Tips, Tricks and Newb Questions: Reborn!

under the JSON files for mapgen, theres:
“farm_tree” which i believe is for the fruit tree farms,
“farm_2side”, “farm_dairy” and “farm_dairy_2” for cows, “farm_tiles” which seem to be for modular generation of some type, “farm” which is a default field full of random crops with a single building and a single barn, “farm_horse” which is a horse farm, “farm_nested” which also seems for modular use, and “farm_stills” which is probably alcohol based, lots of grains.

quite a few types of farm to find, and each one has a diffrent type of field. you’ve just been unlucky getting nothing but wheat… that said, you USUALLY also find seeds of various types, could make your own farm!

IIRC all the farms (except a dairy one) are of the farm_tiles type, at least that is how they look.

they’re diffrent. for example, this farm doesnt have a barn but instead has grain towers ()


(and obviously the field is all wheat)


dual farm, corn to the north, oats to the south.


grapes, corn and a bit of trees!.. bit of a bug problem though.

All the farms (4, except that dairy one) I have found have been of the first type, and I only found that pattern in the farm_tiles json, which is hardcoded to corn.

i mean, there’s clearly others though, probably just not in the jsons because they’re older than the newer tile setups, with random variations on the crops. i didnt even show off the one i find the most common (that being the barn/farmhouse combo with large field of randomized crops, literally each plot in the field being a random type of plant, as far as i’ve seen)

i dont see anywhere in the code for farm_tiles that clearly labels it as ‘just corn’ or ‘just wheat’ though

farm_tiles has farm_lot* “palettes” at the top, which reference a “farm_lots” palette. That palette in data/json/mapgen_palettes/farm_lots.json contains:

"sealed_item": { "#": { "item": { "item": "seed_corn" }, "furniture": "f_plant_seedling", "chance": 70 } },
"item": { ":": { "item": "corn", "repeat": [ 1, 20 ] } }

with no mention of any other crop.

hm. i wouldnt be the one to be able to answer that, but clearly it doesnt work that way, mabye they just have corn as a placeholder, with ‘f_plant_seedling’ calling any and all other types of plant at a 70% chance?

As of late, I’ve only seen corn farms, and sometimes oats but only on the version with a road between two fields. No wheat whatsoever. Either it’s my bad luck, or probabilities are super skewed in favor of corn.

Or maybe it has been hardcoded.

Can I define clothing groups and switch between them? E.g. summer combat clothing, summer base clothing, summer travel clothing, …

That’s a capability that’s been bounced around a couple of times, but no one has gotten around to implementing it.

Is there a way to zoom out on the overmap? I’d like to see the bigger picture.

Sadly, no. The only way to see more is to use smaller OM font.

:frowning:

Is there a way to tell NPCs to craft something without having a faction camp?

I don’t think so. They can only help with batch craft, at least if nothing was changed lately and I didn’t see anything of the sorts in changelog.

Yes, they can still help. However, it seems that adding more NPCs results in diminishing returns, even if I have enough sets of tools, prerequisites and the batch size being much greater than the number of helpers. Furthermore, there are many times where I wish I could be doing something other than crafting.

About the diminishing returns: batch of 100* blackberry seeds takes:
8h20 with no NPC
6h15 with 1 NPC (does not matter which one, despite their INT differing by 2 points - 9 and 11)
5 hours with 2 NPCs

I was told that the intelligence stat affects crafting speed, but my experiments with NPCs and the crafting time estimation show that it does not, hence I would expect that with 2 NPCs, crafting a batch of 100 blackberry seeds would only take 2h45.

I would appreciate if someone could suggest how to fix this.

Nevermind, found it at src/recipe.cpp:115 and will fix in a moment.

EDIT: there Debian Pastezone

I know I’m likely missing something glaringly obvious here (forgive the idiocy haha). How do I use the Hub 01 Coins to trade with them? Or is it something that’s not been coded into the game to use yet?

Thanks

As far as I can tell you can use it to buy environmental suit for 3rd mission

Yeah that’s the only occasion I’ve been able to use them.