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Posted (edited)

With berry bushes becoming more complicated to farm, I'd love to see some additions to the crop system!

Here are some ideas I had:

 

Grains now have to be threshed after harvesting

  • When harvested, grains will drop as a bundle still attached to their stalks. Seeds will drop as normal.
  • To remove the grain from the stalk, with the bundle in hand hold right click while viewing the ground. This will start an animation of you beating the bundle against the ground.
  • After a second or so, the bundle will break and drop the grains and a piece of dry grass (or flax fibers, if flax).
    • Alternatively, crafting a threshing flail will allow you to do this faster. The flail can be crafted with sticks and rope. Place the grain bundles on the ground in a pile, then whack it with the flail, instantly separating the straw and the grains of the entire pile!

Vegetables now have an extra growth stage (exception: Cabbage) and various vegetable greens are now harvestable!

  • Vegetable greens become harvestable once the plant has reached stage 4. When the greens are harvestable the tooltip will read (Vegetable greens: harvestable). Breaking the crop from stage 4 to the 2nd to last growth stage will also yield one bundle of greens if they are harvestable at the time.
  • The 2nd to last growth stage is the same as the previous final growth stage--vegetable yields are the same as before. With the new final growth stage, vegetable yields are the same as the previous stage, but the greens of the plant turn brown and unharvestable, and will not drop when the crop is broken.
  • To harvest only the greens, you can hold right click on a crop with a knife to remove them. This will drop 1 bundle of greens, leaving the rest of the vegetables in the ground to continue growing. Vegetable greens give 50 satiety when raw, 70 when cooked. Cabbage Leaves give 70 satiety raw, 90 when cooked.
  • When the greens have been harvested plant growth will be slowed by 50% until they grow back (3 days). The tooltip will read (Vegetable greens: will regrow in X days). Greens will not drop if the crop is broken before they have regrown.
    • Cabbages are an exception. Harvesting the greens will yield 1 bundle of Cabbage Leaves, and will set the Cabbage plant back one growth stage. As Cabbages do not have the new growth stage where the greens die down, their leaves can theoretically be harvested year-round, temperature and nutrients permitting.

Weeds!

  • How wonderful. Tilled farmland will now grow weedy as time goes on. Weediness will increase by 5% each day. At 30% weediness, crop growth will start slowing down, growing slower as the weed load increases. At 90% weediness, the crops will stop growing altogether. At 100% weediness, the crops will die after 3 days if the weeds aren't removed, leaving a dead crop (seeds and any grown vegetables will be harvestable).
  • Weeds can be removed by crouching and holding right click with an empty hand on the crop. This will remove 100% of all weeds. They can also be removed faster with the new weed picker tool.
    • Weed picker tool can be crafted with two sticks and a knife.
  • Removing weeds will have the chance to yield a piece of dry grass or horsetail.
  • Allowing chickens to free-roam your crops can help with controlling weeds. They will eat 1% of weeds per feeding.
  • Since this feature could be problematic for multiplayer servers, weeds can be disabled or configured to be more manageable (like not killing crops, reducing how fast they grow, capping how high their growth percentage can be, etc)

 

Let me know what you guys think!

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Edited by Lakul
Fixed images
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