About crops.

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Alive
 
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About crops.

Post by Alive » 23 Sep 2014, 08:34

Well. I have 72 in farming. Plowed some ground, sow a seed, and nothing. It not growing. Any advice to deal with it, or this part of game dont work in this moment?


Alfie
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Re: About crops.

Post by Alfie » 23 Sep 2014, 09:13

It does work (takes a good amount of time to grow).

I don't fully know the process to help you unfortunately. I just wanted to ask you if your grass distance is on 0 (bottom right in video options)?

If it is turn it up as it effects the rendering of crops as you may of done everything right. If not hopefully someone who knows the process can help you.
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Saintbob001
 
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Re: About crops.

Post by Saintbob001 » 23 Sep 2014, 11:02

Hey dude,

I've been testing farming and crops... and noticed that after 10 to 12 hours the crops had grown to a point that you can see some growth. But you can't had set yet.
After around another 4 to 6 hours you can then harvest the crops. So from what I've seen it takes around 16 to 24 hours for crops to become harvestable. This is of course real life time.
Their are also tons of different variables that will affect the yield and growth time of the crops. Hope this helps.


Alive
 
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Re: About crops.

Post by Alive » 23 Sep 2014, 22:04

Thx guys. Waitng helps.


Noodleguitar
 
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Re: About crops.

Post by Noodleguitar » 24 Sep 2014, 00:32

It seems there is a certain time stamp when the farm crops get updated. On the server I am on it happened on what seemed exactly midnight, so the start of a new day triggered a growth stage.

I'm unsure if this can be exploited by for example planting something slightly before midnight in order to shorten the growing time.


Jarkarll
 
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Re: About crops.

Post by Jarkarll » 24 Sep 2014, 00:56

Noodleguitar wrote:It seems there is a certain time stamp when the farm crops get updated. On the server I am on it happened on what seemed exactly midnight, so the start of a new day triggered a growth stage.

I'm unsure if this can be exploited by for example planting something slightly before midnight in order to shorten the growing time.


Unfortunately, it seems more like it just grows after a set amount of time. Some crops grow faster than others, by the way. I've planted before at exactly 11:59, my plants did not grow a minute later.


Alfie
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Re: About crops.

Post by Alfie » 24 Sep 2014, 08:33

Noodleguitar wrote:It seems there is a certain time stamp when the farm crops get updated. On the server I am on it happened on what seemed exactly midnight, so the start of a new day triggered a growth stage.

I'm unsure if this can be exploited by for example planting something slightly before midnight in order to shorten the growing time.


I'm 90% sure it's a set amount of time, not the time of the day based on how my guildies crops are growing and how it appeared to be working in the pre alpha. Could be wrong on that of course as I haven't done it myself to say for sure.
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Noodleguitar
 
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Re: About crops.

Post by Noodleguitar » 24 Sep 2014, 11:49

Jarkarll wrote:Unfortunately, it seems more like it just grows after a set amount of time. Some crops grow faster than others, by the way. I've planted before at exactly 11:59, my plants did not grow a minute later.


I was talking about in-game midnight. I visibly noticed a moment of lag (not sure if server or client side), after which it got a little darker and almost, if not all of, my crops had grown a stage.
Could be coincidence of course, in case I planted it exactly 1 in-game day earlier. But planting stuff takes a while and after that "update" that I noticed my crops updated simultaneously, disregarding the individual planting time offsets, if that makes sense.

Of course I'm not saying that there cannot be more update time stamps throughout a day.


Uno
 
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Re: About crops.

Post by Uno » 24 Sep 2014, 12:56

from my observations (I don't do farming but I can still see crops growing) the growth time is based on game time - pretty sure it applies to animals as well. So real life hours aren't a correct meter because the day-night cycle is a server setting and could (and does) vary.


Vespar
 
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Re: About crops.

Post by Vespar » 24 Sep 2014, 13:50

Crops need light, clear out the trees that cast shadows on your crop.


Spage0987
 
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Re: About crops.

Post by Spage0987 » 24 Sep 2014, 20:26

Do the crops need constant light from sunrise to sunset?

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Jeorg
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Re: About crops.

Post by Jeorg » 24 Sep 2014, 20:57

Spage0987 wrote:Do the crops need constant light from sunrise to sunset?

welp, as a bit of a farmer, I ll just say no. Better growth with good light I reckon, but I have some in the shadow of me orchard and they come up pretty good.

My biggest question is, Y'all reckon it will rain?


Spage0987
 
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Re: About crops.

Post by Spage0987 » 24 Sep 2014, 21:05

I don't ever even see rain...I play single player mode

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Jeorg
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Re: About crops.

Post by Jeorg » 24 Sep 2014, 21:06

Spage0987 wrote:I don't ever even see rain...I play single player mode

lol no. not yet.... no weather.


Spage0987
 
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Re: About crops.

