World of Banished

Conversations => Tips and Tricks => Topic started by: slink on August 26, 2014, 07:20:45 PM

Title: Crop Seasons
Post by: slink on August 26, 2014, 07:20:45 PM
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
Title: Re: Crop Seasons
Post by: mariesalias on August 27, 2014, 12:21:05 PM
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?
Title: Re: Crop Seasons
Post by: irrelevant on August 27, 2014, 12:39:17 PM
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.
Title: Re: Crop Seasons
Post by: 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.
Title: Re: Crop Seasons
Post by: mariesalias on August 27, 2014, 10:13:30 PM
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 :)
Title: Re: Crop Seasons
Post by: irrelevant on September 04, 2014, 08:42:07 AM
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?
Title: Re: Crop Seasons
Post by: slink on September 04, 2014, 09:56:34 AM
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.
Title: Re: Crop Seasons
Post by: 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.
Title: Re: Crop Seasons
Post by: irrelevant on September 04, 2014, 10:02:36 AM
@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.
Title: Re: Crop Seasons
Post by: RedKetchup on September 04, 2014, 10:32:18 AM
and why not to just make them all numbers more equally ? less range in different numbers ?
Title: Re: Crop Seasons
Post by: slink on September 04, 2014, 10:41:54 AM
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.
Title: Re: Crop Seasons
Post by: RedKetchup on September 04, 2014, 10:46:38 AM
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
Title: Re: Crop Seasons
Post by: irrelevant on September 04, 2014, 10:52:09 AM
@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.
Title: Re: Crop Seasons
Post by: irrelevant on September 04, 2014, 11:03:33 AM
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.  ;)
Title: Re: Crop Seasons
Post by: irrelevant on September 04, 2014, 11:09:06 AM
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.
Title: Re: Crop Seasons
Post by: irrelevant on September 04, 2014, 06:15:47 PM
Just tested wheat; it does not start to die until the temperature drops from 30F to 29F. It seems to die somewhat less quickly than beans, although this is difficult to judge (especially in the middle of a scarlet fever outbreak). >:(
Title: Re: Crop Seasons
Post by: solarscreen on September 04, 2014, 07:28:18 PM
I'd like to see green peas as a quick crop that gets planted in early spring and then again in late summer. Peas can take the cold and would look really good vining their way onto poles or nets.

Two harvest in one year.  Is it possible?  I'd like to see it.
Title: Re: Crop Seasons
Post by: irrelevant on September 05, 2014, 10:14:14 PM
Just tested squash; it definitely does not begin to die off until 25-26F. This is superior performance. If only it did not take 90 days to mature.
Title: Re: Crop Seasons
Post by: rkelly17 on September 06, 2014, 07:29:10 AM
Quote from: irrelevant on September 05, 2014, 10:14:14 PM
Just tested squash; it definitely does not begin to die off until 25-26F. This is superior performance. If only it did not take 90 days to mature.

Ah, but that is winter squash. It also takes up half my backyard when I plant it, so . . . .  The one problem with the in-game squash is that the vines are much too tidy. Maybe someone could create a summer squash mod with a shorter time-to-maturity but higher (0C/32F) kill temp. The plants would look like the current squash with smaller fruit.

What about pumpkins? They should have the same numbers as the current squash.

While I'm thinking about it, has anyone thought about creating melons? Fruit in the field. The graphics could be based on pumpkins.
Title: Re: Crop Seasons
Post by: RedKetchup on September 06, 2014, 08:04:16 AM
if i wouldnt pass like 7 days on a little something.... i would do more things :(
Title: Re: Crop Seasons
Post by: irrelevant on September 06, 2014, 06:05:35 PM
If I was going to change the crop parameters, here's what I'd do. Just some tweaks, to give each crop some usefulness, and it's own niche.

