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Agriculture

From Eco - English Wiki
Revision as of 22:28, 6 December 2019 by Dennis (talk | contribs) (1 revision imported)

Agriculture is the cultivation of plants on tilled land. Growing crops with high yields is a balancing act of maintaining the proper soil conditions (Temperature, Nutrients, and Soil Moisture).

Getting Started with Agriculture

The two essential tools for farming are the Soil Sampler and the Hoe. While the Hoe can be crafted from the start at the Workbench, the Soil Sampler needs to be built at a Farmers Table after learning the corresponding Farming Skill.

Until this skill is learned, you can look at the map to see where certain crops will grow well by clicking on the right arrow, going to the bottom of the list, and finding things like "beanscropyieldpotential". Yield potential is an indication of % match in the soil conditions for each specific plant. Planting crops in high yield potential areas will successfully produce and have higher total yield per plot. This will give you a good start until you are able to make the Soil Sampler.

After planting new crops or changing the soil condition in any other manner, it will take a few minutes for the Soil Sampler to show the updated statistics.

Choosing where to plant

Before you begin planting, learn a little bit more about which plants grow well where. For this, you can use the Soil Sampler on already existing Plants to check their needs or refer to the map's crop yield potentials.

There are two main factors to consider when deciding where to plant your crops: Temperature and Moisture. Both variables must match your crop's requirements as closely as possible in order for your farm to be successful. Depending on how close the given values are to the plant's requirements, the Display of the Soil Sampler will tell you if these values are above or below the Minimum / Optimal / Maximum value for this specific plant.

Nutrients also play a role in determining how plants grow, but these can be supplemented with fertilizers. Nutrients are not fully implemented in the 0.7.4 simulation.

The moisture, temperature, and nutrients of a given block of land are determined by the 5x5 plot that it resides in. These 5x5 plots are identical to the plots used for determining property claims. Because of this, a Land Claim Stake is a great tool to visualize farming plots, in addition to their importance in protecting your farm.

If the plant's needs are met, the growth time and survival rate of your crops is greatly increased.

Seeds

Seeds can be obtained in different ways, depending on the Plant.

Most plants will grant you a small amount of seeds when harvesting. Alternatively the Farmers Table offers a number of recipes to extract seeds from the harvested plants.

As for Trees, those Seeds must be acquired by using an Axe on the tree debris created when the branches and the trunk hit the ground. The debris will give you wood pulp and from time to time seeds - the type of seed will vary depending on the tree. Currently there are __ types of trees in the game: Oak, Fir, Birch, Cedar, Joshua...

Not all Plants grant Seeds as some of them act as seeds themselves, such as Camas Bulb, Beans, and Rice.

Understanding soil statistics

Temperature

Temperature seems to be influenced mainly by elevation in 0.7.4

Moisture

Moisture is affected by two factors: Rainfall and Water Spread

This could be manipulated by the player with the use of aqueducts to move water sources closer or further from the land plot. It will, however, take quite some time until the moisture level changes.

Soil moisture can also be lowered by creating "raised beds", elevating multiple spots on a plot with appropriate temperature by adding blocks atop the existing terrain progressively. To not alter the elevation significantly (consequently temperature), the player should add blocks a single layer deep, but over the area of the plot until soil moisture content is lowered to the desired range for crop growth. Player can expect to see somewhere around 15% decrease by raising half the area.

Nutrients and overcrowding

There are three nutrients: Nitrogen (N), Phosphorus (P) and Potassium (K).

Care must be taken to prevent over-fertilizing as high nutrient levels can have a negative impact on the growth and yield rates. Ideal nutrient levels vary for each crop, using a soil sampler in locations of high wild growth will give an indication of suitable levels. Nutrient levels will also drop as crops deplete them through normal growth.

Using the soil sampler to check nutrient levels on a plot of land does not show the levels for that single block. It will display the levels for a 5x5 plot of blocks, in which each block contributes 4% of it's actual value to the displayed values for the plot.

This also means that every plant inside this 5x5 plot counts into the checked farming area (including Grass, bushes and trees) for the simulation, which can lead to overcrowding even though the player planted only a single seed. Plants have a lower tolerance for crowding the less optimal the soil conditions; this can result in crowded crops from fewer plants than on a 100% optimal plot of land. Overcrowding will hurt survivability; if you plant 5 crops and they are "very over-crowded", 2 or 3 may die before maturing to harvest.

