

The cost will be wood (frame), metal (wiring), plant fibers (hay) and 4 eggs (to hatch into chickens)Ĭhickens will only lay eggs if they have been fed, chickens can eat whatever crops you no longer need and turn them into eggs. Fertilizer will effectively Quadruple your returns from planting a seed as you will go from having 1 crop profit to 4.Ĭan we get a chicken coup that produces eggs please? Seeds will always net a +1 so seed economy is where it should be.

This would mean that to get the most out of your farms you would be required to invest other resources into your farm that have value elsewhere. Living off the land will increase the harvest for fertilized crops by 1/2/3, and will also reduce the cost of fertilizer 10%/20%/40%. With fertilizer added after planting the seed, you will add +1 per harvest, increasing the yield to 9 crops total over 3 harvests for 1 seed for a net gain of 4 crops

Without fertilizer the seed will provide 3 total harvests that will only yield 2 crop per harvest for a total of 6 crops for a net gain of 1 crop To do this i propose a secondary resource for planting crops: fertilizer.įertilizer will be crafted with bones, rotten meat, plant fibers and nitrate ( as an example recipe, values are a balancing concern).įertilizer will last for all 3 harvests per seed.Īlso seeds will replenish naturally twice per planting (seed can only be harvested back before first harvest, harvests after first will state that the crop is 'regrowing')īuild a farming plot that will cost 10 wood and 50 clay, craft a seed for 5 crops, plant seed into plot. So my goal is to deal with infinite cheap food while also allowing players to turn crops into seeds without reducing their total crop yield. Farming should be viable for other specializations, trading immediate resources for future investments.Īny solution to this problem needs to provide a fix to the problem to not only the problem in A20, but also the problem in A19. Yes, living off the land resolves this problem entirely, but it shouldnt be mandatory to engage in farming.

I shouldnt need to explain why this is a bad deal. The cost of time for delayed resources should be enough of a price to pay for turning edible food into seeds for more resources, but instead we got the ability to turn 5 crops into 2 and the chance of another seed. The problem with the A20 solution though was that farming became very inefficient. The solution in A20 was adding an element of randomness to harvesting which meant that there was more risk in building your infinite supply of crops. The problem with farming in A19 was that once you got 5 of any crop you could create an infinite and exponential supply of crops, which undermined the survival aspect of the game. In alpha 20 you can craft a seed from 5 crops and that would give you one harvest of 2 crops and the chance at a bonus seed to repeat the process. At the start you would trade 5 immediate resources for recurring harvests. I'd be interested - private message me the Icon files and any other files you've modified as well, maybe we can collab a bit on this mod.In alpha 19 you could craft a seed from 5 crops and that would give you a self replenishing food source. I am able to heal a lot of health eating just the basic fruits and veggies (which I also manually tweaked in the xml for my liking) but the meal foods are appropriate IMO. With that said, in the loot.xml, the loot for a given container ID either all drops or none drops, meaning I get the same group of items from cabinets.įood is also a little unbalanced, but I understand that as well, still in development.
7 DAYS TO DIE FARMING ON ALPHA 13 MODS
I was able to manually remove the red (MOD) text for your mods as well for A20 so there's that. On another note, I am by no means experienced in any form of modding (coding or icon art) but am learning how it works just by reverse engineering the existing code. I would like to know if you are interested in seeing/integrating them into the 'official' version of this mod?
7 DAYS TO DIE FARMING ON ALPHA 13 MOD
Hey Gopher_01! I love your mod and want to see it grow to a fully functional masterpiece! I know farming integration is planned as seen in the xml code comments, but I wanted to let you know I have spent hours making my own icons for many of your food items and cleaned up some other ones as well.
