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First of all it does not happen with all plants. (For example tomatoes, onion, wheat seem to work fine).
If NPCs are able to gather produce and fail to regrow planter populated with only x4 seeds how would one consider this "normal behaviour" lol? Just because You observe the same it does not mean it's not a bug or that it's user friendly.
画面ブラックアウトのままフリーズするようになりました。
それまでは普通に入れたので何かの条件によるものだと思いますが
一応報告させていただきます。
インベントリにリュックは入れていますが仲間は連れていません。
My friend, I'm sorry you're struggling to understand what's going on in your bin. Your hostility is one thing when I just like to offer help, but it's frustrating to see you bring up normal or expected behavior like you're an expert on Mad Island farming behavior.
I'm not a self-proclaimed expert, but I just finished recording and observing farming NPC behavior for an embarrassingly long time (hours). Let us share in that and let Papa Shrub resolve your problems, because I believe I may have after extensive controlled testing.
Here's what I've found on farming NPCs:
To reiterate, the farmers are randomly selecting what grows, whats harvested, and what suffers extended entropy.
Certainly not normal. Mayhaps even... Mad (Island).
That said, I did discover bugs!
Sometimes NPC will gather crop --> leave and nothing enters the harvest bin. Then,
NPC works the field --> random event BUT ALSO that crop finally enters the bin. This was tripping me up in my observations since it can look like 3~4 things are happening at once. The follow-up NPC that triggers the crop gain can be a different NPC from the one that harvested.
Unrelated, sometimes crops are invisible. They can still be harvested and enter a new cycle without reappearing.
It's not random. Planters closer to NPC set location are worked. Those which end up not worked at all eventually turn into 4x seeds as next stage after harvest.
So generally if someone wants balanced produce instead of spam of few types and nothing of other mutiple plant types have to be put into the same planter instead of having planters per produce. Or have "many" workers (too lazy to verify but seems like ~2-3 NPCs exhaust one stone planter) potential so they tend to stuff further away when it's "eligible" for tending.
So my issue was having too much planters/too little workers for those and how game predictivly/not randomly selects what is actually worked.
EDIT: Might as well be planter construction order not just distance from set NPC location seeing how it behaves (or some more complex formula - it's anyway just speculation so whatever). Bottom line is some planters get consistently worked on some not at all.
EDIT 2: Feels like some rule of preference applies to other work stations as well - some pig stations (seemingly closer to NPC location set) progress faster than those further away.
My friend, I created a section that specifically outlines what I found - It does not mention planter randomization
In fact, I've been observing for the wrong behavior this whole time as I presumed you had added more NPCs before becoming the ultimate slave-lord :p The misunderstanding was worth it though, we've learned a lot~
There's just a smidge more science left, as with all this knowledge I believe I've found peak efficiency. I'm sorry for hijacking this bug thread for science, but we're SO CLOSE.
During my tests I had matched each planter with 2 farmers - in one test there was an overabundance of workers but it never made things faster. In fact, it made things slower and your observation on work proximity was the key to fixing that.
First, note: NPC's take 20 seconds to complete a job. This begins at the moment the NPC stops at the job site. There may be some amendment for NPC's that are stuck as I've seen Cassie complete work while stuck walking under a platform, but my tests consistently showed that the 20 second mark began once they arrived, not when the carrot appears over their heads.
So ironically if you had too many NPC's at a job site they might find jobs clearing up while they're at the opposite side of their territory, forcing them to wander and adding upwards to 10+ seconds on their work time!!! They'll do this even though a job in front of them might clear up while they're walking!
And so for maximum efficiency, tightly place a limited number of planters near home doorways and probably never use large planters. I'm not great at math, but even at 1/4 vs 2/8 odds the former is way better for its focused dedication. Add 4 more plants and despite the additional labor, they are unfocused and can both grow the same corn 5 times in a row.
We are also working with the ever marching time so plants will die and NPCs will inevitably pick the dead plant, wasting 20 seconds not growing plants; Not harvesting plants.
Buff farmers