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Author Topic: So... crops, anyone?  (Read 10249 times)

Qloos

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Re: So... crops, anyone?
« Reply #75 on: April 02, 2010, 10:15:55 pm »

I love how it's "a dusting of mud"...

@Qloos: has the "mudstone floor" changed to "muddy mudstone floor"?

Yes, from the first moment it was touched by water.  However,  I was unable to plant crops.  This may be from the fact that it was not underground.  It was indoors through.
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alphawolf29

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Re: So... crops, anyone?
« Reply #76 on: April 02, 2010, 10:31:05 pm »

confirmed the wet and dry tags do nothing. I tried WET, still the same, tried DRY, still the same.

Its stupid you have to irrigate mushrooms. Soil is naturally super moist, at least enough for a couple mushrooms.
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KFK

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Re: So... crops, anyone?
« Reply #77 on: April 02, 2010, 11:05:39 pm »

I hope when this bug gets fixed, that it's something we can control from the raws.
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SkyRender

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Re: So... crops, anyone?
« Reply #78 on: April 02, 2010, 11:09:43 pm »

I ran into the "mud doesn't work" thing too.  I'm not certain what caused it, as the only really noteworthy trait of that particular tile is that the mud was created when I'd dug up a sort of skylight configuration over the area (meaning natural light got down there).  All of the other tiles I irrigated were subterranean.
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jseah

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Re: So... crops, anyone?
« Reply #79 on: April 02, 2010, 11:39:39 pm »

^If you ever dig away the top to the sky, it becomes "outside" and only plants surface crops, muddy or not. 

That said, I kind of like the current system, the bug here is not requirement for irrigation.  The bug is that the game tells you you need to irrigate even above ground, when you don't.  It should tell you when you need to (and how to get it, ie. water leaves mud) and tell you when you don't need to (ie. the message should disappear aboveground and when mud is present)
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Sensei

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Re: So... crops, anyone?
« Reply #80 on: April 02, 2010, 11:52:28 pm »

I'm fine with mud being required, like in 2D. However with water scarcity it might be a bother. Maybe just have a really low yield on (underground) soil alone?
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Spartan 117

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Re: So... crops, anyone?
« Reply #81 on: April 03, 2010, 12:37:54 am »

Even if Toady makes it a feature, I think it should be optional. I can't channel or pump or whatever for the life of me.
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TBot Alpha

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Re: So... crops, anyone?
« Reply #82 on: April 03, 2010, 04:29:54 am »

I'm hoping for an option in the init file:

[SOILFARMING=YES/NO]

With yes meaning we can grow crops straight onto soil, and no meaning that we need mud for crops.
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ein

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Re: So... crops, anyone?
« Reply #83 on: April 03, 2010, 05:41:20 am »

I'm hoping for an option in the init file:

[SOILFARMING=YES/NO]

With yes meaning we can grow crops straight onto soil, and no meaning that we need mud for crops.

I thought of something similar, but with [FERTILITY=#], where # goes from one to ten.
1 would be completely infertile like gravel or stone, 10 would be mud.
It would be used to give the fertility level for soils and the required fertility for crops.
Might be tough to implement, but I feel it would be very useful and would likely be easy to adapt into crops modifying the fertility of a certain plot.

Stormcrow

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Re: So... crops, anyone?
« Reply #84 on: April 03, 2010, 07:34:26 am »

That could work. Or use a [FERTILITY=#] property on each material, and then have a [FERTILITYOFFSET=#] option in the .init file which is added to every material.

If you set the scale from -10 to +10, with anything below 1 being 100% unusable, then you get perfect control. Each level of mud adds +1 to that square's fertility.

Normal fertility, you just set FERTILITYOFFSET=10.
Mudfarming/oldskool: FERTILITYOFFSET=5-6
Farming on anything(and I mean anything), FERTILITYOFFSET=20
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Aklyon

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Re: So... crops, anyone?
« Reply #85 on: April 03, 2010, 09:54:51 am »

That could work. Or use a [FERTILITY=#] property on each material, and then have a [FERTILITYOFFSET=#] option in the .init file which is added to every material.

If you set the scale from -10 to +10, with anything below 1 being 100% unusable, then you get perfect control. Each level of mud adds +1 to that square's fertility.

Normal fertility, you just set FERTILITYOFFSET=10.
Mudfarming/oldskool: FERTILITYOFFSET=5-6
Farming on anything(and I mean anything), FERTILITYOFFSET=20

Thats probably the best idea so far.
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Boingboingsplat

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Re: So... crops, anyone?
« Reply #86 on: April 03, 2010, 11:00:30 am »

WORDS
There is a third option - dig up all the gemstones lying around like candy.  give them a quick cut and polish, then trade them for all the food you'll ever need.  No farming, cooking, brewing, perfect.
Yeah, there's tons of gems lying about, especially in the new version. My first fortress I started on the new version had a Star Sapphire exposed to the surface! It was crazy.
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mythmonster2

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Re: So... crops, anyone?
« Reply #87 on: April 03, 2010, 11:30:33 am »

That could work. Or use a [FERTILITY=#] property on each material, and then have a [FERTILITYOFFSET=#] option in the .init file which is added to every material.

If you set the scale from -10 to +10, with anything below 1 being 100% unusable, then you get perfect control. Each level of mud adds +1 to that square's fertility.

Normal fertility, you just set FERTILITYOFFSET=10.
Mudfarming/oldskool: FERTILITYOFFSET=5-6
Farming on anything(and I mean anything), FERTILITYOFFSET=20

This is actually a great idea! Make soil start by default on 10, so the newbies don't have to edit anything, and the oldskoolers can make it 5 or 6 (or -10 if they're masochistic)
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rdwulfe

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Re: So... crops, anyone?
« Reply #88 on: April 03, 2010, 12:30:24 pm »

Wow. I post one question and an entire debate springs up around it. For the record, I actually like having to irrigate. Since the things in the Embark window appear cheaper now, it makes some sense. I bring extra food and put together a good set of farms right off, as I'm building my well system, which is also one of my first actions upon striking the earth.

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DanielZKlein

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Re: So... crops, anyone?
« Reply #89 on: April 03, 2010, 08:47:38 pm »

So what would a normal, clueless, "have no idea how to irrigate" person do in 0.31 so that his dwarves don't starve? Never relied on fishing/hunting/trapping before. Would it be feasible to bring some above-ground seeds and plant those in an outdoor farm? Or should I just wait for this bug to be fixed before I try for my first embark?
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