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i didnt know that. saves me a lot of trouble replacing them actually.
it doesnt happen a lot, but over the course of a couple weeks they vanish now and then.
You can do fences, but fences decay over time and need to be replaced, and they obstruct your movement around the field, which is why i don't use them. What I do is make wooden or stone flooring--any kind (Robin sells recipes for nicer ones than you already know at the start of the game)--and place them around the edges of the crop field. I do 2 tiles wide on the island but 1 tile wide should be enough. When weeds spawn and spread they have to destroy the flooring first before they get to your crops and you'll get message in the morning that weeds are causing damage so you can get them before they get your crops.
If you've already found the 2 snake spines for Prof. Snail, you could even put flooring over all the unused tiles, but if you haven't, I'd leave plenty of them open so artifact spots can still spawn.
FYI: if you get the Gold Clock, it will stop all weeds from spawning on both the mainland farm and the island farm (I can vouch for this from my own game) and will stop fences from decaying. But that's pretty late game for most people because it's so expensive.
if i tilt a tile and than give in sayed new watering stuff, stay the tile tilted even when nothing is planted on it or does it behave like farmtiles that get only watered by sprinklers for example and goes randomly untilted again in the morning?
i have a feeling concerned ape will add the options to build buildings on the island farm sooner rather than later. this is really the most glaring feature the farm is missing.
i started a new game and chose the new beach farm this playthrough. since there is very little space to automate farming crops with sprinklers, i was intending to make the island farm my main farm for crops, and the beach farm for other stuff like ranching or fish ponds etc, and processing etc.
Maybe, maybe not. I think that the main farm not having industrialization (no tractor, for example) is something that was done on purpose to keep the level of technology at a pleasant enough level.
The island farm is probably intended to be a wild-ish area, and installing a bunch of sheds with processing machines in them would ruin the thematic.
Frankly, even the resort already feels too much like civilization is encroaching on your little paradise, and I would have gladly avoided restoring it if it hadn't been a requirement for the cove with the mermaid and pirates and cave fishing. I really hate how so many things are gated behind other things in this game, it goes against the freedom of a sandbox experience.