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rust hemp farming

Farming 2.0 thoughts from a 3k hour farmer # 11720

Info about me: +3k hours, spent a lot of time learning farming 1.0, I usually build a dedicated hemp base every wipe on vanilla.

I cannot claim to know all of farming 2.0 mechanics yet.

However, from a first glance farming 2.0 appears to be a huge nerf to growing hemp and food.

Potatoes are nice. It is nice to see a calorie focused new plant food source.

However the genes on food making stacking food difficult. One solution is to force stack by despawning. If this is seen as a bug, another mechanic should be introduced. Maybe if you cook a potato for instance you make a “baked potato” that does not produce seeds when eaten and can stack with other baked potatoes that came from potatoes with different genes. Same could be applied to corn and pumpkins.

In regards to cloth production via hemp growing. The new mechanics are rough. Sprinklers having durability creates a constant hqm cost to growing cloth using an indoor hydroponics based approach. I would be okay with this, however, the overall grow time seems to be increased. Even with light, fertilizer, and ample water the grow cycle takes much longer and produces what seems to be much less yield. You can still water by hand, which is nice, but the yield appears to stop growing when water runs dry. Plants even appear to die if not watered while you are offline. This makes sprinklers much more necessary, which are very expensive and fragile at the moment.

I still have much to learn about the new gene system. It is very cool, but overall my impression is that for a game where I can use genes I crossbread for at most 1 month, it seems overly complex and time consuming.

Overall my impression is that a lot more time and resources is needed to grow cloth and food than in farming 1.0. I was excited thinking that farming 2.0 would be a buff to dedicated farmers. As in currently stands IMHO it seems like a very big nerf.

Info about me: +3k hours, spent a lot of time learning farming 1.0, I usually build a dedicated hemp base every wipe on vanilla. I cannot claim to know all of farming 2.0 mechanics yet. However, from a first glance farming 2.0 appears to be a huge nerf to growing hemp and food. Potatoes are nice. It is nice to see a calorie focused new plant food source. However the genes on food making stacking food difficult. One solution is to force stack by despawning. If this is seen as a bug, another mechanic should be introduced. Maybe if you cook a potato for instance you make a “baked potato” that does not produce seeds when eaten and can stack with other baked potatoes that came from potatoes with different genes. Same could be applied to corn and pumpkins. In regards to cloth production via hemp growing. The new mechanics are rough. Sprinklers having durability creates a constant hqm cost to growing cloth using an indoor hydroponics based approach. I would be okay with this, however, the overall grow time seems to be increased. Even with light, fertilizer, and ample water the grow cycle takes much longer and produces what seems to be much less yield. You can still water by hand, which is nice, but the yield appears to stop growing when water runs dry. Plants even appear to die if not watered while you are offline. This makes sprinklers much more necessary, which are very expensive and fragile at the moment. I still have much to learn about the new gene system. It is very cool, but overall my impression is that for a game where I can use genes I crossbread for at most 1 month, it seems overly complex and time consuming. Overall my impression is that a lot more time and resources is needed to grow cloth and food than in farming 1.0. I was excited thinking that farming 2.0 would be a buff to dedicated farmers. As in currently stands IMHO it seems like a very big nerf. · Collect and organize feedback with Nolt