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Author Topic: Improved Farming  (Read 142314 times)

LegacyCWAL

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Re: Improved Farming
« Reply #120 on: November 06, 2008, 04:00:58 pm »

I think that Plump Helmets should be just as easy to technically feed the people with, but really suck at anything beyond keeping them from starving to death.  Like gruel.  It would still be possible to keep the fortress fed with one type of plant and crappy farmers, but the dwarves wouldn't be happy about it (including having nobody prefer Plump Helmets).
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Neonivek

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Re: Improved Farming
« Reply #121 on: November 06, 2008, 04:01:48 pm »

I think that Plump Helmets should be just as easy to technically feed the people with, but really suck at anything beyond keeping them from starving to death.  Like gruel.  It would still be possible to keep the fortress fed with one type of plant and crappy farmers, but the dwarves wouldn't be happy about it (including having nobody prefer Plump Helmets).

Why would Plump Helmets be horrible just because they are easy to grow?
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LegacyCWAL

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Re: Improved Farming
« Reply #122 on: November 06, 2008, 05:14:04 pm »

Game balance
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zagibu

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Re: Improved Farming
« Reply #123 on: November 06, 2008, 05:22:01 pm »

Actually, I think that dwarves should get bored at any food they constantly have to eat. So, if you kept feeding them rock nuts all day, they would get the same negative thoughts as when eating plump helmets every day. Maybe dwarfs should not get their food from the stockpile, but instead request a menu at the kitchen, and the cook would then prepare it. Available resources would constrict the number of menus to choose from, and a dwarfs taste would influence his choice, along with his eating history.
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Neonivek

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Re: Improved Farming
« Reply #124 on: November 06, 2008, 05:30:19 pm »

Game balance

Couldn't being easy to grow a disadvantage in it of itself in the way that it can quickly absorb the nutriance of the soil faster then your dwarves could take care of it?

Nutriance could determine how much nutriance it absorbs and it being capable of being grown year round would exagerate it to the point where you could end up starving your fortress.
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Align

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Re: Improved Farming
« Reply #125 on: November 06, 2008, 05:59:58 pm »

Actually, I think that dwarves should get bored at any food they constantly have to eat.
They do now, it just doesn't really bother the dwarves because LEGENDARY DINING ROOM.
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LegacyCWAL

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Re: Improved Farming
« Reply #126 on: November 06, 2008, 06:14:24 pm »

Game balance

Couldn't being easy to grow a disadvantage in it of itself in the way that it can quickly absorb the nutriance of the soil faster then your dwarves could take care of it?

Nutriance could determine how much nutriance it absorbs and it being capable of being grown year round would exagerate it to the point where you could end up starving your fortress.
If you insist on going with the "must fertilize" stuff and the like, then yes, that would be the case.  Simply making it suck for the purposes of happiness would work without having to completely overhaul the way farm plots work.
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Neonivek

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Re: Improved Farming
« Reply #127 on: November 06, 2008, 06:24:26 pm »

Game balance

Couldn't being easy to grow a disadvantage in it of itself in the way that it can quickly absorb the nutriance of the soil faster then your dwarves could take care of it?

Nutriance could determine how much nutriance it absorbs and it being capable of being grown year round would exagerate it to the point where you could end up starving your fortress.
If you insist on going with the "must fertilize" stuff and the like, then yes, that would be the case.  Simply making it suck for the purposes of happiness would work without having to completely overhaul the way farm plots work.

Fertilize... Tilling.. Crop Rotation... Airing out... all the same
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LegacyCWAL

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Re: Improved Farming
« Reply #128 on: November 07, 2008, 12:41:44 pm »

Although come to think of it, growing fast is actually beside the point.  I was stressing them being easy to feed your people with, not fast to grow.  That means being able to grow enough of them no matter how shitty your soil quality conditions may be.

