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Author Topic: Farming - Ready to work again, what do I do now?  (Read 39119 times)

I didn't shift through the pages but I have some suggested, coming from an Iowan.

Perhaps grain bins, or a physical way of storage, possibly for cosmetic or practicality,

If you own a large lot of crop, maybe a vehicle that can harvest for you? (Lawn mower model to mimic a combine)

Stats? When I started with my farm I wanted to write down the times I planted, how many, and check my progress, and see if there's an exponential growth with planting, harvesting, and making money[/li][/list]

GMO's that would increase the yield of crop, with the con of cost / longer duration.

Crop rotation? This would be useful to make people use more than just one crop. If you've planted tomatos, than any other plant other than tomatos would have a +n% increase in yield, OR planting the same last crop would yield a -n% decrease in yield as the land isn't rotated.

Try to time the Environment with the seasons, so it gets cooler (more blue, maybe snow) during the winter hours and warmer, more sun during the summer, to help visualize the temperature

Farmers Market, where you have to buy seed or sell seed, instead of using commands. Would enable players to travel, develop relationships, make vehicles more worthy, and ensure that people aren't just sitting in their lots for hours doing nothing.

Odd of finding a "Golden seed", basically out of a small chance a person who harvests a plant has the opportunity to yield some golden seed, or just a very very bountiful harvest (ie. harvesting and you harvest a tomato plant and surprisingly get 15 seeds instead of 7) oddity being 1/400 or something random but still something to look forward to.

Include fertilizer (probably been suggested) that would increase the growth at the cost of money. Would make the people who don't like waiting 30+ minutes buy fertilizer to speed up growth.

Add an economy? I know that marijuana has an economical system based on supply and demand, and I don't ask that other seeds be off their fixed margin, but just a visualization of how much money is flowing in and out of the servers economy, just to show if crops sales are doing proficiently or not.

Add cows. Don't ask why, just do it.

Add a tilling item that would till multiple bricks at once. (Model could be that of an old motorize tiller) that enables players to build wider farms.

Replace Conan's admin with me

Allow sprinklers to be suspended in air, allowing for 1+ dirt, and a flush field (suitable for the vehicle, or for multi-row tilling/planting)

Guilds, or here in Iowa, Coops, which enables multiple players to buy and sell within themselves, adds as a community hud. (Mini has already started GF, and has multiple farmers included)

The Hud also include an in depth tutorial on how to farm, as I see every newcomer ask immediately how to play the game.[/li][/list]

Contracts, as lots of people will sell their services for currency, perhaps make a "legal binding contract" that if Mini requests someone to till their farm for $xxxx, then the person agreeing to work will sign the contract stating they will do the work, and Mini is required to pay it. (Basically to avoid people from not paying people for their labor, would boost cooperation and economy).

Again, don't know if these have been suggested before, but I would recommend these ideas as they would help the server.

- What would they be practical for? You have infinite storage anyway, and the only thing they would be useful for is cosmetic, which people can do without a special brick.

- It literally takes one click to harvest the only plant that is on large soil. Not worth the effort.

- This would be nice but isn't necessary right now. More things need to be done.

- Just till the soil, this isn't needed.

- This would be a nice feature for when more crops exist.

- This isn't necessary and to be honest a constantly changing environment would be annoying. There was a day/night cycle with the months but it was just irritating when it was night.

- Nice idea for when the gamemode is more developed.  Vehicles shouldn't exist to be honest, they're just annoying.

- Nice idea for a bountiful harvest, maybe that crop could sparkle too.

- This would be good for small farms, but then they probably wont have the money to use fertiliser for *every* crop brick.

- There isn't reaaallly an economy to visualise. Cannabis prices change only because cannabis is a very good crop to grow and the market price changes help nerf it a bit. This would suck with all other plants, and total sales and stuff aren't really important.

- Too much effort for something which probably won't be used much as growing crops would be much better.

- Tilling is the one manual thing left for big farms to do if they farm anything other than cannabis/blueberries. It's easy as it is for large farms due to the upgrade.

- nah hes good

- You can already suspend sprinklers, although it's a waste of space really and doesn't work. To have them be higher would mean to increase the range, which can be done with big sprinklers. It's expensive, but it's possible already. (also no damn farming vehicles they're not worth it for pretty much everyone)

- This would be really cool.

- This would make all the admin's jobs a bit easier.

- This is good but people already work together quite a lot and often do things for people (such as tilling) without getting paid.

added my opinions inside the quote for each one

All my prints turned into computer monitor prints, and all my events were erased, so now my crop info system no longer works. Can the server please save prints and events?



    I didn't shift through the pages but I have some suggested, coming from an Iowan.

    Perhaps grain bins, or a physical way of storage, possibly for cosmetic or practicality,
    I mean adding a brick type for decoration is trivial, but actually making people store their stuff? Nah

    If you own a large lot of crop, maybe a vehicle that can harvest for you? (Lawn mower model to mimic a combine)
    This also probably isn't happening, vehicles in blockland are stuff and glitchy, and if you hadn't noticed, many crops have the entire crop collide where as others don't

    Stats? When I started with my farm I wanted to write down the times I planted, how many, and check my progress, and see if there's an exponential growth with planting, harvesting, and making money[/li][/list]
    This was in my old version, and I'll probably add it.