Post by Spage0987 » 24 Sep 2014, 21:09

So crops will still grow without water...? I've been waiting for a long time for crops to grow....I even changed the 3 hours grow time to 30mins in my Single PLayer world

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Jeorg
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Re: About crops.

Post by Jeorg » 24 Sep 2014, 21:14

Spage0987 wrote:So crops will still grow without water...? I've been waiting for a long time for crops to grow....I even changed the 3 hours grow time to 30mins in my Single PLayer world

at this time, yes.
I have never once watered a crop, not now or just before release, and they always grow.
24 hour cycle on full growth is what I ve always had.
But I don't roam beyond 6 or 4 much, except to look in on questions on occasion.
Default of 3.


Spage0987
 
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Re: About crops.

Post by Spage0987 » 24 Sep 2014, 21:19

lol wow....well i know what was wrong...i had grass rendering set to 0. So apperently you won't see the crops either... :/


Aldebaran
 
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Re: About crops.

Post by Aldebaran » 25 Sep 2014, 00:47

I got some crops to grow, and even harvested them, terrible yield, and it left the soil a really icky depleted look. Ho do I fertilise?


DeathEmber
 
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Re: About crops.

Post by DeathEmber » 25 Sep 2014, 16:55

My experience:

In the data files (we did some mining) there is a weather forecast... days 1-10 are all rainy and will increase your yield of crops greatly. Several days after that are hot & dry and yields will fall. There is no in-game graphic for rain (there is fog) so you will have zero indication if it is wet or dry (hopefully this is implemented shortly)

Edit; Also noticed on the game loading screen it mentions watching forecast for rain for your crops. lol



Ground quality affects yield.

Every time you farm the same cell the quality falls until it becomes barren.

Barren soil needs to be fertilised with dung to increase the yield. (obtained from coops) Fertilising soil multiple times and digging it up has revealed that multiple uses increases soil quality with each use. 100% soil quality seems possible in theory.

Plant growth timer on the server settings seems to be PER STAGE. If you plant a tree and have it set to 0.5, in 30 minutes (irl time) it'll grow one stage.

If not harvested within a certain amount of time (some debate, I suspect related to growth timer differences for different plants, and via server growth timer setting) it will die and the plot will become vacant but remain plowed.

So far our best yields have been on fresh soil that has not had anything grown on it, fertilised, then planted and harvested after being up for a couple of growth stages.


Thoughts still in question:
Does rotating crops on a single cell increase yield? It seems planting the same crop on the same cell and harvesting decreases yield. I'm contemplating 4 5x5 plots of ground. IRL Crop rotations that work in game: Potato -> Peas -> Cabbage -> Onions -> Potato... (needs testing)

We've had some issues with harvesting IMMEDIATELY after the cell matures to be harvestable only yielding 1. Theory is waiting longer after maturity increases yield up until the crop dies and all harvesting has been lost. (needs testing)
Last edited by DeathEmber on 25 Sep 2014, 18:27, edited 2 times in total.

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Deantwo
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Re: About crops.

Post by Deantwo » 25 Sep 2014, 18:04

That amount of complexity almost makes me afraid of being a framer now.
Really need good indecation for this things. Working with invisible variables is not all that fun.
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Re: About crops.

Post by Noodleguitar » 26 Sep 2014, 00:11

Rodrick wrote:Barren soil needs to be fertilised with dung to increase the yield. (obtained from coops) Fertilising soil multiple times and digging it up has revealed that multiple uses increases soil quality with each use. 100% soil quality seems possible in theory.


So if you were to fertilise the ground multiple times, even if it shows the newly plowed texture, it would still increase the soil quality? I did notice a barren texture when you plow -> plant -> harvest and then plow again. One use of fertiliser brings the soil quality up to normal again (unlimited dung, woohoo). Multiple uses don't change the texture any more, but if the soil itself increases in quality it could very well affect crops indeed.

I also found that I was able to harvest rich yields from all crop types (4 - 12 units) today. I'm not sure if it was because of the planting conditions (planted on a sunny day) or because I left the mature crops for a while. From my experience, the seeds quality doesn't have a big impact.


LordWiese
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Re: About crops.

Post by LordWiese » 26 Sep 2014, 01:06

I'm our groups main farmer, and that helps a lot, thank you!

For some reason I'm taking a liking to the hippy skills in the game. ;)


DeathEmber
 
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Re: About crops.

Post by DeathEmber » 26 Sep 2014, 08:04

After numerous tests today, we did infact find that leaving crops longer after they ripen did increase yield greatly.

After planting in a field, I harvested 1 crop each IRL halfhour (what our server growth was set to) and noticed a steady increase in yield. however we did not get to the point crops died (each had 3x3 plots). Before all were harvested.

haven't experimented with rotation yet.


Matheuz
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Re: About crops.

Post by Matheuz » 26 Sep 2014, 10:32

Can confirm when you wait to long the corps are lost.. we have the time multiplayer ata 3 and the best time to farm is afert 20 hours.. at 24 hours its lost.. then we become 4-12 from 1 cell.