Unmodded Parameters

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

Suggested Tweaks
Crop   Months   Temp   Range   Low   High   Type
Beans   2   65   25   40   90   Vegetable
Pumpkin   2.5   60   25   35   85   Vegetable
Cabbage   2.25   55   28   27   83   Vegetable
Pepper   2.5   65   30   35   95   Vegetable
Squash   2.75   58   30   28   88   Vegetable
Potato   3   60   32   28   92   Vegetable
Wheat   3   60   30   30   90   Grain
Corn           3   70   25   45   95   Grain


No need to change beans, corn, or wheat, they all work fine.
Title: Re: Crop Seasons
Post by: canis39 on September 07, 2014, 08:51:57 AM
Is there a way to change pumpkins so that they are classified as fruits rather than vegetables?
Title: Re: Crop Seasons
Post by: slink on September 07, 2014, 08:59:44 AM
@canis39: Yes.  *grin*  I suppose you want to know how, now.  Find RawMaterialPumpkin.rsc under Template.  Change the word "Vegetable" to "Fruit".

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

// declare types that will be used
Description _descriptions
[
"value",

"map",
"model",
"work",
"rawmaterial",
]
}

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

// how much the item is worth, +- some tolerance
int _baseValue = 1;

// how much is sold in a single sale
int _stackCount = 2000;
}

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

ModelDescription model
{
MeshGroup _meshes
[
{ GraphicsMesh _mesh [ "Models\Resources\PumpkinMesh.rsc" ] }
]
int _displayIndex = 0;
int _subIndex = 0;
bool _randomIndex = false;
}

WorkDescription work
{
int _defaultWorkers = 1;
}

RawMaterialDescription rawmaterial
{
SpriteSheet _spriteSheet = "Dialog/SpriteSheet.rsc";
StringTable _stringTable = "Dialog/StringTable.rsc:rawMaterial";
String _name = "Pumpkin";

int _lowCreateCount = 20;
int _highCreateCount = 28;

int _weight = 1;
int _createChance = 4;

RawMaterialFlags _flags = Edible | Vegetable;

float _carryScale = 0.5;
}
Title: Re: Crop Seasons
Post by: canis39 on September 07, 2014, 09:01:41 AM
That almost looks...easy.  Thanks for the explanation!
Title: Re: Crop Seasons
Post by: rkelly17 on September 08, 2014, 08:15:54 AM
Quote from: slink on September 07, 2014, 08:59:44 AM
@canis39: Yes.  *grin*  I suppose you want to know how, now.  Find RawMaterialPumpkin.rsc under Template.  Change the word "Vegetable" to "Fruit".

Oh, that's naughty.  ;D

Hmmm. I've always thought that beans should be a protein. Maybe . . . .

Title: Re: Crop Seasons
Post by: irrelevant on September 09, 2014, 08:27:58 PM
So does anyone ever use the manual "Harvest" button? If so, under what circumstances? I just went through my fields, it's late summer but the temp is 48 degrees. I don't like the looks of it, and last year I got hit with an early frost and so the harvest was wimpy. I'm hitting the Harvest button on anything that is over 95%, thinking that at 48F stuff probably isn't going to grow much more.
Title: Re: Crop Seasons
Post by: RedKetchup on September 09, 2014, 09:23:20 PM
yes i sometimes do. why ? euh....

euh....

cause i am unhappy to have seen tons of food waste the year before ? and i m angry ? lol
is it a good answer ? lol
Title: Re: Crop Seasons
Post by: Nilla on September 10, 2014, 02:28:20 AM
QuoteSo does anyone ever use the manual "Harvest" button? If so, under what circumstances? I just went through my fields, it's late summer but the temp is 48 degrees. I don't like the looks of it, and last year I got hit with an early frost and so the harvest was wimpy. I'm hitting the Harvest button on anything that is over 95%, thinking that at 48F stuff probably isn't going to grow much more.

I do, if i remember to look at the temperatures in late summer.

I also wish there was a button to delay harvest. Some years the spring is late and the fields are only partly developed as the harvest begins (=bad harvest). As far as I have seen; the harvest always starts in early autumn, even if the temperature is high and the crop is only 50% developed.
Title: Re: Crop Seasons
Post by: RedKetchup on September 12, 2014, 12:37:34 PM
Quote from: irrelevant on September 06, 2014, 06:05:35 PM
If I was going to change the crop parameters, here's what I'd do. Just some tweaks, to give each crop some usefulness, and it's own niche.