    GMO's that would increase the yield of crop, with the con of cost / longer duration.
    With the melon being added in today I'm probably gonna redo how harvest is calculated, so it's less random and based on more than just fertility. Also, a fertilizer will probably be added in

    Crop rotation? This would be useful to make people use more than just one crop. If you've planted tomatos, than any other plant other than tomatos would have a +n% increase in yield, OR planting the same last crop would yield a -n% decrease in yield as the land isn't rotated.
    Possibly, I'd probably do a bit of research to make sure the relationships at least make sense compared to real farming. Other than that it's pretty trivial to do.

    Try to time the Environment with the seasons, so it gets cooler (more blue, maybe snow) during the winter hours and warmer, more sun during the summer, to help visualize the temperature
    Again, this was in the old mod. Unfortunatly many people don't like day/night mod for some reason.

    Farmers Market, where you have to buy seed or sell seed, instead of using commands. Would enable players to travel, develop relationships, make vehicles more worthy, and ensure that people aren't just sitting in their lots for hours doing nothing.
    A while back, even before the last farming server, like way back in 2012-2013 I had a gamemode called Blocktopia (or as Ladle called it RoB) In here nothing just got "sold" to the server. You needed food to live, people mined (in an infinite mining like map) for metal to make tools and vehicles, there were oil wells for fuel etc. The problem with that is that any attempt to simulate a full economy with just a couple dozen people falls flat.

    Odd of finding a "Golden seed", basically out of a small chance a person who harvests a plant has the opportunity to yield some golden seed, or just a very very bountiful harvest (ie. harvesting and you harvest a tomato plant and surprisingly get 15 seeds instead of 7) oddity being 1/400 or something random but still something to look forward to.
    Eh, this could be a fun little thing. Sure.

    Include fertilizer (probably been suggested) that would increase the growth at the cost of money. Would make the people who don't like waiting 30+ minutes buy fertilizer to speed up growth.
    Like I said, it was planned. You'd add it to crops to speed up their growth and increase yield or you could add a bunch to a sprinkler to fertilize crops automatically.

    Add an economy? I know that marijuana has an economical system based on supply and demand, and I don't ask that other seeds be off their fixed margin, but just a visualization of how much money is flowing in and out of the servers economy, just to show if crops sales are doing proficiently or not.
    I considered making all crops work on an economy system like Cannabis, but I'm already dealing with the problems caused from implementing it to just one crop

    Add cows. Don't ask why, just do it.
    Same issue as vehicles, really. Bots can be buggy and cause lag. And brick cows would just be weird. I might experiment with it but no promises.

    Add a tilling item that would till multiple bricks at once. (Model could be that of an old motorize tiller) that enables players to build wider farms.
    Sure, maybe I could get Conan to make me some other tool for it.

    Replace Conan's admin with me
    I'm not even sure who you are ingame.

    Allow sprinklers to be suspended in air, allowing for 1+ dirt, and a flush field (suitable for the vehicle, or for multi-row tilling/planting)
    The problem is a sprinkler's range is just one number for all three axis. I can't really change how high it can go without changing its range as well.

    Guilds, or here in Iowa, Coops, which enables multiple players to buy and sell within themselves, adds as a community hud. (Mini has already started GF, and has multiple farmers included)
    I might create a client add-on for this game, but it won't be mandatory by any means.



    suggestions:
    generate/build some sort of modter terrain and give a very farm-like location (prairie, middle of literal nowhere) feel
    have a few roads running through and create some spots where players can build and create a farm
    use the lot system except its not just a giant grid, but instead a area a player can claim

    suggestions:
    generate/build some sort of modter terrain and give a very farm-like location (prairie, middle of literal nowhere) feel
    have a few roads running through and create some spots where players can build and create a farm
    use the lot system except its not just a giant grid, but instead a area a player can claim
    I was thinking this too but with the discussion of brick lag it miight be a lil annoying. I'd totally be down if the server had some hills, or a main road and a little rural town + elevator that makes the whole place make more sense

    What is this,seems interesting...

    make a shop where you have to sell it

    I've started a testing server. Same exact mod, but blank map.
    I have to basically rewrite the crop growing code from scratch if I want to continue hosting the server without lag.
    We now have over 6000 crops that are growing and need to have their growth calculated every few seconds.
    Also I still can't seem to get that dam melon brick working.

    Why not a tick system? Add every block into a scriptgroup and cycle through the group. Will also make times more random. Add simtime checks to avoid instant growth when few crops are planted, which will probably never happen unless you reset the server.

    I already more or less fixed the issue, I just need like an hour to amend the save loading code, reload the save, start the server, and check for bugs. Unfortunatly I've got classes today.