About crops.

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DichBach
 
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Re: About crops.

Post by DichBach » 07 Oct 2014, 15:07

Few more observations / questions.

I've got an area of about 4 x 5 that I've been fiddling with trying to understand soil, plowing, etc.

S = slope with forest soil ~7+ height
C = crop (hght of 6.9)
# = decimal of height 9 = 6.9

S S S S S
9 8 8 8 8
8 7 8 8 8
8 C C C 8
8 8 8 8 7

I think those three crop plots are peas and onions.

1. I noticed that the height values are in different colors in observe mode in terraforming. The numbers on the crop plots and all the 6.8 height tiles are in yellow. The two tiles that are slightly lower (6.7) are in green. The heights above about 6.9 as it slopes up are in orange.

Is this just relative values or do the numbers mean something more? Like is a slightly lower piece of land better for crops because it will collect more water?

2. Fiding an area with out pockets of forest soil can be a pain. I've dug down two or three patches in this area I'm working on by a meter and STILL was hitting forest soil.

3. Signs to assist with sorting soil into types an quality would be awesome.

4. Poured soil seems to be indistinguishable from "plowed" soil.

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DichBach
 
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Re: About crops.

Post by DichBach » 13 Oct 2014, 14:41

I have now played a good 80 to 100+ hours as a farmer/lumberjack.

It is possible to deplete a LOT of soil. It appears that, at present there are really only two options for reinvigorating that soil:

1. Dig it up and replace it with a scoop of fertile soil from some other location.

2. Pour dung on it to fertilize it.

Dung production, with only hare and chickens is rather slow, and I have generally found it necessary to resort to method #1 in order to produce large quantities of flax and food.

One suggestion I would propose to the developers to consider is to try to implement (if possible) a restoration by leaving the land fallow, and or crop rotation systems.

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Deantwo
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Re: About crops.

Post by Deantwo » 13 Oct 2014, 15:29

DichBach wrote:One suggestion I would propose to the developers to consider is to try to implement (if possible) a restoration by leaving the land fallow, and or crop rotation systems.

Or maybe just more Dung.
One per % on the Dung'o'Meter should do it, I think.

And let us clean with less then 20%?
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DichBach
 
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Re: About crops.

Post by DichBach » 20 Oct 2014, 12:59

I have a feeling the animals are still borked.

Previous server I played on had AnimalBFPeriod set to 60. That seemed rather slow.

I've got mine now set to 24. That also seems slow, maybe even SLOWER I am not sure.

Went to bed last night with two or three animals in each of five coops, all of whom had a hundred+ apples . . .this morning, they all died of old age, and no recorded breeding on the log.

Gonna try turning AnimalBFPeriod to 1 and day cycle to 0.5 (instead of 3 and see what that does).

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Deantwo
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Re: About crops.

Post by Deantwo » 20 Oct 2014, 15:18

DichBach wrote:Went to bed last night with two or three animals in each of five coops, all of whom had a hundred+ apples . . .this morning, they all died of old age, and no recorded breeding on the log.

Was there room enough left for more animals to be born?
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Uno
 
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Re: About crops.

Post by Uno » 20 Oct 2014, 15:50

two or three animals in each coop is a lot of room left for breeding.
Animals in coops just don't breed and the breeding pens are not usable. I don't doubt the devs increased breeding rates in the last patch, however when the base factor is zero, and operation on it will return a zero.

Dung production is even too much IMHO, bunnies don't even produce dung at all (in reality). Surely dung production was dependant on cows & livestock by design, but for some reason implementing a cow item appears to be a lot more complicated than implementing a bunny item, or so a lot of posters would want me to believe.

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DichBach
 
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Re: About crops.

Post by DichBach » 20 Oct 2014, 15:53

Deantwo wrote:
DichBach wrote:Went to bed last night with two or three animals in each of five coops, all of whom had a hundred+ apples . . .this morning, they all died of old age, and no recorded breeding on the log.

Was there room enough left for more animals to be born?


Had like 2 or 3 animals in each coop and 100+ apples.

Have been doing some more testing in GM mode on this today.

Posting a "bug" report on it right now.

