Poll

Should I host farming?

Host farming
21 (60%)
Host survival server
8 (22.9%)
Host something else (post a reply)
6 (17.1%)

Total Members Voted: 35

Author Topic: Hosting farming!  (Read 2970 times)

I don't really play Blockland much anymore but I do enjoy having an active Discord and Blockland server full of players. Would you guys want me to host one of my old gamemodes again?

Here a link with crop stats you can comment on:
https://docs.google.com/spreadsheets/d/1M7f88iuHk3WoW36I0IWO_iTljb98DlFOxWZrM5YSRDk/edit?usp=sharing
It's a work in progress.

Carrot:

Onion:
« Last Edit: May 14, 2017, 08:52:28 PM by DrenDran »

host a farming survival

You should not host farming... You should instead host a variant called EXTREME FARMING.

EXTREME FARMING CHANGES THESE THINGS

PLANTS GROW MUCH FASTER AND EXPLODE AT EACH GROWTH STAGE
PLANTS GIVE MORE PRODUCE
THE ONLY PLANT IS WEED
PLAYERS START WITH FISTS
EVERY TOOL REPLACED WITH FISTS
PLAYERS HAVE FIST POWERED JETS
POWERTHRIST IS EVERYWHERE

Anyway, those are my ideas for extreme farming. What do you think about it?

farming but weed can be sold for alot again
and then someone sells 50 pounds of it and lowers the sale price to 5 cents

in all seriousness please do host this again, it was fun last time
« Last Edit: May 06, 2017, 06:17:45 PM by Twix »

its fun when there isnt stuff layered on top to hide the waiting game that is farming. instead of adding distractions in the form of minigames for people to do while they wait for crops to grow, expand on the farming itself to increase the speed at the beginning and make it more rewarding to constantly maintain a large farm. also just give people a 64x64 lot each, dont lock the sizes to add some form of progression, its really not needed.

I found some images of a barn I made on your server long ago (4 years)



You should not host farming... You should instead host a variant called EXTREME FARMING.

EXTREME FARMING CHANGES THESE THINGS

PLANTS GROW MUCH FASTER AND EXPLODE AT EACH GROWTH STAGE
PLANTS GIVE MORE PRODUCE
THE ONLY PLANT IS WEED
PLAYERS START WITH FISTS
EVERY TOOL REPLACED WITH FISTS
PLAYERS HAVE FIST POWERED JETS
POWERTHRIST IS EVERYWHERE

Anyway, those are my ideas for extreme farming. What do you think about it?
top kek




So anyway, I've got a few ideas for changes. Basically I need to find a way to make the actual game a bit more interesting and take a bit more time. I figure the way I can do this is by putting more of an emphasis on building and rebuilding.

So anyway:
  • Addition of a few extra crop types: carrot, lettuce, beans
  • Only one basic 2x2 soil brick instead of large and small soil bricks
  • You can buy fertile soil for extra money or non-fertile soil
  • Plant fences are placed as a separate brick on top of the dirt
  • Instead of planting with the hoe, seeds for various crops are their own brick
  • Left click on crops to examine, right click to harvest
  • Crops of certain types take fertility out of soil, other types will put fertility back in but have lower yield, making (a dumbed down version of) crop rotation a profitable thing
  • Maybe no more tilling I have no idea
  • Crops won't die and watering won't be required, but you'll need to water crops with sprinklers to get profitable yields


Basically the tools won't be necessary anymore and instead you'll need to build and rebuild your farm.
I'm gonna try and find the most prominent players last time and ask them for their input as well.
« Last Edit: May 06, 2017, 10:07:27 PM by DrenDran »

Well, i'm not sure if i'm what you'd consider a 'prominent player'. But i can give my 2 cents.
Addition of a few extra crop types: carrot, lettuce, beans

This is a definite plus. Crop Variety is important; as well as how each crop requires different treatment and can sell for more/less.

Only one basic 2x2 soil brick instead of large and small soil bricks

A decent change but, you may want to consider slightly larger soil bricks that could hold more crops/larger crops that can cost more. An investment of sorts, as a bigger plot = more crops and that leads to more money.

You can buy fertile soil for extra money or non-fertile soil

A great addition though execution could be slightly more diverse. Such as providing fertilizers as a usable item;
 which can turn soil fertile. Or perhaps have some effect on an already planted crop.

Plant fences are placed as a separate brick on top of the dirt

Excellent change, i don't see any drawbacks.

Instead of planting with the hoe, seeds for various crops are their own brick

I suppose this change saves time; though perhaps you could make seeds their own item which can be used to plant.
A hoe is used to shape and prepare soil for planting. So what you could do, in case you plan to remove the hoe. Have the hoe instead 'smooth' rough soil. Soil should become rough after you have harvested a crop; requiring you to use a hoe to smooth it out for the next crop. It doesn't add anything game changing but it would be more of an aesthetical addition.

