way better

By "old", do you mean the previous system, or that previous to that one? Because the present one is more akin to the oldest system.

I mean the world nein system. It was very good. You could just replant bunch of crops without worrying about micro-management with sorting seeds according to quality.
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