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Puschpa
 
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Re: About crops.

Post by Puschpa » 20 Oct 2014, 16:24

Yesterday when I left the game in the later evening I had 13 Chicken and 8 Hares in the coop, most of them age 6/7. This morning I got several red messages about Chickens/Hares died of old age, but also one green message "Little Hare of 55 quality was born!" So, breeding basically works, but at a very awful rate, regarding the losses of death by old age. Animals should breed during the most time of their life circle, not only on the last day, with great luck...

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DichBach
 
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Re: About crops.

Post by DichBach » 20 Oct 2014, 16:30

Puschpa wrote:Yesterday when I left the game in the later evening I had 13 Chicken and 8 Hares in the coop, most of them age 6/7. This morning I got several red messages about Chickens/Hares died of old age, but also one green message "Little Hare of 55 quality was born!" So, breeding basically works, but at a very awful rate, regarding the losses of death by old age. Animals should breed during the most time of their life circle, not only on the last day, with great luck...


Ah good to know. So it just very, very low probability.

However, based on my testing player controlled "selective" breeding (what I see some refer to as "forced" or "manual" breeding) does not work:

https://lifeisfeudal.com/mantis/view.php?id=1778


Uno
 
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Re: About crops.

Post by Uno » 21 Oct 2014, 08:57

I would say that the breeding chances are maybe not the real problem but the fact that animals only try breeding near death. If they tried earlier (3/4+ years), chances would automatically increase as well.

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Puschpa
 
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Re: About crops.

Post by Puschpa » 21 Oct 2014, 11:12

Uno wrote:I would say that the breeding chances are maybe not the real problem but the fact that animals only try breeding near death. If they tried earlier (3/4+ years), chances would automatically increase as well.


Exactly THIS. Hens and Hares should start to breed between an age of 2 and 4, and should stop breeding after the age of 6. It would add much more to realism, and you would still be able to slaughter them in time, before they die by old age.

Now you have to keep them until their last day, and they MAYBE yield 1 or 2 offsprings and then die by old age - what means, you will also lose their products like skins, feathers etc. Until this changes, I will no longer try to breed animals, but cull them at the age of 7, as long my village needs the products - even if it is a pita to collect the materials for the traps I have to set constantly -.-

Another thing that bothers me is, that we hold hares in our coops - it should be rabbits. Hares never was suitable and intended to be held as farm animals.

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Vanethian
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Re: About crops.

Post by Vanethian » 21 Oct 2014, 12:12

I think there are 4 levels of growth, and each one is 3 hours or something like that.

Can you confirm this? I'm not sure about it.


KingOfHell
 
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Re: About crops.

Post by KingOfHell » 21 Oct 2014, 12:23

Vanethian wrote:I think there are 4 levels of growth, and each one is 3 hours or something like that.

Can you confirm this? I'm not sure about it.

there are 8 levels of growth for plants, each level is the ingame day, so if server has 3 hour day/night it will take 24 hours to grow, but if there is good weather and stuff like that it increases the speed, so it usually takes less.

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Puschpa
 
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Re: About crops.

Post by Puschpa » 21 Oct 2014, 13:21

The length of the growth cycles isn't affected by weather conditions, but the QL of the harvest.


Uno
 
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Re: About crops.

Post by Uno » 21 Oct 2014, 14:04

growth stages are per ingame dawns, it doesn't make much sense to speak about real time hours when this is a variable not only in the game day config but also at what point of the day you planted the crops.

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Deantwo
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Re: About crops.

Post by Deantwo » 21 Oct 2014, 16:02

DichBach wrote:
Deantwo wrote:
DichBach wrote:Went to bed last night with two or three animals in each of five coops, all of whom had a hundred+ apples . . .this morning, they all died of old age, and no recorded breeding on the log.

Was there room enough left for more animals to be born?


Had like 2 or 3 animals in each coop and 100+ apples.

Have been doing some more testing in GM mode on this today.

Posting a "bug" report on it right now.

"100+ apples" doesn't mean you didn't fill the whole coop, it just means you put in more than 100 apples.
And I don't know how many apples you can fit in a coop total, but since you failed again to say the amount of free space.

