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Poll

One or the other... vote once for #1 and once for #2.

#1: Put the Alarm Siren in the Military Garrison, it fits and is one buildings less.
#1: Keep the Alarm Siren seperate, I want to have it near my other levers.
#2: I have traded with Gnomes, build Artificer and Weather Control Station.
#2: I have NOT traded with Gnomes, did not have the chance to build their buildings.

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Author Topic: ☼MASTERWORK-DF☼ V.3 - New release and old post. This will be locked later.  (Read 1859711 times)

Skrain

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10575 on: April 07, 2013, 03:04:35 pm »

Is farming broken in the recent patch?

After getting an entrance and a meeting hall, I get a farm area for plump helmets. Although it seems that they won't grow. I've tried four different fortress, I can not grow any kind of crop. I waited two years and not a single thing grew. As you can imagine, no crops prevents me from playing without having to go out of my way.

Was something changed and I missed it? The version before this had crops working fine.
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Molay

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10576 on: April 07, 2013, 03:38:51 pm »

Is farming broken in the recent patch?

After getting an entrance and a meeting hall, I get a farm area for plump helmets. Although it seems that they won't grow. I've tried four different fortress, I can not grow any kind of crop. I waited two years and not a single thing grew. As you can imagine, no crops prevents me from playing without having to go out of my way.

Was something changed and I missed it? The version before this had crops working fine.

I can confirm that crops do grow here, although more of a side product than real industry. Although I have a hard time figuring out why they wouldn't grow in your fort... Do aboveground crops behave any different?
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The best alternative to having a functional steel industry is to have a really, really, really good hospital. And a lot of coffins.

Guthbug

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10577 on: April 07, 2013, 03:40:26 pm »

Is farming broken in the recent patch?

After getting an entrance and a meeting hall, I get a farm area for plump helmets. Although it seems that they won't grow. I've tried four different fortress, I can not grow any kind of crop. I waited two years and not a single thing grew. As you can imagine, no crops prevents me from playing without having to go out of my way.

Was something changed and I missed it? The version before this had crops working fine.

I bet you're playing with "Hard farming" on and you have something set to grow each season, eh?

With that setting enabled in the gui, underground plants take 4 seasons to grow and aboveground crops take 2 seasons. If you enable crops to be planted for each season in the same plot, then it seems nothing will grow.
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Skrain

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10578 on: April 07, 2013, 03:42:40 pm »

Is farming broken in the recent patch?

After getting an entrance and a meeting hall, I get a farm area for plump helmets. Although it seems that they won't grow. I've tried four different fortress, I can not grow any kind of crop. I waited two years and not a single thing grew. As you can imagine, no crops prevents me from playing without having to go out of my way.

Was something changed and I missed it? The version before this had crops working fine.

I bet you're playing with "Hard farming" on and you have something set to grow each season, eh?

With that setting enabled in the gui, underground plants take 4 seasons to grow and aboveground crops take 2 seasons. If you enable crops to be planted for each season in the same plot, then it seems nothing will grow.

Thank you kindly. I didn't even see the hard farming option.

That'll fix my problems.
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Guthbug

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10579 on: April 07, 2013, 04:07:41 pm »

Many dwarves starved to bring you this knowledge.

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Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10580 on: April 07, 2013, 04:47:25 pm »

With that setting enabled in the gui, underground plants take 4 seasons to grow and aboveground crops take 2 seasons. If you enable crops to be planted for each season in the same plot, then it seems nothing will grow.

Excuse me, this is interesting.

So planting the same thing for all seasons is a bad habit ? It's better to have different things for every season ?
Or you was just talking about a "feeling" that things never grows ?

In the beginning of a game, I usually do 1-2 medium-sized-plot for every plant type and then set the same plant type for all seasons.
Some seasons have more plants, so I just do 2 types for that ones.

Guthbug

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10581 on: April 07, 2013, 04:55:57 pm »

With that setting enabled in the gui, underground plants take 4 seasons to grow and aboveground crops take 2 seasons. If you enable crops to be planted for each season in the same plot, then it seems nothing will grow.

Excuse me, this is interesting.

So planting the same thing for all seasons is a bad habit ? It's better to have different things for every season ?
Or you was just talking about a "feeling" that things never grows ?

In the beginning of a game, I usually do 1-2 medium-sized-plot for every plant type and then set the same plant type for all seasons.
Some seasons have more plants, so I just do 2 types for that ones.

That's what I do too under regular farming rules.

But under the harder farming rules, plants take longer to grow.