Unmodded Parameters

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

Suggested Tweaks
Crop   Months   Temp   Range   Low   High   Type
Beans   2   65   25   40   90   Vegetable
Pumpkin   2.5   60   25   35   85   Vegetable
Cabbage   2.25   55   28   27   83   Vegetable
Pepper   2.5   65   30   35   95   Vegetable
Squash   2.75   58   30   28   88   Vegetable
Potato   3   60   32   28   92   Vegetable
Wheat   3   60   30   30   90   Grain
Corn           3   70   25   45   95   Grain


No need to change beans, corn, or wheat, they all work fine.

thats what you still want to get @irrelevant ?
Title: Re: Crop Seasons
Post by: irrelevant on September 12, 2014, 12:39:00 PM
Yes! If I was industrious and detail-oriented, this is exactly what I would do (for 1.0) ;)
Title: Re: Crop Seasons
Post by: RedKetchup on September 12, 2014, 12:57:37 PM
alright
Title: Re: Crop Seasons
Post by: RedKetchup on September 12, 2014, 01:05:37 PM
and rdy to test ?

;D ;D ;D
Title: Re: Crop Seasons
Post by: RedKetchup on September 12, 2014, 01:18:50 PM
lol took me like 5 mins and he is already gone looks like lol
Title: Re: Crop Seasons
Post by: irrelevant on September 12, 2014, 01:26:18 PM
I'm still at work  ;)  I pop in and out.
Title: Re: Crop Seasons
Post by: RedKetchup on September 12, 2014, 01:41:17 PM
oh ok, so ... the testing will be only tonight ? when you ll get home ? :)
Title: Re: Crop Seasons
Post by: irrelevant on September 12, 2014, 03:17:22 PM
@RedKetchup yes, I just got home. First I have to download and install 1.04

I assume I can run some games modded and others not? How about can I take an old save of my current game and run it modded, then revert to back to the current save without mod?

Where do the contents of that zip file go?
Never mind I figured that out.

Aww, what a nice description of the mod. "This mod is a special request from my friend irrelevant"  :)
Title: Re: Crop Seasons
Post by: RedKetchup on September 12, 2014, 04:03:27 PM
be sure to save on another save slot, a save cant get back without it after, or extremly risky

just dont overwrite your good one

do a safe save, a copy paste of your .sav file. if dunno which one, copy them all ! lol
Title: Re: Crop Seasons
Post by: RedKetchup on September 12, 2014, 04:06:39 PM
and since it s your first time lol , open game, go to mod, enable it, then OK, and then start a new game or load an existent save and dont resave on the same slot
Title: Re: Crop Seasons
Post by: irrelevant on September 12, 2014, 04:15:31 PM
Now I'm trying to buy the other four seeds. Of course, when you want seed merchants, you get nothing but resources and food. ::)
Title: Re: Crop Seasons
Post by: irrelevant on September 12, 2014, 04:22:42 PM
Huzza!
Title: Re: Crop Seasons
Post by: RedKetchup on September 12, 2014, 04:28:28 PM
now test your numbers :)
Title: Re: Crop Seasons
Post by: irrelevant on September 12, 2014, 04:36:23 PM
Now I'm just waiting for the current crop to come in. This is unexpectedly exciting!

