bloodmoth13
New member
The changes:
In alpha 19 you could craft a seed from 5 crops and that would give you a self replenishing food source. At the start you would trade 5 immediate resources for recurring harvests.
In alpha 20 you can craft a seed from 5 crops and that would give you one harvest of 2 crops and the chance at a bonus seed to repeat the process.
The problem:
The solution:
Any solution to this problem needs to provide a fix to the problem to not only the problem in A20, but also the problem in A19. So my goal is to deal with infinite cheap food while also allowing players to turn crops into seeds without reducing their total crop yield. To do this i propose a secondary resource for planting crops: fertilizer.
The Recipe:
Fertilizer will be crafted with bones, rotten meat, plant fibers and nitrate (as an example recipe, values are a balancing concern).
Fertilizer will last for all 3 harvests per seed.
Also seeds will replenish naturally twice per planting (seed can only be harvested back before first harvest, harvests after first will state that the crop is 'regrowing')
So farming will look like this:
Build a farming plot that will cost 10 wood and 50 clay, craft a seed for 5 crops, plant seed into plot.
Without fertilizer the seed will provide 3 total harvests that will only yield 2 crop per harvest for a total of 6 crops for a net gain of 1 crop
With fertilizer added after planting the seed, you will add +1 per harvest, increasing the yield to 9 crops total over 3 harvests for 1 seed for a net gain of 4 crops
Living off the land will increase the harvest for fertilized crops by 1/2/3, and will also reduce the cost of fertilizer 10%/20%/40%.
This would mean that to get the most out of your farms you would be required to invest other resources into your farm that have value elsewhere.
Seeds will always net a +1 so seed economy is where it should be. Fertilizer will effectively Quadruple your returns from planting a seed as you will go from having 1 crop profit to 4.
Bonus:
Can we get a chicken coup that produces eggs please?
The cost will be wood (frame), metal (wiring), plant fibers (hay) and 4 eggs (to hatch into chickens)
chickens will only lay eggs if they have been fed, chickens can eat whatever crops you no longer need and turn them into eggs. It doesnt even need to be efficient, you could put 10 corn in for 1 egg and people would still build it just to be able to access replenishable and reliable eggs for recipes that need them.
In alpha 19 you could craft a seed from 5 crops and that would give you a self replenishing food source. At the start you would trade 5 immediate resources for recurring harvests.
In alpha 20 you can craft a seed from 5 crops and that would give you one harvest of 2 crops and the chance at a bonus seed to repeat the process.
The problem:
- The problem with farming in A19 was that once you got 5 of any crop you could create an infinite and exponential supply of crops, which undermined the survival aspect of the game.
- The solution in A20 was adding an element of randomness to harvesting which meant that there was more risk in building your infinite supply of crops.
- The problem with the A20 solution though was that farming became very inefficient. The cost of time for delayed resources should be enough of a price to pay for turning edible food into seeds for more resources, but instead we got the ability to turn 5 crops into 2 and the chance of another seed. I shouldnt need to explain why this is a bad deal.
The solution:
Any solution to this problem needs to provide a fix to the problem to not only the problem in A20, but also the problem in A19. So my goal is to deal with infinite cheap food while also allowing players to turn crops into seeds without reducing their total crop yield. To do this i propose a secondary resource for planting crops: fertilizer.
The Recipe:
Fertilizer will be crafted with bones, rotten meat, plant fibers and nitrate (as an example recipe, values are a balancing concern).
Fertilizer will last for all 3 harvests per seed.
Also seeds will replenish naturally twice per planting (seed can only be harvested back before first harvest, harvests after first will state that the crop is 'regrowing')
So farming will look like this:
Build a farming plot that will cost 10 wood and 50 clay, craft a seed for 5 crops, plant seed into plot.
Without fertilizer the seed will provide 3 total harvests that will only yield 2 crop per harvest for a total of 6 crops for a net gain of 1 crop
With fertilizer added after planting the seed, you will add +1 per harvest, increasing the yield to 9 crops total over 3 harvests for 1 seed for a net gain of 4 crops
Living off the land will increase the harvest for fertilized crops by 1/2/3, and will also reduce the cost of fertilizer 10%/20%/40%.
This would mean that to get the most out of your farms you would be required to invest other resources into your farm that have value elsewhere.
Seeds will always net a +1 so seed economy is where it should be. Fertilizer will effectively Quadruple your returns from planting a seed as you will go from having 1 crop profit to 4.
Bonus:
Can we get a chicken coup that produces eggs please?
The cost will be wood (frame), metal (wiring), plant fibers (hay) and 4 eggs (to hatch into chickens)
chickens will only lay eggs if they have been fed, chickens can eat whatever crops you no longer need and turn them into eggs. It doesnt even need to be efficient, you could put 10 corn in for 1 egg and people would still build it just to be able to access replenishable and reliable eggs for recipes that need them.