Testing 224 - Farming Earthyams and Bulb return ratio from harvest

Farming should never give above 1 to 1 ratio or it invalidates gathering.

I would reduce the yield by like 1% each time.

But if people demand seeds be plentiful then we need a system where we replace soil. Otherwise the game would be flooded with infinite farming materials.

Can people imagine the millions of seeds and earth yams we would have if the yield was above 1 to 1?

I feel like people are jumping to conclusions way too fast before testing.

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Gathering of what, exactly?

Keeping in mind you wont be able to farm these plants from blocks anymore.

You still need to gather the various leafs and beans, since (afaik) they can’t be farmed using seeds.

Starberry and Yams can no longer be gathered in any meaningful quantity after this update due to the aforementioned block gathering changes without farming.

So how would being able to farm more than 1 seed per plant at a time invalidate gathering?

In addition, is it really so bad if we have an excess of seeds and earthyams? Its not like we don’t already have tons of the stuff already thanks to mud farming and soil farming, I don’t see this as being much different in terms of effort vs reward.

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A lot of speculation and zero data in this thread.

  1. how common are the plants in the wild?
  2. what # of seeds does a single plant in the wild drop?
  3. under best conditions what number of resources and seeds drop from a farmed plant?

I have seen some speculation and one test done in this thread about seed drop numbers where the person believes they have an ideal setup. Is the setup ideal? Or is it just midteir?

Someone said you get 50% seeds back. Is that for all plants? Just for one plant type? What was the farm sample size?

All these variables are up for changing. We are on test…but we need to actually test it and get some usable data so we can make honest and iterative suggestions.

Right now y’all are just grabbing pitchforks, screaming about needs over one person’s supposed ideal farm and seed count (no numbers provided)

Let’s relax, get some numbers and keep the testing thread constructive.

The devs want our feedback and will iterate on the design of the system…that is why it is on testing.

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To get the maximum numbers you have to till the soil and fertilize it. The tiller is really cheap though, fertilizer is a bit harder and only spawns on exos. They have 500 durability.

Did somebody really gather waxy/exotic yams from the plants before? They’re so rare and drop so few compared to the blocks it’s a joke imo.

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Well, I’ll make a few large farms and I guess we’ll see what the results are… I’m not a fan of a potentially poor seed return ratio either so I want to know how the ratio is with a larger sample too.

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I extracted some data, but either I’m missing a modifier or it’s not possible to get 100% seed chance. Does luck affect the drops?

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There’s no mention of luck affecting crops but the Farming epic does mention yields:

This is the farm setups I’m making so far by the way. They are NOT the most efficient because honestly it would take even longer to set up. The second screenshot is going to be tilled peaty soil with sand next to it with water underneath, for exotic earthyams.

The first screenshot is 730 regular earthyams which are planted in tilled soil and are currently growing…


In the data files yield is the produce chance, seed chance is separate :confused: Going to test this in-game but it takes a while for the plants to grow :smiley:

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That’s what I’m aiming to test at the moment too as you can see above. :frowning:

Oh, and your wrists will hurt… :smiley:

This is the while reason i brought the issue up, if you can not replant then farming just acts as a timegate to get resources where there was no timegate before.

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You said it!
If it’s how farming is, I won’t bother with the mechanics of it, I’ll just plant organic/in-organic crops for decoration, and I’ll be done with it.

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Ok, all the crops I’m willing to plant for now are in place.

I’m not going to spend 5 hours making huge farms that will be wiped eventually anyway. :confused:

I think it is bad to point out that something wasn’t originally designed like that. Some games have had unintended/undocumented behaviours/bugs that has been later listed as a feature.

Maybe it wasn’t originally intended but players made it work around it. Removing drop from those blocks is big change, probably good for promoting farming but could cause big drop of demand of some tools.

I think main reasons why block gathering is so popular is because

  1. First we had slow regen system
  2. Surface gathering is slow, plants aren’t available and rewarding enough
  3. It is more safe for many players.

I think we still need to hit and regen blocks to get OK amounts of shimmering orbs, and first plants we get don’t include orb plant farming (I expect some of these plants come later game that we wouldn’t need hit blocks so much).

I think yams still drop from desert swords and rosetta noxes, Edit: I was corrected, those plants don’t drop anymore yams :frowning: hopefully tutorial just guides all options thru. I wouldn’t expect new players to look mass craft amounts of materials when they are trying to battle against hunger.

We have had farming on testing under 24h, I think players haven’t broke farming yet. Still I don’t see problem to have millions of seeds, there could always come new recipes that would allow make something new out of those seeds :smiley:

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They don’t, the only source is crops now.

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You have not tested it, the growables no longer drop from their old plants. Earthyams only drop fron the new Earthyam plant and they are the only growable that does so as to give new players a gatherable food. The new waxy, exotic and grain plants only drop seeds. The only way to get those is to gather the seeds the wait behind a time wall for them to grow. Meaning you have to spend the time to gather them judt like before, the WAIT for 3-12 hours to actually get usable mats.

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Wow, maybe those plants should still drop those. Those are anyway dropping always that normal yam.

I thought I got some to my inventory from desert sword on testing, I still can’t recognize new plants :smiley: . Good that you correct me, I edit my post above. :slight_smile:

Different strokes for different folks. The last game I sunk a lot of hours into was Oldschool RuneScape on an Ironman account, where trading is disabled. I’m used to slow resource collecting. Since starting boundless I will occasionally go on a group hunts and buy forged gear (since working up to AoE gem tools is egregiously tedious from scratch). Other than that I have been primarily solo. It’s just how I play my games.

Maybe you could extract seeds from the harvested items to get back the seeds you lost? Allowing for infinite repeatability without going back to seed gathering but results in a lower yield rate. Either way, a 90% return on seeds is fantastic. The series (Σ0.9^x) approaches 10 yams per seed if replanting until exhaustion. And unless you are selling the seeds you would be using them completely. You could expect 468 yams after only 5 harvests starting with 100 seeds, and still have 60 seeds to move forward with.

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The return rate is not 90% but more like 50% or less. This means for ever crop you STILL have to run around then wait behind a timegate for your crop. Also in order to actually get best yield you have to have fertilizer made from resources you can only get from an EXO, I would not call that easy.

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Ahh, I was going off of an above assumption. Anything lower than 80% (5 times initial investment) is pretty abysmal. Maybe it needs bumped up and the fertilizer could add 10% more(my initial10x scenario).

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