Oh, then there's the small matter of changing 178 fields. ;D
Title: Re: Crop Seasons
Post by: RedKetchup on September 12, 2014, 04:44:45 PM
lol of course
Title: Re: Crop Seasons
Post by: RedKetchup on September 12, 2014, 05:00:49 PM
MODs are unexpectedly .....exciting !!!!!!
Title: Re: Crop Seasons
Post by: irrelevant on September 12, 2014, 05:42:54 PM
And a smallpox outbreak  >:( And the traders are back  >:( (I  have to do trading, I may have to run this more than just one year) But it's late winter, and the traders are nearly done  :D
Title: Re: Crop Seasons
Post by: RedKetchup on September 12, 2014, 05:51:01 PM
Just let you know, it is possible you ll need to delete your crops and rebuild them, thats a possibility that happends often with the buildings in order to be able to see the changes.
Title: Re: Crop Seasons
Post by: irrelevant on September 12, 2014, 06:22:17 PM
Too late now =]
Title: Re: Crop Seasons
Post by: irrelevant on September 12, 2014, 06:35:50 PM
Early Summer. It was a normal spring, no early frost. Beans yields are already in the 90s of course, but all other crops are in the 50-60 range.
Title: Re: Crop Seasons
Post by: irrelevant on September 12, 2014, 06:40:07 PM
Early Summer, the beans are already harvesting?!
Title: Re: Crop Seasons
Post by: RedKetchup on September 12, 2014, 06:51:06 PM
so ya. at winter , delete your crops 1 by 1 and redo them and re-assign them to your 5 tweaked vegs
Title: Re: Crop Seasons
Post by: irrelevant on September 12, 2014, 06:55:02 PM
Peppers finished second, about the same as corn. Then cabbage.
Title: Re: Crop Seasons
Post by: irrelevant on September 12, 2014, 06:56:57 PM
Quote from: RedKetchup on September 12, 2014, 06:51:06 PM
so ya. at winter , delete your crops 1 by 1 and redo them and re-assign them to your 5 tweaked vegs
No, I think it took without doing that. Farms are different from structures I guess. Changing the crop was good enough. looks like.
Title: Re: Crop Seasons
Post by: RedKetchup on September 12, 2014, 06:59:33 PM
bah in your next game you ll see if there is a difference :)
Title: Re: Crop Seasons
Post by: irrelevant on September 12, 2014, 07:19:33 PM
I don't think so. Getting good results. Damn merchants are back again though. Gotta deal with them, then I'll post some field panels to compare this year's modded crop with last year's corn, wheat, and beans.

Going to run this another year. I want to see what happens in an early frost, nearly all fields harvested fully and still no frost yet.

Check this out though, 27F and squash just now lost it's first 2% to frost. BTW, we made squash less frost-hardy.
Title: Re: Crop Seasons
Post by: canis39 on September 12, 2014, 07:22:23 PM
Hmm...could the next version of this mod maybe change pumpkins to fruit?

:D
Title: Re: Crop Seasons
Post by: irrelevant on September 12, 2014, 07:36:34 PM
Just a sample.

This was a near-perfect growing season, frost hardiness was not really tested. I'm going to run another year with the exact same fields.

The results are almost too good, but like I said, this season was perfect weather.

Screen 4 - the squash field on the right was the one from the earlier screenie where it got harvested late.
Title: Re: Crop Seasons
Post by: irrelevant on September 12, 2014, 08:14:15 PM
@canis39  I may need to ask my friend @RedKetchup for one more set of small tweaks first. After that, it's up to him. ;) Course he may tell me to get stuffed, but maybe not  ;)
Title: Re: Crop Seasons
Post by: irrelevant on September 12, 2014, 08:24:15 PM
Year 2 - Early Summer - Pretty

Screen 3 - Summer - beans are starting to harvest already, I so hope I get hammered by frost
Title: Re: Crop Seasons
Post by: RedKetchup on September 12, 2014, 08:45:51 PM
no problemo.

if irrelevant doesnt care if he gets pumpkins as a fruit, it can be done in the same pack :)
Title: Re: Crop Seasons
Post by: irrelevant on September 12, 2014, 08:59:17 PM
I guess they really are fruits, aren't they?
Title: Re: Crop Seasons
Post by: RedKetchup on September 12, 2014, 09:07:52 PM
personally i have no idea lol.

alright if you arent against changing them :)

let me know if you want more tweaks :)
Title: Re: Crop Seasons
Post by: irrelevant on September 12, 2014, 09:31:06 PM
will that make them show up in the tavern to make ale from, I wonder?

