Closed neinwhal closed 10 months ago
To add a sense of progression to the entire farming system, and allow small farms to reach high yields (up till x15), while providing more costs to farming, to limit players to build "tall" farms rather than "wide" farms.
While I didn't add the purpose of the crops here, because I'm still thinking about it, each crop will have an important purpose, whether it be building blocks, deco, fuel or crafting materials, they will contribute to buildings / the crafting system rather than serving as food.
This entire concept is experimental at best. I'm not expecting full adoption of the idea, but rather I'm expecting more ideas and/or concerns.
Planter-box Crops will now require planter boxes to be planted, compared to the simple method of ploughing the ground. The most rationale for this is to increase the cost of farming, so as to decrease the number of crops growing at once, hence decreasing lag. Planter boxes require growing medium; which presently comes in 3 forms.
Artificial Lighting Lighting is the first upgrade that can be made. These lighting are made with mese lamp. Crop growth are still affected by light, applying these lightings will negate that and ensure its always under optimal light. Additionally, there's an option to intensify these lights, making them consume fuel but increasing the speed of the growth.
Auto-Planter Box This is an upgrade from the normal planter box and is a lot more expensive to craft. Likewise, it requires a growing medium. But unlike, the normal planter box, it slowly converts the growing medium into useless dirt. In return, however, the planter box will auto-harvest & auto-replant the plant. Artificial Lighting and growing medium buffs still apply accordingly.
Coldframe (Mini-greenhouse) A coldframe is essentially a combination of the auto-planter box and artificial lighting. While also providing an additional buff. This is achievable only in the lategame as it will require expensive resources and complex recipes. There are 4 stages of upgrades before it reaches its full potential.
The cost of operating and constructing this will be incredibly high as well, but the yield will be incredibly high as well. This is simply to provide an easy way to get high quantity of farming materials for lategame players that have the resources to maintain it.
Much like current farming, crops grow in stages. However, what is new is the addition of special stages, this is what i mean when i mention "buffs" previously. These special stages are unlocked based on the growing medium/artificial lighting etc. When better growing medium is provided, and/or artificial lighting is powered/provided, the plant can grow into additional stages, which will give a much higher yield when harvested.
There will be methods of harvesting crops in their plant form as well, this will allow replanting of them to create large purely-decorative farms, as per possible now, but without the hindrance of the massive amount of timers running. Players will be rewarded with high yield when using more complex methods to maintain their farm. In return, seeds are no longer a guaranteed item, rather comes at a very very low chance (<3-5%), because there is no longer a need to have a lot of crops to produce a lot of produce. Exploring is another method of getting them, but since mapgen is still under uncertainly, I won't touch on this yet.
The methods I have stated above are the general methods of farming normal crops, there are special crops that are farmed differently, the methods of which I haven't fully decided yet, but will be built onto the existing framework I described above.
I really like this idea, because it adds a lot of gameplay value, and that will make more people stick with the server. After reading your ideas, a thought that came to my mind was that we should perhaps explore the paths that would lead to more interconnection between different modules of the game. For example: for mushrooms, you could add a certain gem to the growing process to make the result grow into a glowing mushroom of that gem's color. Glowing vines would be really nice for building if done correctly (does the whole vine glow or just some gems embedded into it do?).
Apart from that, I see that we will require a lot of graphics made, so ya know, tell me if anything needs doing.
This post goes into more detail into different types of growing medium, planterbox and artificial lighting.
Divided into 3 types for now, ground (for normal crops), water (for pond-based crops), fungi (for fungus crops)
Planters will have 2 inventory slots, 1 for growing medium, the other for a water bucket. Once both conditions are fulfilled, the respective seeds can then be placed.
When powered with fuel, these lightings also provides a boost of +1 stage.
By default, coldframes will always provide a boost of +3 stage (tier 3 growing medium + powered lighting) Coldframes will have to be equipped with an artificial lighting panel and powered with fuel constantly.
Looks good. i like the integrations with the minerals!
Issue discussion transferred to discord for consistency
This idea is concerned with flowers, farming and an expansion of flora decorative nodes. In that regard, it's a continuation of #15 but also an expansion, in particular, providing more decorative flora and blocks.
This concept is very early in its planning stages, and I'm putting this out to gather more ideas. While I have a general idea of how approaches should be taken, nothing here is concrete yet.
Horticulture focus on farming on a small scale as compared to agriculture and is concerned with small-scale food crops, medicinal plants and ornamental plants.
The primary difference is that horticulture provides more attention and care to the plants grown rather than mass intensive & large-scale crop production. With that in mind, this change converts the farming mod into one that focuses more on quality than quantity, little amount crops will produce high yield when given the right conditions. In that aspect, the adoption of this idea allows the following benefits;
In particular, I'm interested in the following areas of horticulture to adapt and implement.
Crops to implement: Herb in mt context means granting temporary effects.
(* = difficulty)
Limitation of large-scale farming through difficulty in requirements. Making setting up farm something much more than just tilting the dirt.
Code implementation