Basically, I was thinking Plump Helmets would be the ultimate stopgap:  you can always fall back on Plump Helmets if things get really bad, but you're really going to regret letting it get that far in the first place.
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Impaler[WrG]

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Re: Improved Farming
« Reply #129 on: November 08, 2008, 08:05:45 am »

I've done some moding along the lines of LegacyCWAL's suggestions, some plants are fast growing but cheap and less useful.  Progressively more valuable plants take longer to grow.  Plumps are fast growing and can be eaten raw but are low value and no longer make a drink, in addition their is a "lichen" which can be processed into a gruel which is also fast growing.  But I'm not seeing any real unhappiness resulting from these low (1's and 2's) value foods and drinks, I think the game needs re balancing in the happy thought department to allow food value to have a bigger effect or at least make the effects of unhappiness more obvious (tantrums tell you that your at rock bottom but above that you see no effect).
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LegacyCWAL

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Re: Improved Farming
« Reply #130 on: November 08, 2008, 12:08:44 pm »

Yeah, AFAIK the only thing that the value multiplier of a plant currently does is affect how much it (and stuff made with it) is worth money-wise.
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Neonivek

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Re: Improved Farming
« Reply #131 on: November 08, 2008, 12:09:49 pm »

For the most part a fortress shouldn't fear starvation except under dire situations or locations
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Grek

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Re: Improved Farming
« Reply #132 on: November 08, 2008, 09:00:27 pm »

Here's an idea: We have 6 underground plants, Plump Helmet, Cave Wheat, Pig Tail, Sweet Pod, Quarry Bush and Dimple Cup. What if we set the growth of these plants as follows:

Plump Helmet: 5 plants per square every 1 season. Normal crop.
Cave Wheat: 5 plants per square every 3 seasons, 3 flour per 1 plant. Long term planting.
Sweet Pod: 5 plants per square every 4 seasons, 1 plant is 5 sugar or 1 syrup. Long term investment for lots of food or sweet trading. Huge stacks.
Pig Tail: 15 plants per square every 3 seasons. Used for thread.
Quarry Bush: 1 plant per square in 1 month. Used to get some food right now.
Dimple Cup: 5 plants every 1 season. Used for dye.
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Impaler[WrG]

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Re: Improved Farming
« Reply #133 on: November 09, 2008, 06:48:46 am »

Here is a nice fancy table of the data I'm currently using, just underground plants here, I've got a lot of new ones taken from a number of mods.  Mostly I took the names that I liked along with modify many original names for clarity/flavor (I find it silly that everything has the word Dwarven in front of it in the original assets) and heavily modified the numbers to create a broad range of fast-slow growing and high-low value crops.  Numbers in parentheses are the values which I'll continue tweaking as needed, ideally food value would have an effect of happiness received on eating the food and dwarfs favorite foods would be more inclined to be high value (though an occasional gruel lover would appear here or their).


