PC feedback/experience

Spoiling and harvesting difficulties are already implemented in the Starvation mod.

-Crops require water blocks to be within 3 blocks.

-Crops are susceptible to plague, requiring pesticides or electric bug repellent and quick removal of 'bad crop' before spreading.

-Crops get attacked by rodents unless guarded. They also attack POI fields the moment you first come across them, so you have to pick as you get there, otherwise they will be destroyed upon return.

-All non-canned food will spoil (quickly) unless stored in a powered refrigerator (yours, POI fridges do not work).

-Crop yield times are dependent upon weather, the new weather physics have 'winter' and most crops will not grow during those months.

-salt is a minable resources and used with meat and fish for anti-spoilage.

-Canning machine can be crafted to make your own canned food for future consumption.

I cannot say how much difference there is between the mod yield turns vs vanilla. It feels like some crops take much longer during the season change (fall and spring) than vanilla. But even with these mechanics, its the same in the end. You put in the required effort with the tools given you and you can begin to compound your returns.

I doubt it would take much effort for TFP to make these work in a future release since they already work in mods.

 
When games have an OP item or whatever, and some players say: just dont use it, Im the first to say that that isnt a solution. It needs to be balanced because I want a challenge while using everything at my disposal.

But even considering this, I find no problem at all just not digging down in this game. I have read a lot of complains, but really, just dont digg down to avoid zombies.

ABout food, sure, you are right that after the first days, food is easy. But I must say I like it that way. I like needing to search for food the first days. but later, I want to focus on my cool base, on exploring, on fighting, on getting items... not still be looking for food each day like at the beginning. It's something I like for a while, and then forget about it.

 
Far from it.
No, even in the Nile valley or Mesopotamia, farming takes a lot of effort and hard physical labor. Where hunter-gatherers typically spend 2 to 5 hours per day on obtaining their food and everything required for that, for farmers that figure easily goes up to 8-10 hours a day.

Hunter-gatherers lived longer, were taller, healthier and had a more varied diet than early farmers.

http://www.trunity.net/sam2/view/article/51cbf44b7896bb431f6af515/ (see especially figure 6.17)

https://www.ncbi.nlm.nih.gov/pubmed/21507735

http://discovermagazine.com/1987/may/02-the-worst-mistake-in-the-history-of-the-human-race

http://www.rewild.com/in-depth/leisure.html

https://www.newyorker.com/magazine/2017/09/18/the-case-against-civilization

Of course not, and that's not what I said. The misconception is that this revolution was an improvement in terms of time-efficiency.

Only because the game was designed that way, not very realistically on both sides.
I think the distinction worth making is that agriculture doesn't give the farmers more time, but it does free up other people's time as long as farmers produce a large amount of food.

I completely agree though that it's a misconception that hunter gatherer societies were overworked and unhealthy. Many were quite healthy and had more leisure time than many workers today.

In the context of 7D2D, farming on a scale larger than a garden should probably be prohibitively labor intensive (however that is represented) for one player. In multiplayer games where more people are available, it would increase the value of some players specializing as farmers and others who are engaged in different activities.

 
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