# Farming and fruits

**URL:** <https://discourse.cataclysmdda.org/t/farming-and-fruits/46>\
**Category:** The Drawing Board\
**Created:** [January 3, 2013, 10:38pm UTC](https://discourse.cataclysmdda.org/t/farming-and-fruits/46 "2013-01-03T22:38:45Z")\
**Posts on this page:** 13\
**Page:** 2

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**Author:** ![warwolf0315](https://avatars.discourse-cdn.com/v4/letter/w/aca169/32.png) [@warwolf0315](https://discourse.cataclysmdda.org/u/warwolf0315)\
**Post date:** [January 5, 2013, 6:38pm UTC](https://discourse.cataclysmdda.org/t/farming-and-fruits/46/21 "2013-01-05T18:38:58Z")

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> [@Kevin Granade](#):
>
> [quote=“The Darkling Wolf, post:18, topic:46”][quote=“GlyphGryph, post:14, topic:46”]If we introduce some sort of continuing thread that poses an occassional challenge (I suppose Triffids do that now), that would be fine. Perhaps extended periods of growing crops could attract worms and flying monsters that want access to the delicious food? And while they may not be that dangerous, they could destroy the crops and kill you if you aren’t careful?[/quote]

Roving monsters would probably include triffids too, good point about making them grow in your crops though, the original triffids would just sprout anywhere and everywhere, they had dandelion-like seeds, except even better at dispersing. I think plunking a full-grown queen on someone would be a bit over the top though 😛

> [@The Darkling Wolf](#):
>
> Also, if and when NPCs are eventually improved to the point of playability, we can have bandit types whose sole purpose is to find you (and other NPCs) and take all of their shit. A big ol’ base is going to be like a huge neon sign screaming ‘There’s some good shit in here, come kill me and take it’

Actually there’s no reason we couldn’t make a/some bandit monster type(s) that avoids the bugginess of the NPC code.[/quote]  
He has a point most bandits will not ask nicely for your shit first they would blow your brains out first

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**Author:** ![The\_Darkling\_Wolf](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/the_darkling_wolf/32/828_2.png) [@The\_Darkling\_Wolf](https://discourse.cataclysmdda.org/u/The_Darkling_Wolf)\
**Post date:** [January 5, 2013, 7:08pm UTC](https://discourse.cataclysmdda.org/t/farming-and-fruits/46/22 "2013-01-05T19:08:55Z")

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Yeah, but NPCs would have a better dynamic in that they’re not completely ignored by the hordes of zombies they attract by shooting at you.

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**Author:** ![Ektor](https://avatars.discourse-cdn.com/v4/letter/e/df788c/32.png) [@Ektor](https://discourse.cataclysmdda.org/u/Ektor)\
**Post date:** [January 5, 2013, 10:26pm UTC](https://discourse.cataclysmdda.org/t/farming-and-fruits/46/23 "2013-01-05T22:26:44Z")

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Isn’t making NPCs good enough so you can form survivor communities? Right now they just sort of go around shooting at squirrels, but if you had a working communities/raider mechanic the game would get a thousand times cooler to me.  
Also, I’m rather glad you look forward to support turtling, since that’s my favourite way of playing as well.

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**Author:** ![system](https://us1.discourse-cdn.com/flex016/uploads/cataclysmdda/original/1X/21b5d044e8473b25d0bf905d60477e25f6fbe0cf.png) [@system](https://discourse.cataclysmdda.org/u/system)\
**Post date:** [January 6, 2013, 12:16am UTC](https://discourse.cataclysmdda.org/t/farming-and-fruits/46/24 "2013-01-06T00:16:26Z")

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So basic want list:  
Grow crops  
’E’xamine crops to find its special, and interact with it (aka: watering/harvesting).  
Crops have specials, like Hardiness or Fast Growing.  
Cross-pollinating to combine specials into seeds using the nearby crafting menu.  
Crops kill scent.

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**Author:** ![Ektor](https://avatars.discourse-cdn.com/v4/letter/e/df788c/32.png) [@Ektor](https://discourse.cataclysmdda.org/u/Ektor)\
**Post date:** [January 6, 2013, 2:29am UTC](https://discourse.cataclysmdda.org/t/farming-and-fruits/46/25 "2013-01-06T02:29:25Z")

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You should totally be able to get seeds out of marijuana.

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**Author:** ![system](https://us1.discourse-cdn.com/flex016/uploads/cataclysmdda/original/1X/21b5d044e8473b25d0bf905d60477e25f6fbe0cf.png) [@system](https://discourse.cataclysmdda.org/u/system)\
**Post date:** [January 6, 2013, 3:21am UTC](https://discourse.cataclysmdda.org/t/farming-and-fruits/46/26 "2013-01-06T03:21:44Z")

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Sure, why not? Also make it attract lightening x300%. Like toilets do.

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**Author:** ![GlyphGryph](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/glyphgryph/32/847_2.png) [@GlyphGryph](https://discourse.cataclysmdda.org/u/GlyphGryph)\
**Post date:** [January 6, 2013, 11:25pm UTC](https://discourse.cataclysmdda.org/t/farming-and-fruits/46/27 "2013-01-06T23:25:25Z")

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> [@Kevin Granade](#):
>
> I think plunking a full-grown queen on someone would be a bit over the top though 😛

Clearly it should depend on how long they have left the crop unattended. Actually, it’s some sort of heart that is at the center of a triffid nest, right? So that should be what grows. And the longer it’s left unattended…

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**Author:** ![system](https://us1.discourse-cdn.com/flex016/uploads/cataclysmdda/original/1X/21b5d044e8473b25d0bf905d60477e25f6fbe0cf.png) [@system](https://discourse.cataclysmdda.org/u/system)\
**Post date:** [January 7, 2013, 12:02am UTC](https://discourse.cataclysmdda.org/t/farming-and-fruits/46/28 "2013-01-07T00:02:58Z")

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So if you don’t prune your plants they become a triffid field?