NameSeedAlcoholMillExtractTypeEat RawCook RawCook MillCook ExtGrow DurationNotes
   
Moss Fronds (12)Moss SporesNoneNoneLeaves (19 x2)BagNoNoNoYes5000-High value leaves, slow growing
Glow Caps (8 )Glow Cap NodulesMoonglow Liquor (16)NoneNone-NoNoNoNo4000   -High value drink, slow growing
Frost Web (4)Frost NodesFrost Gin (5)Frost flour (18)None   -NoNoYesNo1500-Medium value, medium productivity drink and milled food
Tapp Root (1)Tapp Root ShootsTapp Grog (2)NoneNone-NoYesNoNo600     -Low value drink and cook raw
Ulm Cucumbers (2)Ulm BudsUlm Vodka (8 )NoneNone-YesNoNoNo2200-High value drink, low value raw food, slow growing
Black Oats (2)Black Oat PodsFire Whiskey (3)Rock flour (5)None-NoNoYesNo1000-Medium value milled food
Cave Pearls (1)Pearl Spawn   Pearl Wine (10)NoneNone-NoNoNoNo2500   -High value drink
Horn Mushrooms (4)Horn SpawnThunder Brew (6)NoneNone-NoNoNoNo1300   -Medium value drink
Plump Helmets (1)Plum Helmet SpawnNoneNoneNone-YesNoNoNo   500-Cheap fast growing raw food
Pig Tails (2)Pig Tail SpawnPig Ale (3)NonePig Tail Thread (12)ProcessNoNoNoNo800-Cheap thread, low quality drink
Cave Wheat (4)Cave Wheat SeedsStout Beer (4)Diamond flour (25)   None-NoNoYesNo2500-High value milled food, medium value drink
Sweet Pods (4)Sweet BulbsRed Rum (5)Red Sugar (14)Sweet Syrup (5 x5)BarrelNoNoYesYes1700-Medium value drink, high value extract and milled food
Quarry Bush (2)Quarry NutsNoneNoneQuarry Bush Leaves (3 x2)BagNoNoNoYes1500-Medium value, medium productivity food
Dimple Cups (5)Dimple Cup SpawnNoneDimple Dye (11)None-NoNoNoNo1100-Medium value dye
Crag Blossom (10)Crag SpawnNoneCrag Dye (32)None-NoNoNoNo2800-High value Dye, rare
Boletes (2)Bolete SporeNoneNoneNone-NoYesNoNo   700-Cheap fast growing raw food
Creeping Lichen (1)   Creeping Spore   NoneCreeping Dye (3)Creeping Gruel (1)BarrelNoNoNoYes400 -Cheap fast growing processed food
« Last Edit: November 09, 2008, 07:37:56 am by Impaler[WrG] »
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Dante

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Re: Improved Farming ... where are they now?
« Reply #134 on: February 06, 2010, 03:28:24 am »

...Necro...

Now, improved farming won't be in the upcoming version, but it is #10 on eternal suggestions voting, and Toady has said he's going to review the top ~10 for the next series of releases.

The suggestion itself says: “Adding things such as Soil Deprivation, watering of plants (or other irrigation), weeding, longer growing seasons, and the like in an attempt to make farming more interesting, a little more difficult (balance it out somewhat in the process), and make it more realistic.”

I'm going to focus on “more difficult/balanced”, and only incidentally touch on “more interesting/realistic” since some people are opposed to that; but there is a clear consensus that farming is too easy. However, people have different ideas why and to what extent.

So basically, this will be a series of four summary/discussion posts (apologies in advance) addressing what I think are the central themes that emerged in this thread, more than a year ago. Hopefully we'll get a sense of what's changed since then and where people are at. Is it possible to reach a consensus on improved farming – not a plan that panders to all the hugely disparate viewpoints, but at least a set of parameters for improvement that everyone would accept?



     I. Current problems.

A. Easy to set up farms. In the transition to the 3D version, we lost a bunch. It's still possible to flood an area of rock to make farmable land – in fact, it might even be easier, since you don't even need to get to a cave river to do it. More important is that soil layers now let us have a farm set up within a couple of game days of embark that could sustain pretty much any size the fortress grows to.

B. A fortress can be fed from a tiny farm. Even with dabbling farmers you can survive on a 1 dwarf to 1 tile farm ratio. There is also such a disparity between dabbling and legendary growers that as they improve, you can keep feeding more and more dwarves from the same sized farm. You don't need to expand to keep up with your population. This may not reflect reality, where the grower  has far less influence on the crop than environmental factors.

C. Overall balance problem. This also involves food, stacking and the details of farming. In the current version it seems like growing seasons are too short, it's possible to have too many crops per year, and not enough effort is put into tending crops... but these may all just be symptoms of the underlying problem of, too much food is produced compared to the quantity that dwarves eat... and the quantity that animals don't eat.

D. Farming can be set up and left. This is a more controversial 'problem', since most people think that you ought to be able to set it up and leave it. However, perhaps it runs too smoothly. There are no unexpected problems to contend with – in the form of blights, vermin, or whatever. Compare the 2D version, where plots had to be replaced annually and the soil irrigated.

E. Realism. Related to the last 'problem', and also disputed. In neutral terms, though, farming is very abstract/simplified: soil nutrients are not exhausted, soil can be created by adding water to rock, rock stays muddy forever, plants can be grown without irrigation and in rainless biomes aboveground, and plants can be grown just as well in sand as in peat.
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