Left click on crops to examine, right click to harvest

Very nice addition. No real drawbacks, though i would suggest that examining a crop provides both the crops current state of health and whether it is ready to be harvested or not
(But i'm sure you already planned to do that)

Crops of certain types take fertility out of soil, other types will put fertility back in but have lower yield, making (a dumbed down version of) crop rotation a profitable thing

This is a very good addition. It should ensure players think twice about what crop they want to plant.


I wouldn't say tilling should be taken out entirely. Tilling is vital for certain crops in particular; so you may want to consider making a variation of soil called 'tilled soil' which only certain crops can be planted in; with a fertile/non-fertile variation as well.

Crops won't die and watering won't be required, but you'll need to water crops with sprinklers to get profitable yields

I can understand why you'd remove this; but it does take some of the realism out of it. All plants and such require water to survive or they do eventually die. By removing this you sacrifice some realism and depth for ease of handling.
 In the end it's up to what you want in this case.

In the end most of these ideas are quite good; some could be better though.
I want to stress these are just my opinions and suggestions. You do NOT have to abide by them to any degree.

Have you ever thought of releasing a version of one of those gamemodes and allow people to edit them freely to hopefully create better gamemodes, or do you prefer keeping the content you create private?
If you only enjoy having players on your server, you might as well host it again. If you enjoy seeing people playing on something you've made, regardless of location, you should release it, and perhaps even give the tools or tutorials on how to change aspects of it. A Discord server could be a hub for advice and help with changing or editing your gamemode. It would definitely help new servers sprout up that aren't the same-old.

We should mix together elements of Farming, City RPG and Build to Survive to create Blockland Survival mode.

This is a definite plus. Crop Variety is important; as well as how each crop requires different treatment and can sell for more/less.
Yeah, there will probably be a dozen crops this time around. I'll end up posting a table of all their stats and their relations to each other before hosting to get input and feedback.
A decent change but, you may want to consider slightly larger soil bricks that could hold more crops/larger crops that can cost more. An investment of sorts, as a bigger plot = more crops and that leads to more money.
I mean how would a 4x4 soil brick differ from 4 2x2 soil bricks?
A great addition though execution could be slightly more diverse. Such as providing fertilizers as a usable item;
 which can turn soil fertile. Or perhaps have some effect on an already planted crop.
Well you can already add weedkiller to sprinkler systems. It used to be fertilizer until I changed it in the latest version. Selling an actual item you apply to single crops to make them grow seems a bit weird.
I suppose this change saves time; though perhaps you could make seeds their own item which can be used to plant.
Having a separate tool for every single crop sounds like a pain. I mean how would you even get them? Would you have to do /buy <crop> just to get the item in your tool dropdown?
Blockland is meant for and optimized for building after all.
A hoe is used to shape and prepare soil for planting. So what you could do, in case you plan to remove the hoe. Have the hoe instead 'smooth' rough soil. Soil should become rough after you have harvested a crop; requiring you to use a hoe to smooth it out for the next crop. It doesn't add anything game changing but it would be more of an aesthetical addition.
Yeah, having one round of tilling before replanting doesn't seem too bad.
Very nice addition. No real drawbacks, though i would suggest that examining a crop provides both the crops current state of health and whether it is ready to be harvested or not
Not only that but I planned to make examining empty soil tell you what crop was planted on it last and what buffs that will give the next crop planted.
This is a very good addition. It should ensure players think twice about what crop they want to plant.
Yeah, it means there won't only be one cash crop.
I wouldn't say tilling should be taken out entirely. Tilling is vital for certain crops in particular; so you may want to consider making a variation of soil called 'tilled soil' which only certain crops can be planted in; with a fertile/non-fertile variation as well.
Yeah, I suppose tilling and crop rotation could go hand in hand for the most dedicated players.
I can understand why you'd remove this; but it does take some of the realism out of it. All plants and such require water to survive or they do eventually die. By removing this you sacrifice some realism and depth for ease of handling.
 In the end it's up to what you want in this case.
In reality you don't need to water corn fields with a watering can. I have no idea if even sprinklers are actually required.


Thanks for the feedback.


Have you ever thought of releasing a version of one of those gamemodes and allow people to edit them freely to hopefully create better gamemodes, or do you prefer keeping the content you create private?
If you only enjoy having players on your server, you might as well host it again. If you enjoy seeing people playing on something you've made, regardless of location, you should release it, and perhaps even give the tools or tutorials on how to change aspects of it. A Discord server could be a hub for advice and help with changing or editing your gamemode. It would definitely help new servers sprout up that aren't the same-old.
A year ago I actually did release a download link to a version of farming I had at the time. Nothing ever really came of it. I may release this version but only after I get a week or two of hosting out of it. Releasing it right before I host would only slash my playercounts. Beyond that I probably won't be working on anything in Blockland until the fall ;) so I don't mind giving it out.

please remove tilling it is the most tedious part of the server. just add a tilled soil brick which costs more.

Farming is a solid server, just need to find the right balance for progressing and extend the amount of idle time allowed before stuff gets forgeted

just add a tilled soil brick which costs more.
That doesn't make sense, though. Why not something that allows you to upgrade your tiling proficiency? That seems more realistic.