*Checks the wiki and does some math*

Some info on the wiki though:
http://lifeisfeudal.gamepedia.com/Coop
  • Coop capacity is 60 stones
  • A hare takes 2 stones
  • A chicken takes 3 stones
  • An apple takes 0.25 stones

So 3 chickens are 9 stones.
100+ apples are 25+ stones.
Total: 34+ stones.
That leaves 26- stones capacity in the coop.

See why I hate the "100+" now? It makes math look really stupid.
Just take a screenshot next time? Please?
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Vyper
 
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Re: About crops.

Post by Vyper » 21 Oct 2014, 16:48

Crops seem broken for me after the last patch. Can't get more than 1 or 2 harvest for each food item planted. Cooking also has gone from making q.80 items to making the exact same items for <35q using the same caldron. Seems like the blacksmith "fix" has broken some other stuff maybe?

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Deantwo
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Re: About crops.

Post by Deantwo » 21 Oct 2014, 17:18

Vyper wrote:Crops seem broken for me after the last patch. Can't get more than 1 or 2 harvest for each food item planted. Cooking also has gone from making q.80 items to making the exact same items for <35q using the same caldron. Seems like the blacksmith "fix" has broken some other stuff maybe?

Could just have been bad weather.
There are so many invisible variables for corps that it almost seem random.

Read this if you didn't:
about-crops-t2442/page10/#p24895
Last edited by Deantwo on 22 Oct 2014, 18:10, edited 1 time in total.
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Puschpa
 
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Re: About crops.

Post by Puschpa » 21 Oct 2014, 18:08

I've experimented a lot the last days with crops and harvesting, made an Excel file with all informations for every plot on my farm, and I came to the conclusion, the QL of the soil has no noticeable influence on the QL and amount of the harvest. Fertilizing I left out atm, because the amount of dung we get from coops is marginal.

I've planted on fresh fertile soil and on already (many times) used soil, QL range of the soil from around 4 up to 90+, seeds QL also from the low 20s up to the high 90s - and I got harvest amounts between 1 and 12 per plot, QL mostly between 30some and 90+ regardless of the plots soil QL, BUT, I got the low QL and amount results separately from the high QL and amount results per harvest. The complete harvest was either exceptional or completely SH**, there was never a mix of it.

2 days ago I had a ratio of 1:6 (80 plots, got around 450+ crops/flax from it), today in the morning the ratio was nearly only 1:1 (80 plots, result of less than 100)

So the weather seems to have a real great influence, but I've not yet found out how exactly. I've planted and harvested in sunny and rainy conditions, it doesn't matter. So I think, it is the accumulated weather during the whole growth period, which makes the harvest a great success, or a great fail .

And I have another thought - what if there are a kind of (still hidden) seasons?

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Tymefor
 
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Re: About crops.

Post by Tymefor » 22 Oct 2014, 00:32

Puschpa wrote:I've experimented a lot the last days with crops and harvesting, made an Excel file with all informations for every plot on my farm, and I came to the conclusion, the QL of the soil has no noticeable influence on the QL and amount of the harvest.


From FAQ

Question: What will determine the amount of crops obtained from farming a single tile?

Answer: Quality of soil these crops are growing on.

So if your results aren't showing that id suggest that it is a bug. Which has been reported on mantis many times.

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DichBach
 
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Re: About crops.

Post by DichBach » 22 Oct 2014, 10:02

Well whattaya know . . . apples take up room in coops . . . one really must regard everything said or written about this game with some skepticism, because I had been operating on the false premise that you could stick any large amount of apples in there and it was better to stick more so that they had more to eat.

If I left inadequate room for new animals then much of my effort may have been wasted.

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Deantwo
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Re: About crops.

Post by Deantwo » 22 Oct 2014, 18:12

DichBach wrote:Well whattaya know . . . apples take up room in coops . . . one really must regard everything said or written about this game with some skepticism, because I had been operating on the false premise that you could stick any large amount of apples in there and it was better to stick more so that they had more to eat.

If I left inadequate room for new animals then much of my effort may have been wasted.

Well hopefully it'll work better for you now. ^^

Looking forward to hear if you get some new borns.
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