Changes in the environment take time to update. On standard settings, using fertilizers will not show different nutrient values when checked with the soil sampler for ~10 minutes. In certain cases if a plot has not updated in some time an update can be "forced" by a player altering an adjacent plot (e.g. by adding, subtracting, or building upon it, even if removed shortly after). Though devs have indicated asynchronous updates to plots will likely change in a future update.

Crop temperature and moisture preferences

Version 0.8.1.3 crop statistic (Under Construction)

Leveling & Rewards
Plant Temperature Rainfall Pollution CO2 Consumption/Day Base Level Time

to Maturity

Plantable Seeds Consumption per plant** need**
Optimal Optimal Ni*** Ph*** Po*** total soil moisture**
Minimal Maximal Minimal Maximal Tolerance can't handle
Agave 0.7 0.75 0.85 1 0% 10% 25% 35% 10% 70% 0.000005ppm 16.8h Agave Seed 0.2% 5%
Arctic Willow 0.1 0.12 0.28 0.3 20% 36% 48% 50% 10% 70% 0.00001ppm 14.4h Arctic Willow Seed 0.2% 0.3% 0.2% 10%
Barrel Cactus 0.7 0.8 0.9 1 0% 10% 20% 38% 10% 70% 0.000005ppm 14.4h Barrel Cactus Seed 0.2% 5%
Beans 0.4 0.65 0.75 0.8 45% 50% 55% 65% 10% 70% 0.00001ppm 19.2h self 0.1% 0.2% 0.2% 10%
Beet 0.4 0.5 0.55 0.8 30% 32% 35% 50% 10% 70% 0.00001ppm 19.2h Beet Seed 0.2% 0.3% 0.4% 10%
Birch 0.18 0.21 0.52 0.6 45% 48% 58% 61% 10% 70% 0.002ppm 96h Birch Seed 10%
Bolete Mushroom 0.6 0.65 0.75 0.8 70% 75% 95% 100% 10% 70% 0.00001ppm 19.2h Bolete Mushroom Seed 0.1% 0.2% 0.2% 10%
Bunchgrass 0.4 0.6 0.65 0.8 30% 40% 45% 60% 10% 70% 0.000005ppm 9,6h Bunchgrass Seed 0.1% 0.1% 0.1% 2%
Camas 0.4 0.6 0.7 0.8 45% 45% 50% 65% 10% 70% 0.00001ppm 19.2h self 0.2% 0.1% 0.4% 5%
Cookeina Mushroom 0.6 0.65 0.75 0.8 70% 75% 95% 100% 10% 70% 0.00001ppm 19.2h Cookeina Mushroom Spore 0.1% 0.2% 0.2% 10%
Cedar Tree 0.3 0.49 0.78 0.82 45% 48% 58% 61% 10% 70% 0.002ppm 96h Cedar Seed 10%
Ceiba Tree 0.6 0.65 0.75 0.8 70% 75% 95% 100% 10% 100% 0.002ppm 144h Ceiba Seed 100%
Corn 0.4 0.35 0.38 0.8 30% 32% 35% 50% 10% 70% 0.00001ppm 19.2h Corn Seed 0.4% 0.4% 0.1% 10%
Creosote Bush 0.7 0.75 0.85 1 0% 10% 25% 35% 10% 70% 0.00001ppm 14.4h Creosote Bush Seed 0.5% 0.2% 0.3% 20%
Crimini Mushrooms 0.6 0.65 0.75 0.8 70% 75% 95% 100% 10% 70% 0.000005ppm 16.8h Crimini Mushroom Spore 0.2% 10%
Deer Lichen 0.1 0.11 0.23 0.31 0% 5% 58% 62% 10% 70% 0.000005ppm 16.8h 0.2% 5%
Desert Moss 0.7 0.85 0.95 1 0% 20% 25% 35% 10% 70% 0.00001ppm 14.4h 0.2% 0.15% 0.4% 5%
Dwarf Willow 0.1 0.11 0.19 0.2 10% 24% 48% 50% 10% 70% 0.00001ppm 14.4h Dwarf Willow Seed 0.2% 0.3% 0.2% 10%