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Re: About crops.

Post by Proximo » 26 Sep 2014, 19:07

I haven't managed to obtain dung from the chicken coops at all yet, what is your breeding/feeding rates set too.

I leveled animal lore off collecting eggs at what seemed random times.


BurghUK
 
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Re: About crops.

Post by BurghUK » 01 Oct 2014, 20:48

SO My group currently has the issue that our farmer planted crops 2 days ago and they have yet to show any signs of growth.

As far as im aware the server settings are default , what are we doing wrong?
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Valiantjared
 
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Re: About crops.

Post by Valiantjared » 01 Oct 2014, 22:10

Noodleguitar wrote:
Rodrick wrote:Barren soil needs to be fertilised with dung to increase the yield. (obtained from coops) Fertilising soil multiple times and digging it up has revealed that multiple uses increases soil quality with each use. 100% soil quality seems possible in theory.


So if you were to fertilise the ground multiple times, even if it shows the newly plowed texture, it would still increase the soil quality? I did notice a barren texture when you plow -> plant -> harvest and then plow again. One use of fertiliser brings the soil quality up to normal again (unlimited dung, woohoo). Multiple uses don't change the texture any more, but if the soil itself increases in quality it could very well affect crops indeed.

I also found that I was able to harvest rich yields from all crop types (4 - 12 units) today. I'm not sure if it was because of the planting conditions (planted on a sunny day) or because I left the mature crops for a while. From my experience, the seeds quality doesn't have a big impact.

how the heck did you get dung? gm spawned?


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Re: About crops.

Post by Ravenclad » 01 Oct 2014, 22:14

Rabbits man, they crap like mad in a coop. Just gotta keep them fed.
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Deantwo
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Re: About crops.

Post by Deantwo » 02 Oct 2014, 06:09

BurghUK wrote:SO My group currently has the issue that our farmer planted crops 2 days ago and they have yet to show any signs of growth.

As far as im aware the server settings are default , what are we doing wrong?

Is the soil fertilized?
Once you have have grown something in "Fertile Soil" and harvested it, the soil becomes "Soil". crops grow really slowly in " Soil".

You can do this things to fix this. Either you can fertilize the "Soil" cell with dung (poop) from a coop, or you can dig up the "Soil" and replace it with "Fertile Soil".

One other thing. If your "grass render distance" is set to 0 (zero), the crops will not render.
You can still go and right-click the cell though to see if it is ready to be harvested or nothing planted.
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DichBach
 
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Re: About crops.

Post by DichBach » 07 Oct 2014, 13:49

The little group I've joined up with needed a farmer so I've taken it on as a primary role. Observations:

A. Plowing (with a shovel, not a plow) seems to be the most efficient way to level up the skill. I suppose if you have lots of apples to harvest, that may be better, but our apple trees are taking forever to mature and yield apples.

B. Harvesting wild plant foods (with primitive sickle, we cannot make steel yet to make the sickle): just anecdotal but . . . potatoes seem to yield from sloped dirt piles more often. In the span of 40 tiles I harvested 6 potatos, 5 of which were from a sloped dirt pile at the base of our town palisade. Grapes MIGHT come from sandy soil more? Carrots no observed pattern. These are very small sample sizes so who knows; might be nonsense I'm spouting.

C. Not sure what the server's plant setting is on ours, but I doubt it is set to a long grow time. That said, planting on fertile soil seems to a long time for stuff to grow.

D. It seems to be possible to "flatten ground" both after it has been plowed, and after it has been planted. I don't know if this will tend to have a bad effect on it.

Few issues I'm not seeing discussed, and figure we can wonder outloud together:

1. Fertile soil vs. forest soil. Presumably fertile soil is better for crops?

2. Fertile soil quality: having prepared the area for our fields by getting it all to the same elevation and flattening it (maybe a mistake not sure) I've yielded a wide range of fertile soil quality. I've got about 2 cm worth of 100Q, 6cm of ~85, 10cm of ~70 and so on like that down to ~60 of ~15Q soil. One would think that given quality effects are important in most other aspects of this game, that using the highest quality fertile soil would be beneficial (as well as fertilizing it).

3. Flattening: depending on what this actually means, it might be very bad for crops, or it might not be so bad. Also might be okay for some, and not okay for others. Wheat for example, I believe does best on nice level soil. Potatos on the other hand, I have always seen planted in little humps.

4. Slope and water: One would think that proximity to water would impact the growth of crops. Not sure. I'm tempted to pour a strip of moderately high quality soil along a lake, and plow it and plant it and see how it does. As far as slope, IRL some crops like to be more moist than others, one would think that being upslope or down slope relative to the surrounding land might have some effects.

I'm impressed if the devs have actually considered half of this stuff, and if it is implemented or halfway implemented than I'm really impressed :D

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