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Crop Seasons

Started by slink, August 26, 2014, 07:20:45 PM

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slink

I'm sure this is posted elsewhere, but I have not yet seen it posted here.  Here are the eight standard field crops, sorted by months to maturity and lowest temperature that they will grow, and divided by vegetables versus grains.  This came from reading the resource files in 1.04 Beta Mod Version.

Crop   Months Temp Range Low High Type
Beans 2 65 25 40 90 Vegetable
Pumpkin 2.5 60 20 40 80 Vegetable
Cabbage 2.5 65 20 45 85 Vegetable
Pepper 2.75 70 20 50 90 Vegetable
Squash 3 55 30 25 85 Vegetable
Potato 3 65 20 45 85 Vegetable
Wheat 3 60 30 30 90 Grain
Corn 3 70 25 45 95 Grain

mariesalias

Glad to see my preference for planting wheat makes sense. ;D  Though mostly I prefer it because it looks better.

Peppers and Potatoes are my two least favorite crops to plant, though I do still plant peppers sometimes for their looks.

What exactly does the Range mean?

irrelevant

Hm, according to this wheat should do better than corn, especially when it gets cold. But I've had better luck growing corn. Is the temperature above 90 a lot in the summer? I never paid attention.

slink

Range is a temperature parameter, which I took to mean plus-or-minus to the given ideal temperature.  It wouldn't make much sense for it to be the total range, so I used it to create the low and high values.

mariesalias

Quote from: slink on August 27, 2014, 07:30:41 PM
Range is a temperature parameter, which I took to mean plus-or-minus to the given ideal temperature.  It wouldn't make much sense for it to be the total range, so I used it to create the low and high values.

I see, thanks :)

irrelevant

#5
I was looking at this table in the OP. There still is a bit of info that seems to be missing, that being the temperature below which the crop starts to die, and how fast it dies. Clearly they have different kill temps and die-off rates. Beans and corn both seem to bite it at 32-31, while wheat seems to tough it out to below 30. And beans die very fast, while corn takes maybe twice as long (which is still pretty fast); wheat dies off more slowly it seems to me. There must be some additional parameters somewhere...?

edit: I don't think the "low" in the chart describes the die-off temp, I think it describes the lowest temp at which the crop will grow (the yield % will increase).

@slink  Could you take another look at wherever you found this data, and see whether there are anymore crop-related parameters?

slink

#6
Sure can, @irrelevant.  Here is the entire template file for wheat plants.

// layout of the entity
ComponentDescription resource
{
// how often to update
UpdatePriority _updatePriority = Fifth;

// components that will be used
Description _descriptions
[
"value",

"map",
"model",
"naturalresource",
"growth",
"select"
]
}

ValueDescription value
{
SpriteSheet _spriteSheet = "Dialog/SpriteSheet.rsc";
String _spriteName = "SeedWheatSmall";
StringTable _stringTable = "Dialog/StringTable.rsc:rawMaterial";
String _stringName = "SeedWheat";

// how much the item is worth, +- some tolerance
int _baseValue = 2500;

// how much is sold in a single sale
int _stackCount = 1;
}


MapDescription map
{
PathType _pathType = Obstacle; // crop
bool _addOnCreate = true;
}

SelectDescription select
{
SpriteSheet _spriteSheet = "Dialog\SpriteSheet.rsc";
String _spriteName = "CropWheat";
StringTable _stringTable = "Dialog/StringTable.rsc:rawMaterial";
String _stringName = "Wheat";
SelectGroup _group = Crop;
}

ModelDescription model
{
MeshGroup _meshes
[
{ GraphicsMesh _mesh [ "Models\NaturalResource\Crops\WheatMesh.rsc" ] }
]

int _displayIndex = 0;
int _subIndex = 0;
bool _randomIndex = false;
}

NaturalResourceDescription naturalresource
{
ComponentDescription _rawMaterial = "Template\RawMaterialWheat.rsc";

float _spawnChance = 0.0;
float _positionTolerance = 0.15;

bool _animated = false;
Time _preAnimateTime = 1.0;
Time _postAnimateTime = 1.0;
ToolType _toolType = Scythe;
}

GrowthDescription growth
{
// maximum growth before death, -1 for ever living
float _maxGrowth = -1.0;

// growth +- some amount
float _maxGrowthTolerance = 0.0;

// length of growth period to maturity
float _growthInMonths = 3;

// temperature dependant growth
bool _temperatureDependent = true;
float _growthTemp = 60.0;
float _growthTempRange = 30.0;

// soil properties
bool _soilDependent = true;
float _soilQualityChangeOnRemove = 0.98f;
float _soilQualityChangeOnDecay = -0.8f;

// re-seeding. Seed chance 0 means no reseeding
int _seedChance = 0;

bool _zScale = true;
float _minScale = 0.0;
}


And here is the same information for bean plants.