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**Author:** ![SockWulf](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/sockwulf/32/3846_2.png) [@SockWulf](https://discourse.cataclysmdda.org/u/SockWulf)\
**Post date:** [January 7, 2013, 1:18am UTC](https://discourse.cataclysmdda.org/t/farming-and-fruits/46/29 "2013-01-07T01:18:28Z")

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[quote=“Ektor, post:23, topic:46”]Isn’t making NPCs good enough so you can form survivor communities? Right now they just sort of go around shooting at squirrels, but if you had a working communities/raider mechanic the game would get a thousand times cooler to me.  
Also, I’m rather glad you look forward to support turtling, since that’s my favourite way of playing as well.[/quote]

I would love this feature to be in the game. If there were (extremely sparse) survivor communities they could offer rewards via missions (such as food, safe place to sleep, basic first aid) in return for you providing them with randomly selected items from raids. Perhaps they could offer shelter for ‘x’ days /nights upon completion, based on your inter-personal skills, and these colonies could steadily die out over the course of a game if not supplied? This would allow them to be set up rather simplistic - perhaps a simple community menu that opens up once you enter through the settlement entrance. I guess this is a different debate though.

I wouldn’t mind farming if it was added a long-term investment, but I think I’d prefer renewable foraging items for the balance of the game.

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**Author:** ![system](https://us1.discourse-cdn.com/flex016/uploads/cataclysmdda/original/1X/21b5d044e8473b25d0bf905d60477e25f6fbe0cf.png) [@system](https://discourse.cataclysmdda.org/u/system)\
**Post date:** [January 7, 2013, 4:36am UTC](https://discourse.cataclysmdda.org/t/farming-and-fruits/46/30 "2013-01-07T04:36:25Z")

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What about animal husbandry? I’d love to see squirrel and rabbit farms. Or a deer or cow farm.  
Add different size lassoes for capturing the animals. lol squirrel lasso  
You would need a pen, I think fences should have a [DOM-PASS:false] and add a [DOM] domesticated to animals. So one could have fences surrounding their little squirrels.

In all epic ness at its finest.

… Squirrel Farm!!!

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**Author:** ![bookofguns](https://avatars.discourse-cdn.com/v4/letter/b/91b2a8/32.png) [@bookofguns](https://discourse.cataclysmdda.org/u/bookofguns)\
**Post date:** [March 8, 2013, 2:23am UTC](https://discourse.cataclysmdda.org/t/farming-and-fruits/46/31 "2013-03-08T02:23:13Z")

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[quote=“gtaguy, post:2, topic:46”]The only way I see of getting farming to work is with an entity, it would show as a friendly on-screen and have an intrinsic that spawns food in a 3x3 area around the plant. It doesn’t sound hard, goo canisters spawn entities so why not spawn an immovable entity for farming? There would be no skill for farming though, this idea is just a placeholder.

Maybe a “Foodbearing” mutation for people who are mutated like trees? This may also be how the entity spawns food.[/quote] What if you have farming skill that determins how it will grow at the start. Like when you have a farming skill of 0 you have a very low to no chance for it to produce food from the get go but you don’t know [that.So](http://that.So) you spend 30 days or so growing a plant to find out you get no food from it. You could increase this skill by farming, gathering wild plants, and other plant ativites. Now if you help the plant while growing like watering it, good sun light, ferterlizer, ect it increases it set chance to produse food. So if you got a -10 chance to grow food water it and it goes to -9 and you can’t redo that action for a set time. So that fixes begging turtilling adds skill to farming But I don’t know if that possible in the code

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**Author:** ![ted](https://avatars.discourse-cdn.com/v4/letter/t/db5fbb/32.png) [@ted](https://discourse.cataclysmdda.org/u/ted)\
**Post date:** [March 8, 2013, 4:58am UTC](https://discourse.cataclysmdda.org/t/farming-and-fruits/46/32 "2013-03-08T04:58:34Z")

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[quote=“gtaguy, post:2, topic:46”]The only way I see of getting farming to work is with an entity, it would show as a friendly on-screen and have an intrinsic that spawns food in a 3x3 area around the plant. It doesn’t sound hard, goo canisters spawn entities so why not spawn an immovable entity for farming? There would be no skill for farming though, this idea is just a placeholder.

Maybe a “Foodbearing” mutation for people who are mutated like trees? This may also be how the entity spawns food.[/quote]

There are much simpler technical implementations. When you plant a seed, you just create a plant item in the square, set its birthday to be some point in the future. Then you have the name/description of the plant item switch between different versions depending on how close you are to its birthday. When you pick up the plant, the game checks the plant’s birthday and then does whatever’s appropriate if you’re early/late/on-time. This is more or less how UrW does it.

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**Author:** ![AseaHeru](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/aseaheru/32/8_2.png) [@AseaHeru](https://discourse.cataclysmdda.org/u/AseaHeru)\
**Post date:** [March 8, 2013, 5:14am UTC](https://discourse.cataclysmdda.org/t/farming-and-fruits/46/33 "2013-03-08T05:14:31Z")

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If there are different crops then perhaps they do different things, like a radish growing in 3 weeks but not providing much and a potato growing for linger but providing more. magic crops are a different story and perhaps some rare items speed plant growth…

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