1. I disagree here. First of all, 20 snares is alot. If it only took a few minutes to produce that many it would make catching animals trivial and coops worthless. Keep in mind that if playing in a group you should eventually get some coops and barns up, which will (once they are working properly) lower the amount of trapping needed.
Second, a 50x10 farm plot is huge. That would be a crop yield of 500-6000. Don't get me wrong, a bad crop yield would suck, but it is meant to. If you are planting food, an average yield would feed all but large clans for weeks. If farming flax, it would produce enough flax to keep someone busy for several days turning it in to fibers.
A larger clan would need those kind of yields, but they will have several farmers working together, which will reduce the time required to complete it. If you are playing solo or in a small clan, you really shouldn't need that much on a daily basis.
2. I would like to see a way to better organize warehouses.
Valerius wrote:1. I disagree here. First of all, 20 snares is alot. If it only took a few minutes to produce that many it would make catching animals trivial and coops worthless. Keep in mind that if playing in a group you should eventually get some coops and barns up, which will (once they are working properly) lower the amount of trapping needed.
Second, a 50x10 farm plot is huge. That would be a crop yield of 500-6000. Don't get me wrong, a bad crop yield would suck, but it is meant to. If you are planting food, an average yield would feed all but large clans for weeks. If farming flax, it would produce enough flax to keep someone busy for several days turning it in to fibers.
A larger clan would need those kind of yields, but they will have several farmers working together, which will reduce the time required to complete it. If you are playing solo or in a small clan, you really shouldn't need that much on a daily basis.
That would be the minimum sized flax farm you would want/need to make 1 of the most basic articles of clothing per day.
2. I would like to see a way to better organize warehouses.
3. I believe this is already planned.
Willbonney wrote:1. 20 Snares is not a lot, it is to catch what is considered the "lowest level" of farm animals. When I do my dung catching (as that's mostly what it's for), I often makes 20 and set them out, and get to work on 20 more, just to fill 2.5 coops with animals. It takes roughly 4 hours. That is way to much for what I consider to be the "low level" of something.
Second of that part, a 50x10 farm you consider to be large? Well, again, it's not. 1 Linen cloth takes 25 Hanks of Linen, that's 125 flax stems/fibers. The most basic of clothing, "Rags", takes 2 Linen Cloth to make, so 250 flax stems/fibers. To make the next level, is 5 linen cloth, or 625 stem/fibers. So how can you think that a 50x10 flax farm is a lot? That seems to me to be a minimum for anyone wanting to specialize in tailoring.
DichBach wrote:My observations suggest to me that flax yield on fertile soil ranges between 6 and 12 flax stems per cell. 500 cells would be a huge farm in my opinion and yield between 3000 and 6000 flax stems.
I never fertilize and I never use anything but fertile soil. If you plant on depleted soil you may well get a lot lower yields.
Willbonney wrote:I don't know what you're doing to think you get 3000 fibers from 500 cells... with that size of a farm you never have the dung to keep it fertilized, so is all normal soil for the most part. A good harvest from it is out of 10 cells, you have 5 1 stem, and the other 5 either 2 or 3 stems harvests. How you're getting 6 per cell, gotta say, wish I knew your tricks.
On my server with the normal 3 hour plant growth cycle, you get 1 harvest per day. With a 500 cell farm you're looking at 800 flax stems on a good harvest, closer to 600 with a bad one, and 1000 with a great harvest, no where near the 3k.
1000 stems = 500 fibers = 100 hanks = 4 linen cloth. All for that is basically enough cloth for ONE, just one, article of slightly useful clothing. What you are saying is that a player who specializes in nothing but growing and making the materials to make a single article of clothing, should not be able to produce the materials for just one useful article per day... I have issue with that.
Valerius wrote:Willbonney wrote:I don't know what you're doing to think you get 3000 fibers from 500 cells... with that size of a farm you never have the dung to keep it fertilized, so is all normal soil for the most part. A good harvest from it is out of 10 cells, you have 5 1 stem, and the other 5 either 2 or 3 stems harvests. How you're getting 6 per cell, gotta say, wish I knew your tricks.
On my server with the normal 3 hour plant growth cycle, you get 1 harvest per day. With a 500 cell farm you're looking at 800 flax stems on a good harvest, closer to 600 with a bad one, and 1000 with a great harvest, no where near the 3k.
1000 stems = 500 fibers = 100 hanks = 4 linen cloth. All for that is basically enough cloth for ONE, just one, article of slightly useful clothing. What you are saying is that a player who specializes in nothing but growing and making the materials to make a single article of clothing, should not be able to produce the materials for just one useful article per day... I have issue with that.