// layout of the entity
ComponentDescription resource
{
// how often to update
UpdatePriority _updatePriority = Fifth;

// components that will be used
Description _descriptions
[
"value",

"map",
"model",
"naturalresource",
"growth",
"select"
]
}

ValueDescription value
{
SpriteSheet _spriteSheet = "Dialog/SpriteSheet.rsc";
String _spriteName = "SeedBeanSmall";
StringTable _stringTable = "Dialog/StringTable.rsc:rawMaterial";
String _stringName = "SeedBean";

// how much the item is worth, +- some tolerance
int _baseValue = 2500;

// how much is sold in a single sale
int _stackCount = 1;
}

MapDescription map
{
PathType _pathType = Obstacle; // crop
bool _addOnCreate = true;
}

SelectDescription select
{
SpriteSheet _spriteSheet = "Dialog\SpriteSheet.rsc";
String _spriteName = "CropBean";
StringTable _stringTable = "Dialog/StringTable.rsc:rawMaterial";
String _stringName = "Bean";
SelectGroup _group = Crop;
}

ModelDescription model
{
MeshGroup _meshes
[
{ GraphicsMesh _mesh [ "Models\NaturalResource\Crops\BeanMesh.rsc" ] }
]

int _displayIndex = 0;
int _subIndex = 0;
bool _randomIndex = false;
}

NaturalResourceDescription naturalresource
{
ComponentDescription _rawMaterial = "Template\RawMaterialBean.rsc";

float _spawnChance = 0.0;
float _positionTolerance = 0.15;

bool _animated = false;
Time _preAnimateTime = 1.0;
Time _postAnimateTime = 1.0;

ToolType _toolType = Scythe;
}

GrowthDescription growth
{
// maximum growth before death, -1 for ever living
float _maxGrowth = -1.0;

// growth +- some amount
float _maxGrowthTolerance = 0.0;

// length of growth period to maturity
float _growthInMonths = 2;

// temperature dependant growth
bool _temperatureDependent = true;
float _growthTemp = 65.0;
float _growthTempRange = 25.0;

// soil properties
bool _soilDependent = true;
float _soilQualityChangeOnRemove = 0.98f;
float _soilQualityChangeOnDecay = -0.8f;

// re-seeding. Seed chance 0 means no reseeding
int _seedChance = 0;

bool _zScale = true;
float _minScale = 0.1;
}


Note that wheat still grows down to 30, and squash down to 25, if you are correct and the range describes at what temperatures plants will grow, and not when they will die.  If everything dies at 32 degrees, I don't know what it means if a plant still grows 7 degrees below when it dies.

RedKetchup

personally i would be for a better équivalences. it sad to see @irrelevant and some others to always use ONLY 2 or 3 kind of crop: Beans and Corn and sometimes Wheat. thats all. there is 6-7  others we never never see in screenshots.
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irrelevant

@RedKetchup  The reason I've asked this question is that I'm thinking of adding a fourth crop, something more resistant to die-off from cold than the beans are. Squash looks interesting, I know I've tried it before without much success, but I didn't really give it much of a chance.

RedKetchup

and why not to just make them all numbers more equally ? less range in different numbers ?
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slink

Beans are used most often because they grow the fastest.  Corn or wheat are required because the people need a grain.  There is no benefit whatsoever to more types of crops, except to provide new types such as textile fibers or protein, or to provide something the player really likes.  Making the growing seasons all identical to beans would only make the starting selections identical with regards to survival properties, for Medium and Easy starts.

Having all of these crops made sense when crop rotation was going to be required.  It doesn't make sense now, but they are in there anyway.

RedKetchup

#11
Pepper and cabage are ok , potato abit less , wheat is ok, pumpkin and squash are horrible.

i would have "tiny"-ly ADD + time to Bean, and CUT 'tiny'-ly a bit to Potato, Pepper, Cabage and Wheat. and really FIX the pumpkin and squash

tinily ?? = just a little bit more tiny ^^ sorry . i cant find the English word
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irrelevant

#12
@slink thanks for putting that up. I don't see what I was looking for, it must be hiding somewhere else. I agree with your last post. But I do I think all of these crops have their place (in a mild climate), some are less versatile than others.

irrelevant

Quote from: RedKetchup on September 04, 2014, 10:01:05 AM
personally i would be for a better équivalences. it sad to see @irrelevant and some others to always use ONLY 2 or 3 kind of crop: Beans and Corn and sometimes Wheat. thats all. there is 6-7  others we never never see in screenshots.
@RedKetchup If you ever should visit (or even fly over) Indiana, where I grew up, in summertime, you will see field after enormous field of crops, 99% of the acreage planted only in wheat, corn, and soybeans.  ;)

irrelevant

Quote from: slink on September 04, 2014, 09:56:34 AM
Note that wheat still grows down to 30, and squash down to 25, if you are correct and the range describes at what temperatures plants will grow, and not when they will die.  If everything dies at 32 degrees, I don't know what it means if a plant still grows 7 degrees below when it dies.
I don't believe wheat dies at 32, I believe it survives until some lower temp; I will verify this evening. But this is why I'm interested in squash, as a hedge against bean die-off due to early frost.