You would build the plot, and then set it for "Plump Helmets" in Spring. Set NOTHING for Summer, Fall, and Winter or it will replant and reset the timer. This means that for a full year, that plot is tied up growing one thing. You've also got to wait longer for food. They weren't kidding when they called it "harder farming".

I find the best approach to be to set 2 plots for each underground plant and stagger the season, so you would have one plot that plants plump helmets in the spring and another one that plants plump helmets in the fall, and so forth and so on for cave wheat, pig tails, or whatever else you want to grow.

Because of the 4 season delay, it means that you plant in spring and you harvest in the next spring. If your brewer is slow, or you time something wrong (maybe not enough containers come harvest time to hold the drinks), then you won't have produced enough seeds to plant that season and now you'll miss out on an ENTIRE YEAR of planting. Which is disastrous.

It all depends upon how you want to play that game, which is the awesome factor of Masterwork. When I play heavy in the fortress defense with lots of sieges, I don't usually want to fiddle with food so I turn on easy farming. If I'm going for a "survival fortress" or doing megaprojects, I might turn on the hard farming in order to increase the survival aspect. If I'm really sadistic, I'll do both at the same time. :)


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Putnam

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10582 on: April 07, 2013, 05:35:23 pm »

That's... actually not true at all, Guthbug. Things don't replant on seasons. They keep growing until they're done. Otherwise you would lose your entire crop of plump helmets every season in vanilla, as they don't exactly time their growing perfectly by month or whatever.

Guthbug

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10583 on: April 07, 2013, 05:41:41 pm »

That's... actually not true at all, Guthbug. Things don't replant on seasons. They keep growing until they're done. Otherwise you would lose your entire crop of plump helmets every season in vanilla, as they don't exactly time their growing perfectly by month or whatever.

Hrm. It was the only way I could think of to explain why nothing ever produces if you have it set to be planted every season. What's actually happening?

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Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10584 on: April 07, 2013, 05:43:01 pm »

Infact, on MasterWork + harder farming on surface plots, I always had good results planting all the 4 seasons 1 or 2 different crop types.
I don't fertilize in start and mid-game, I do only with potash made from slag later.

We all know they all wither in winter (probably your problem?), and in spring so many grows almost instantly.

Other than that, I did not see particular tricks.

Also ensure there is water/mud around.

Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10585 on: April 07, 2013, 05:50:42 pm »

Ok, Guthhub, Skrain and Nokao:

Aboveground takes 1 Season to grow, but all plants die in winter. So only plant in spring/summer.
Underground takes 4 Seasons to grow. Plant whenever you like.

Farmplots actually contain the seeds you plant as an item, so the tile you planted on is marked as used. No farmer will replant/plant another crop over the old one. That never happens. If there are plump helmet seeds in one tile, they will stay there for 1 year till they grow. You can plant 1 plant all 4 seasons, or plant 4 different plants, doesnt matter.

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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Putnam

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10586 on: April 07, 2013, 05:52:34 pm »

Also ensure there is water/mud around.

You don't need mud on soil and water has no affect on farming.

Guthbug

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10587 on: April 07, 2013, 06:00:52 pm »

Ok, Guthhub, Skrain and Nokao:

Aboveground takes 1 Season to grow, but all plants die in winter. So only plant in spring/summer.
Underground takes 4 Seasons to grow. Plant whenever you like.

Farmplots actually contain the seeds you plant as an item, so the tile you planted on is marked as used. No farmer will replant/plant another crop over the old one. That never happens. If there are plump helmet seeds in one tile, they will stay there for 1 year till they grow. You can plant 1 plant all 4 seasons, or plant 4 different plants, doesnt matter.

Hrm. I'm completely confused now. When I enable the same plant (or different plants) for each season, I never see a product. Even after a year. If I do it for only one season then I will.

In my testing just now, I saw that when the season changed, the farmer did come and plant some of the empty spaces in the plot with some of the extra seeds but he did not overwrite the previously planted ones. That may be my confusion as to that part. I see him headed to the plot and think he's overwriting.

But why am I not getting product when I do it enabled for each season? The test game hasn't progressed far enough yet to show me what's happening over the long haul.

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Putnam

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10588 on: April 07, 2013, 06:24:05 pm »

Are you sure they're just not replanting quickly enough for you to not see the helmets themselves grow?

Guthbug

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10589 on: April 07, 2013, 06:49:13 pm »

Are you sure they're just not replanting quickly enough for you to not see the helmets themselves grow?

It's possible, but should I see them being harvested and then added to my stockpiles?

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