I am going to want to do a bit more (or less!), but it may take me some time to figure out exactly what, my eyes are starting to cross here :o
Title: Re: Crop Seasons
Post by: RedKetchup on September 12, 2014, 09:36:21 PM
no it wont make them show up. it s now how it works. you need to specify each item with 3-4 lines of code and name that resource to make them show there

{
ConsumeRawMaterial _consumeMaterials
[
{
ComponentDescription _material = "Template/RawMaterialApple.rsc";
int _count = 30;
}
]
ComponentDescription _produceMaterial = "Template/RawMaterialAle.rsc";
ResourceLimit _resourceLimit = Alcohol;

String _requirements = "AleAppleRequire";
}


doing same thing, but with the name RawMaterialPumpkin.rsc
and String _requirements = "AlePumpkinRequire";

and then add a little line in string table that explain that "AlePumpkinRequire"



{ String _name = "AlePumpkinRequire"; String _text = "Ale [Pumpkin]"; }
Title: Re: Crop Seasons
Post by: irrelevant on September 12, 2014, 09:38:59 PM
Good. That would be too easy.
Title: Re: Crop Seasons
Post by: canis39 on September 12, 2014, 10:05:50 PM
Pumpkins are in fact fruits:

http://en.wikipedia.org/wiki/Pumpkin

(Technically squash are also fruit but there's no need to get crazy :D)
Title: Re: Crop Seasons
Post by: slink on September 13, 2014, 06:08:06 AM
And speaking in the dietetic sense, potatoes are carbohydrates, along with grains.
Title: Re: Crop Seasons
Post by: irrelevant on September 13, 2014, 07:14:06 AM
Run a total of four seasons, damn perfect weather every time. The crops have not been stress-tested. But I have seen some things that I have a hard time understanding regarding relative time to maturity of the various crops. Makes me think that either the mod is not effective on my map, and I do in fact need to delete and re-make all 187 farms  :o or maybe there is something else going on, maybe something hard-coded that we can't see.
Title: Re: Crop Seasons
Post by: RedKetchup on September 13, 2014, 02:39:52 PM
bah me, before to give it to you , i started a game for 2 mins..... i started random so i ended only with Pepper, the only seed. i made 2 crop, of course 1 st one was clear before the other, and started to seed before the other :

1st Pepper : harvested in early summer like beans are
2nd big and seed later, got harvested in late summer , cleared before autumn.

so i dunno
Title: Re: Crop Seasons
Post by: irrelevant on September 13, 2014, 07:38:48 PM
For example, one thing I really don't understand is why it is that beans, corn, and wheat are the first to germinate and grow. Beans make sense, they have the shortest growing season, 2 months. But wheat and corn are both 3 months, and all five of the tweaked crops (pepper, cabbage, pumpkin, squash, potato) have shorter seasons, ranging from 2.25 to 2.75 months.

Also, corn, with a temp of 70 and a range of only 25, should lag behind every one of the tweaked crops, all of which have temps of 55-65 and ranges from 25-32.

So in other words, corn germinates faster than five crops that have shorter growing seasons, lower temps, and equal or greater ranges. Baffling.

Perhaps the parameters don't work in the way that seems most intuitive. If anyone has any thoughts on this I'd love to hear them.
Title: Re: Crop Seasons
Post by: irrelevant on September 13, 2014, 07:45:10 PM
On the other hand, I suppose it's possible that the graphics are misleading.

Screen 1 - Corn, top center, looks like it is coming along just a bit behind the beans and wheat nearby. But actually it is behind every other crop. So I should stop fixating on how it looks like the crops are doing and click open the panels. ::)

Also, before this season began, I deleted 10 of the modified crops in this image and rebuilt them. There is no difference between how they are doing and how the rest of the fields with modded crops are doing. So there appears to be no need to delete and rebuild fields to get the effect of the modded crops, as long as you changed what crop was growing there.

Screen 2 - the ten modded crops in the two parallel rows at the upper center of this image were deleted and rebuilt. The other crops of the same the same type were original fields that just had the crop type changed (five years ago, when I began using the mod)
Title: Re: Crop Seasons
Post by: irrelevant on September 13, 2014, 08:05:45 PM
Beans still are OP in comparison. I want to tweak them to slow them down just a bit, and to make them even more vulnerable to early frost. Some of the other veggies seem to be a bit OP as well, maybe I went too far with some of the changes. We shortened their growing times by 0.25 months, and raised their temps by from 3 to 10 degrees, and bumped their ranges by from 5 to 12 degrees. Some of the more extreme changes should probably be dialed back a bit, if that can be done without making them all just different graphics having the same characteristics.