No mods. I've done some experimenting on my server. I planted several cells in soil, fertile soil, and fertilized soil. Yield is the same, quality is different. Yield seems to be determined by weather, which will be luck of the draw. If all you are getting is 1-3 per cell you are having some very bad luck.
I don't bother with dung at the moment, once we get bigger animals it will be worth collecting. For now it is pointless. I just dig up bad soil and dump it outside my fields and dig up fertile soil elsewhere to replace it. I don't dig up my entire field every day. I do parts of it when I'm either waiting on tubs or crops to grow.
This is a team based game. Specializing in tailoring doesn't mean much if you are expected to collect all of the resources needed to produce your goods. I mostly handle tanning racks and tubs and produce finished tailoring products. I also plant and harvest flax. But we have other farmers that help contribute flax. I don't mess with animals, we have another farmer that handles that. A few other players have hunting that help keep our coops full.
5 players working together are going to produce much more than what 5 solo players working by themselves will produce.
Tymefor wrote:when is it going to sink in that WEATHER affects yield rate not soil quality. soil quality affects flax quality NOT QUANTITY. sigh
stop speculating about whats going on and just jump on your own server and TEST it. It takes like 15 mins of stuffing around in GM mode to figure it out. spawn some quality 1 soil and a quality 1 flax seed. change the weather and accelerate the growth rate. bang sunny weather whole time and on harvest 6 flax result on the WORST possible soil and seeds.
Valerius wrote:I imagine cloth will eventually get balanced, I agree it takes a little too much to produce cloth. Then again we really don't use cloth for anything at the moment. Clothing doesn't serve any purpose other than aesthetics and nobody bothers with the militia skill line since there are no horses in the game yet. If they don't change things moving in to the MMO I would be disappointed. But the solution wouldn't be making it easier to plant 500 cell farms.
Think about this though, personal claims are going to be ~250-400 cells(as I've stated before, I've read conflicting reports on the size) Town claims will be larger, 3850 according to the wiki. Finding room to plant 500 cells worth of crops is going to be difficult.
But a 500 cell farm is very big. I've already mentioned that a yield of 2 per cell is bad, very bad if you keep getting that...Your server has way too much bad weather.
Valerius wrote:I tend to view clothing as a mere status symbol than anything else. In the MMO clothing is going to be at the bottom of the list for things to use flax for. Rope will probably be the first priority early on. Next up would be armor. Keep in mind you aren't going to be making just 1 set of armor for each militia man. You are going to want to have several sets so that you can rearm people who are killed in battle. I'm also not sure how equipment maintenance will work but If you need cloth or hanks to repair damaged armor you will need to stock for that as well. Only after sufficient armor and rope is made and enough reserves are saved would I consider using cloth to make clothing.
Maybe clothing will add some sort of bonus to crafting, that might make it more worthwhile.
Willbonney wrote:
If you look, is already clothing in game that gives crafting bonuses. Only Blacksmith and Cook outfits can be mad at the moment, others take wool so can't be made. Monks outfit can also be made.
Tymefor wrote:when is it going to sink in that WEATHER affects yield rate not soil quality. soil quality affects flax quality NOT QUANTITY. sigh
stop speculating about whats going on and just jump on your own server and TEST it. It takes like 15 mins of stuffing around in GM mode to figure it out. spawn some quality 1 soil and a quality 1 flax seed. change the weather and accelerate the growth rate. bang sunny weather whole time and on harvest 6 flax result on the WORST possible soil and seeds.
DichBach wrote:Tymefor wrote:when is it going to sink in that WEATHER affects yield rate not soil quality. soil quality affects flax quality NOT QUANTITY. sigh
stop speculating about whats going on and just jump on your own server and TEST it. It takes like 15 mins of stuffing around in GM mode to figure it out. spawn some quality 1 soil and a quality 1 flax seed. change the weather and accelerate the growth rate. bang sunny weather whole time and on harvest 6 flax result on the WORST possible soil and seeds.
Two issues:
1. In my experience farming skill level is a major influence on both yield and quality. I've done no systematic observations though.
2. Someone commented on these forums that "spawned chickens do not breed the same as 'natural' chickens." That may be completely false, but I do not know. If it is true, then "testing" by spawning things in GM mode may in itself be erroneous.
We need one of the Bitbox Staff to step up and start establishing the real story on all of these matters. I'm happily still playing the game, but until each and every thread in which these sorts of speculative discussions arise quickly gets an authoritative source, i.e., a dev stepping in to say "Yes" or "No" or "Well sort of, but here is how it works . . ." any attitude about anyone else 'not getting it' seems a bit presumptuous.