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(Added info about bulls expiring)
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After a certain number of harvests, a field will be rendered unsuitable for farming. When the field is exhausted, you will receive a message stating that "This field can no longer support another crop cycle." It is currently unknown whether the field will eventually recover, or if it's permanently exhausted (as with stone quarries).  
 
After a certain number of harvests, a field will be rendered unsuitable for farming. When the field is exhausted, you will receive a message stating that "This field can no longer support another crop cycle." It is currently unknown whether the field will eventually recover, or if it's permanently exhausted (as with stone quarries).  
  
Water tables are unaffected by farming in vegetable fields.
 
 
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Grain cannot be planted (these are veggie fields).
 
Grain cannot be planted (these are veggie fields).
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Water tables are unaffected by farming in vegetable fields.
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Bulls risk sudden death while plowing fields. Bulls that expire in this way will return bones and leather. Per Malard, a bull can work fields at least 10 times before risking death.
  
 
== What the devs say ==
 
== What the devs say ==

Revision as of 16:36, 20 May 2018

Ploughing is a skill that allows a bull to be harnessed to a plow to create a Vegetable Field. Fields grow vegetables similar to how greenhouses grow grass.

Tuition

The skill is available at a School of Worship.

  • 100 cabbages
  • 100 carrots
  • 100 leeks
  • 100 onions
  • 100 peppers
  • 100 cucumbers
  • 100 watermelons

Usage

This adds the ability to make a Mouldboard Plough, which is made on a Carpentry Shop equipped with a Vise Bench.
The Mouldboard Plough can be equipped on an owned Bull.

Once harnessed, the animal can be instructed to plow a field (Bull -> Instruct -> Start). Then proceed to the location you would like to plow. The location must be compatible with the seeds used (e.g., grass for cabbage, sand for onions, etc.), and it must be flat ground. Create a field by selecting (Self -> Projects -> Farming

The finished field can be planted with 5 seeds of the same type (any variety). Crop yields are dependent on the yield of the seed used.
After a growing period of about 20 ducky minutes, the field can be harvested. Only the original 5 seeds are returned.

A field can be replanted immediately after harvesting.

After a certain number of harvests, a field will be rendered unsuitable for farming. When the field is exhausted, you will receive a message stating that "This field can no longer support another crop cycle." It is currently unknown whether the field will eventually recover, or if it's permanently exhausted (as with stone quarries).


Other Notes

The field size and orientation are preset. It isn't possible to rotate them. Where you are standing when you Start a field is the center point of the field.

Veggies harvested from a field do not apply toward offlining.

Grain cannot be planted (these are veggie fields).

Water tables are unaffected by farming in vegetable fields.

Bulls risk sudden death while plowing fields. Bulls that expire in this way will return bones and leather. Per Malard, a bull can work fields at least 10 times before risking death.

What the devs say

  • We're calling it 'ploughing' instead of 'plowing' because I guess we're an English game now
  • We're gonna do ploughing
  • My idea for how ploughing should work is that you plant a field, and you have to 'turn it over' every 24 hours, sort of like greenhouse, but for veggies
  • The problem is, there is no room for ploughing with pyramids, crossbreeding, region/faction bonuses, and aqueducts.
  • ploughing will be a skill, not a tech