Don't want to remove all of the risk.
Title: Re: Crop Seasons
Post by: RedKetchup on September 14, 2014, 12:18:13 AM
me i think it s because you didnt restart over your crops, in my tests, like the last one i started with beans and pumpking and they are very near

Title: Re: Crop Seasons
Post by: irrelevant on September 14, 2014, 06:22:49 AM
@RedKetchup the result you have there is similar to mine. I don't think demolishing/rebuilding is necessary. I did that with ten fields, there was no difference.

Thanks for posting those pics!
Title: Re: Crop Seasons
Post by: RedKetchup on September 14, 2014, 06:23:36 AM
alright , bro
Title: Re: Crop Seasons
Post by: Pangaea on September 16, 2014, 08:31:01 AM
I've only read the first page of this thread, so perhap you have figured out where it says something about at what temperatures the various crops die. But I noticed that people don't seem to like squash at all. I don't understand that. It can be a lifesaver if cold hits early, because it's very durable. I'm playing with Celsius, and squash only started dying below 0C temperature (which is the point of freezing), and they also die very slowly. It's been months since I played so I don't recall all I found out back then, but I used all crop types (why would you not?), and squash was always useful to have "just in case". Many other types would die half-harvested, but squash could often be fully retrieved on white fields, with little loss. Fair enough, I see the lure of beans because they were early and quick growers, but I find it a little sad to rely on more or less a monoculture in a game. Must everything be about 100% efficiency? :(
Title: Re: Crop Seasons
Post by: rkelly17 on September 16, 2014, 08:41:55 AM
Quote from: Pangaea on September 16, 2014, 08:31:01 AM
I've only read the first page of this thread, so perhap you have figured out where it says something about at what temperatures the various crops die. But I noticed that people don't seem to like squash at all. I don't understand that. It can be a lifesaver if cold hits early, because it's very durable. I'm playing with Celsius, and squash only started dying below 0C temperature (which is the point of freezing), and they also die very slowly.

I like squash and pumpkins for just this reason--they survive late frosts in Early Spring better than Beans or some others. I would like a little more realism: The vines freeze in the first frosts but the mature fruit can survive in the fields until a hard freeze. Thus their availability on October 31.
Title: Re: Crop Seasons
Post by: irrelevant on September 16, 2014, 08:52:18 AM
@rkelly17 I'm using a mix of beans, squash, corn, and wheat in Sink Mill. Squash is doing just fine. I don't really understand what was causing my problem with it before. As you have noted, it just laughs at frost and keeps on growing.

@Pangaea Be sure to look at page 4 & 5, I think you'll enjoy the screenshots there  :D
Title: Re: Crop Seasons
Post by: irrelevant on September 19, 2014, 04:53:05 PM
@RedKetchup I don't know if I missed it, or if I saw it and forgot about it, but I just realized that you have already made the changes to "my" crop mod that I was thinking about asking you to do. Thank you thank you thank you. I will test them as soon as Sink Mill reaches cinq mille  ;)
Title: Re: Crop Seasons
Post by: Pangaea on September 19, 2014, 05:03:00 PM
Quote from: irrelevant on September 16, 2014, 08:52:18 AM
@Pangaea Be sure to look at page 4 & 5, I think you'll enjoy the screenshots there  :D

Have had a look at the pictures on page four, and that looks nice indeed. Good variety, and I like that.

With so much open space, aren't you tempted to make a chessboard?  ;D
Title: Re: Crop Seasons
Post by: irrelevant on September 19, 2014, 05:15:27 PM
I think I did. ;D
Title: Re: Crop Seasons
Post by: RedKetchup on September 19, 2014, 06:59:11 PM
Quote from: irrelevant on September 19, 2014, 04:53:05 PM
@RedKetchup I don't know if I missed it, or if I saw it and forgot about it, but I just realized that you have already made the changes to "my" crop mod that I was thinking about asking you to do. Thank you thank you thank you. I will test them as soon as Sink Mill reaches cinq mille  ;)

yes i did the other day
Title: Re: Crop Seasons
Post by: irrelevant on September 19, 2014, 10:49:31 PM
Squash are tough  :) 120s with one farmer, living who knows where.

