Farming Ideas and Suggestions

Because there are too many crafting/profession skills for each to have its own forum.
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Farming Ideas and Suggestions

Post by Irylia » Mon Jan 11, 2021 3:37 pm

Farming is finally getting its own thread! Yay! Bringing in ideas from the farming introduction thread as that's more for the implementation announcement than anything else. Adding ideas from other threads as well to bring it all together and bump some older ideas.

Add Orchard/Grove Crops:
- I think these could work along the same principle as other plants you don't have to re-seed after harvest. You could still make them weather-based and maybe they go dormant in off-season or you can come up with ways to keep them producing year-round.
- Would suffer from weeds.
- Might require fertilizer.
- Might require at least one beehive to produce fruit (for cross pollination).
- Might get infested with snails or other bugs and require ducks to keep healthy.
- Would require significantly more land space and/or be limited by number or type allowed per farm. (Only 4 varieties/farm, only 20 trees total/farm, each tree takes 4 plots/farm etc.)
- Examples to start with: Apple, Pear, Plum, Lemon, Lime, Peach, Cherry, Orange.

Forage seeds from wild and non-store-bought plants:
- There's a wild potato-type plant now and it would be great to be able to grow it as a crop by foraging samples, cutting them up, and planting them.
- Being able to forage seeds from some of the new berry types would also be awesome (or just wild plants in general).
- This would be helpful for crop diversity as well as because the current forage limits per room don't really make it a great option for use aside from emergencies or if you're playing a more wilderness-based character. I'd rather save the limited supply for them.

On winter crops:
Cold-weather plants to potentially put up for sale or to grow wild as seeds/forageables. This should help with adding to recipes when cooking comes out. Some might need new names from the real world equivalent. Show will be in regular text and flavor profile will be in parenthesis.

Kale - Deep green ruffled leaves attach to long,thick stems. (The crisp leaves boast a deep, earthy flavor with just a hint of bitterness.)
Spinach - A cluster of stems shoots tightly together, each topped with a tender bright green leaf that is smooth and spade-shaped. (Tender leaves break down to a slightly sweet flavor that almost melts in your mouth.)
Chard (swiss) - Bright gold and fuchsia stems bear thickly-veined, broad leaves of pale green. (Each leaf balances the sweetness of the stem with a mild bitterness from the leaves to make a crunchy and satisfying bite.)
Mache - The velvety green leaves are thin and tender. (Soft, velvety leaves crunch slightly with crispness, their nutty, herbal flavor playing out with each bite.)
Lettuce (rouge d'hiver) - The head of lettuce forms a natural bouquet of broad leaves in muted red and green. (The leaves have a buttery texture that melts in the mouth, leaving a refreshing taste of mild sweetness.)
Claytonia - The heart-shaped green leaves bear tiny white flowers in each center. (Crunchy stems and smooth green leaves give a mixture of sweet and tart.)
Collards - I got nothin'. Someone else can do this one, haha.

Spring Onions
Sprouts (brussels)

Sweet Birch (apparently you can make alcohol with the sap)

Non-Cold Weather Herbs/spices that might be grown, foraged, or store-bought:
Bay Leaf
Wild lemons
Source of Salt

I got a little lazy on adding descriptions/flavors to the bottom part of the list, but I can edit some in later. I just want to get this out there sooner rather than later now that cooking is in.
On seeds:
It seems like seeds have a lot of growing conditions attached to them which on the one hand is very neat, but on the other hand makes growing things a lot more challenging given the fickle nature of the weather. Would it be possible to make an adjustment from direct weather relation for growth, stagnate, thrive, wither to making the seeds seasonal? Each seed type could have a growing season between 3-4 months or possibly some overlap between one or two seasons. If something is planted towards the end of its normal seasonal cycle maybe the crop could still endure but anything planted fresh into the wrong cycle would have issues. I feel this would make the process of farming more forgiving while still keeping the realism of rotation. Especially as farms can only be in one location at present so you cannot choose your ideal growing conditions based on geography. An alternative to this would be to give the seeds more of a range for growth vs stagnate/thrive/wither in the proper conditions so that one bad IRL day doesn't throw things completely off.
Regarding the above ^ I think just adding a bit more leeway on the seed conditionals would work so that there's a broader range of weather types attached to each seed. That way when the weather is slightly fickle, things will continue to grow. If the weather takes a sharp turn, then there might still be issues, but within a more acceptable margin.

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