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Steam news for 7.1.0 only say something about stats deactivated but nothing else
good luck hope it helps
you can add me if you want i been farming a while and get tons of yield -tamato's they are a pain, and they do need space in real life sort of like watermelons who ever was wondering about that
Yield Potential doesnt do s*** for the quality of your crops. You srsly have to find the perfect conditions for your plants by checking the soil moisture + temperature + enough space for your plants. We have two farmers, i was testing the Yield Potential, the other guy grew his stuff with soil moisture and temperature. With the same amount of time (we both planted at the same time) he had about 20-30% more crops! Time is a very important factor, if you leave your plants at 100% for a long time, they usually die. But after reaching 100% the soil moisture + temperature had a really big impact on the quality of the harvested crops
This, if you leave the plants for too long, they can die eventually, tomato is still a big issue, at the start of the game nobody have grassland lvl 5 skill and every new player want to grab a bounch of tomato leads to make it extinct on the first day.
Cedar
"MaxGrowthRate": 0.01,
"MaxDeathRate": 0.005,
"SpreadRate": 0.001,
"SeedRange": "min": 1.0,"max": 1.0
"CapacityLayerName": "FertileGround", "ConsumedCapacityPerPop": 1.0
"CapacityLayerName": "CanopySpace", "ConsumedCapacityPerPop": 20.0
"TemperatureExtremes": "min": 5.0, "max": 18.0
"MoistureExtremes": "min": 0.4, "max": 1.0
"MaturityAgeDays": 5.0,
Beets
"MaxGrowthRate": 0.01,
"MaxDeathRate": 0.005,
"SpreadRate": 0.001,
"SeedRange": "min": 1.0, "max": 3.0
"CapacityLayerName": "FertileGround", "ConsumedCapacityPerPop": 1.0
"CapacityLayerName": "ShrubSpace", "ConsumedCapacityPerPop": 3.0
"TemperatureExtremes": "min": 9.0, "max": 13.0
"MoistureExtremes": "min": 0.3, "max": 0.6
"MaturityAgeDays": 0.2,
Tomatoes
"MaxGrowthRate": 0.01,
"MaxDeathRate": 0.005,
"SpreadRate": 0.001,
"SeedRange": "min": 0.0, "max": 2.0
"CapacityLayerName": "FertileGround", "ConsumedCapacityPerPop": 1.0
"CapacityLayerName": "ShrubSpace", "ConsumedCapacityPerPop": 3.5
"TemperatureExtremes": "min": 12.0, "max": 15.0
"MoistureExtremes": "min": 0.35, "max": 0.5
"MaturityAgeDays": 1.0,
I think deathrate is normal, but tomatoes must do saving throw to survive much more times until they got mature state to replant themselves. WIth variations of temperatures and moisture per day and chance to 0 seeds their life become too hard.
Cedars had much bigger temp&moist extremes and guarantied seed to survive with offsprings.
If you set MaxDeathRate to something like 0.00001 and ShrubSpace / CanopySpace to 1.0 , then plant a big field of every kind of plant, let it run for at least half a day, you will notice two things:
- Everything except tomatoes became immortal. Not a single dead plant.
- Tomatoes still die as usual (and even do if you enhance their extreme temp/moist values)
The same seems to happen with trees, no matter what you set the configs to, 9 of 10 saplings die within no time. (even under almost perfect conditions)
2) The time it takes to mature a plant influences how many will die per hour/day BUT at the end of the growth the overall death rate stays the same. You see the difference if you set MaturityAgeDays for other plants then tomatoes to an extreme low rate so they are matured in like 10 mins. The overall deathrate after these 10mins is roughly the same as if you set it to a day and wait a full day. In fact, if you set it to 10mins and then let the field stay for a couple hours, they are all dead.
So no, it's not more likely that plants will die just because they have a longer growing time.
The configured MaxDeathRate determines how many percent of the plants will die (under perfect conditions) per MaturityAgeDays.