It didn't start to die until the temp fell from 25F to 24. Bad boys.
Title: Re: Crop Seasons
Post by: Pangaea on September 20, 2014, 09:41:06 AM
Gosh, orchards sure can be frustrating. Are there mods that play with them a bit? I'm looking at the code, and unless I misunderstand, they have an average lifespan of 4 years, and take 2 years to mature. So that is 2-3 seasons before they start dying off. Or perhaps 4-5, I've not watched them close enough to observe yet. In any case, it's a bit frustrating.

Relevant part of e.g. NaturalResourcePlumTree.rsc
    // maximum growth before death, -1 for ever living
    float _maxGrowth = 4.0;

    // growth +- some amount
    float _maxGrowthTolerance = 1.0;

    // length of growth period to maturity
    float _growthInMonths = 24;


Seems to me that they barely start giving fruits before a few trees dies. That usually means the rest goes soon, so at that point I cut them down (if I see and remember it) so we at least get logs for them. Then it's another 2 year wait. Perhaps they would compete better with farms if the lifespan was increased.
Title: Re: Crop Seasons
Post by: slink on September 20, 2014, 09:47:53 AM
That's what my Immortal Orchards mod does, although immortality might be a bit more than what you are asking for.
Title: Re: Crop Seasons
Post by: Pangaea on September 20, 2014, 10:39:37 AM
Quote from: slink on September 20, 2014, 09:47:53 AM
That's what my Immortal Orchards mod does, although immortality might be a bit more than what you are asking for.

Yes, that would be a bit much, and I also like the idea of cutting down the lot when they start dying, and that feature would be rather pointless if the trees cannot die. Does seem like they last too short now, however, and if they lasted some years longer, perhaps they wouldn't feel so nerfed compared to farms. It's probably more realistic the way it works by default, but from a balancing viewpoint it would be more interesting, I think, if farms and orchards were more equal in performance. Right now, if you want lots of food, the best approach is to farm the lot, so that's what we tend to end up doing.

It would be yet another "make it easier" mod, though :D
Title: Re: Crop Seasons
Post by: irrelevant on September 20, 2014, 10:46:01 AM
Wasn't someone here working on a mod to make trees (both orchard and wild, IIRC) simply live longer, more like they do IRL, right after the mod pack came out? What happened to that?
Title: Re: Crop Seasons
Post by: rkelly17 on September 21, 2014, 10:02:57 AM
http://worldofbanished.com/index.php?topic=405.0
Title: Re: Crop Seasons
Post by: irrelevant on November 22, 2014, 07:06:52 PM
Quote from: slink on August 26, 2014, 07:20:45 PM
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


So we have this information for crops. Is there also a similar table for orchards?
Title: Re: Crop Seasons
Post by: JamieIdle2.0 on November 22, 2014, 09:14:05 PM
Something that puzzles me. There are 3 months per season and 12 per year. All crops reach maturity within 3 months. Why aren't they fully grown by mid-summer?
Title: Re: Crop Seasons
Post by: irrelevant on November 23, 2014, 02:42:18 AM
The crops in the southwest corner of each field are mature in mid summer. That's where planting started, but planting took some time, a month or more depending on the size of the field.

Also, if it gets too hot, crops will stop growing, based on the values in that table. I've notice this happen a few times, the yield indicator jets stuck for awhile, then starts moving again.
Title: Re: Crop Seasons
Post by: Nilla on November 23, 2014, 03:34:07 AM
Quote from: irrelevant on November 23, 2014, 02:42:18 AM
The crops in the southwest corner of each field are mature in mid summer. That's where planting started, but planting took some time, a month or more depending on the size of the field.

Also, if it gets too hot, crops will stop growing, based on the values in that table. I've notice this happen a few times, the yield indicator jets stuck for awhile, then starts moving again.

I thought the growth stopped because it was too dry (no rain). But of cause it might also be the temperature (or both). Is normally connected. :)
Title: Re: Crop Seasons
Post by: slink on November 23, 2014, 05:43:33 AM
It has to be temperature because the crops don't have anything in their descriptions about rain.