Eco
sKi|LeSs Feb 12, 2018 @ 8:52am
Effective Farming - how to do?
Hey guys,

after 6 Days of playing on a public server, there is an existencial crisis with the food supplies.
We checked several world layers for an optimal place to put our crops, but nothing seems to work.

At first we tried to look at the SoilMoisture+Temperature Layer - not working
Then we tried to use the YieldPotential Layers - not working.

I know that different crops need different kind of soils, but even with testing the soil, we really cant find a good spot.

Are there any experienced players who can give hints for this problem?

Thanks so far
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Showing 16-29 of 29 comments
Thyriel Feb 13, 2018 @ 11:51pm 
Originally posted by arti_llery:
Thyriel, it was for the 7.1.0 hotfix, 7.1.1 was tonights.
Do you have a link to patchnotes ?
Steam news for 7.1.0 only say something about stats deactivated but nothing else
pvt.bump Feb 14, 2018 @ 5:33am 
lol lots of reasons can cause it. easyest way i do it is go to the map layers and at the vary bottem is all the yeilds. find the plant you want in the yeilds and it grows best there no soil sampler need for that. its like the only way with out fertilizer. ps make sure it says YIELD in the layer you looking for, your not looking for the plant just where it grows best and most the time its not where they are growing natrualy
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
Last edited by pvt.bump; Feb 14, 2018 @ 5:40am
Vexare Feb 19, 2018 @ 8:13am 
bumping this thread back to top since it contains valuable info on some of the current farming limitations including fertilizers.
Celerybender Feb 24, 2018 @ 4:19am 
I've had mild success using the YIELD overlays to find suitable areas. Also, soil stats are grouped in 5x5 grids. Use a claiming peg to find out which 25 squares will be ideal in relation to the square you're using the soil tester on.
sKi|LeSs Feb 24, 2018 @ 10:03am 
After playing one more week after setting up this Thread i came to the following conclusion:
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
Gemji Feb 24, 2018 @ 10:09am 
the yield potential overlay for the plants only says how much plants a area can sustain its around 8 plants(its normaly around 1/3 of fertile land in the area) at 100% and drops really fast with lower %match.
Last edited by Gemji; Feb 24, 2018 @ 10:10am
Jaeden Feb 24, 2018 @ 3:54pm 
I use the Yield potential as a method to find areas with temps that somewhat match the crops I'm trying to plant. The yield doesn't seem to consider fertility or moisture, so often times even a great yield potential will lead to a 0% chance.
Lord Dralisz Feb 25, 2018 @ 12:19am 
Originally posted by sKi|LeSs:
After playing one more week after setting up this Thread i came to the following conclusion:
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.
Thyriel Feb 25, 2018 @ 1:00am 
It's not the players that lead to extinct tomatoes. They go extinct on their own because of their (bugged ?) death rate
Kastuk Feb 25, 2018 @ 4:11am 
Ecosim.eco

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.
Last edited by Kastuk; Feb 25, 2018 @ 4:21am
Thyriel Feb 25, 2018 @ 4:18am 
Originally posted by kastuk:
I think deathrate is okay, but tomatoes must do this saving throw much more times until they got mature state to replant themselves. WIth variations of temperatures and moisture per day and chance to 0 seeds making their life too hard.
Cedars had much bigger temp&moist extremes and guarantied seed.
Deathrate would be ok if tomatoes would actually use the configs in ecosim.eco but it seems they bug around
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)
Last edited by Thyriel; Feb 25, 2018 @ 4:21am
Gemji Feb 25, 2018 @ 4:23am 
each plant saves the values it has when its planted so only the new one you plant get the changed values another thing ist the time tomatoes need to grow is 5 times longer then other plants so its 5 times more likely in the time they grow that they die.
Last edited by Gemji; Feb 25, 2018 @ 4:25am
Thyriel Feb 25, 2018 @ 4:30am 
Originally posted by Gemji:
each plant saves the values it has when its planted so only the new one you plant get the changed values another thing ist the time tomatoes need 5 times the time to grow then other plants so its 5 times more likly in the time they grow that they die.
1) i wrote change the settings and then plant the field
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.
Last edited by Thyriel; Feb 25, 2018 @ 4:39am
Gemji Feb 25, 2018 @ 4:45am 
i didnt make much tests with config changes but what i notest with the basic values is that even when the match drops only by 5% you notest the difference in plants from a 100% field i had 7 on 100% and only 5 survived on a 94%(its about tomatoes)
Last edited by Gemji; Feb 25, 2018 @ 4:45am
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Date Posted: Feb 12, 2018 @ 8:52am
Posts: 29