Fern 0.4 0.45 0.55 0.8 45% 50% 55% 65% 10% 70% 0.000005ppm 14.4h Fern Spore 0.1% 0.2% 0.4% 20%
Filmy Fern 0.6 0.65 0.75 0.8 70% 75% 95% 100% 10% 70% 0.000005ppm 14.4h Filmy Fern Spore 0.1% 0.02% 0.04% 20%
Fir Tree 0.19 0.23 0.35 0.4 23% 45% 55% 61% 10% 70% 0.002ppm 96h Fir Seed* 50%
Fireweed Shoots 0.2 0.24 0.28 0.3 20% 44% 48% 50% 10% 70% 0.00001ppm 14.4h Fireweed Seed 0.2% 0.3% 0.2% 10%
Heliconia 0.6 0.65 0.75 0.8 70% 75% 95% 100% 10% 70% 0.000005ppm 14.4h Heliconia Seed 0.1% 0.02% 0.04% 20%
Grass 0.48 0.52 0.78 0.82 28% 32% 48% 52% 10% 100% 0.00001ppm 12h 0.01% 0.01% 0.01% 2%
Huckleberries 0.4 0.42 0.55 0.8 45% 48% 53% 65% 10% 70% 0.000008ppm 19.2h* Huckleberry Seed 0.1% 0.15% 0.2% 5%
Joshua Tree 0.65 0.7 0.78 0.81 19% 23% 30% 36% 10% 100% 0.002ppm 144h 100%
Kelp 0.38 0.5 0.9 1 0% 10% 90% 100% 10% 70% 0 24h Kelp Seed* 0.05% 0.05% 0.05% 10%
King Fern 0.6 0.65 0.75 0.8 70% 75% 95% 100% 10% 70% 0.000005ppm 14.4h King Fern Spore 0.1% 0.02% 0.04% 20%
Lattice Mushroom 0.6 0.65 0.75 0.8 70% 75% 95% 100% 10% 70% 0.000005ppm 16.8h Lattice Mushroom Spore 0.2% 5%
Lupine 0.2 0.24 0.28 0.3 20% 44% 48% 50% 10% 70% 0.000005ppm 16.8h Lupine Seed 0.2% 5%
Oak Tree 0.4 0.45 0.76 0.8 40% 43% 47% 50% 10% 70% 0.0025ppm 144h Acorn 20%
Ocean Spray 0.4 0.65 0.75 0.8 45% 50% 55% 65% 10% 70% 0.000005ppm 14.4h Ocean Spray Seed 0.1% 0.02% 0.04% 20%
Old Growth Redwood Tree 0.18 0.22 0.48 0.52 39% 42% 48% 51% 10% 60% 0.002ppm 24h n/a 70%
Orchid 0.6 0.65 0.75 0.8 70% 75% 95% 100% 10% 70% 0.000005ppm 16.8h Orchid Seed 0.2% 5%
Palm 0.6 0.65 0.75 0.8 70% 75% 95% 100% 10% 100% 0.002ppm 96h 100%
Papaya 0.6 0.65 0.75 0.8 70% 75% 95% 100% 10% 70% 0.000005ppm 14.4h* Papaya Seed 0.1% 0.02% 0.04% 20%
Pear Moss 0.12 0.17 0.28 0.3 20% 44% 48% 50% 10% 70% 0.000005ppm 16.8h 0.2% 5%
Pineapple 0.6 0.65 0.75 0.8 70% 75% 95% 100% 10% 70% 0.000005ppm 14.4h Pineapple Seed 0.1% 0.02% 0.04% 20%
Prickly Pear 0.7 0.72 0.85 1 0% 25% 35% 35% 10% 70% 0.00001ppm 16.8h* Prickly Pear Seed 0.5% 0.2% 0.3% 10%
Pumpkin 0.4 0.35 0.38 0.8 30% 32% 35% 50% 10% 70% 0.000005ppm 16.8h Pumpkin Seed 0.2% 5%
Redwood Tree 0.18 0.22 0.48 0.52 39% 42% 48% 51% 10% 60% 0.002ppm 120h Redwood Seed 70%
Rice 0.4 0.35 0.38 0.8 30% 32% 35% 50% 10% 70% 0.00001ppm 19.2h self 0.1% 20%
Saguaro Cactus 0.7 0.8 0.9 1 0% 10% 20% 38% 10% 70% 0.0015ppm 72h 20%
Salal 0.19 0.22 0.78 0.81 48% 52% 58% 62% 10% 70% 0 24h none* 0.1% 0.1% 0.1% 5%
Saxifrage 0.15 0.18 0.28 0.3 20% 44% 48% 50% 10% 70% 0.00001ppm 19.2h Saxifrage Seed 0.1% 20%
Spruce Tree 0.19 0.23 0.35 0.4 23% 45% 55% 61% 10% 70% 0.002ppm 96h Spruce Seed 50%
Switchgrass 0.38 0.42 0.62 0.62 28% 32% 48% 52% 10% 100% 0.00001ppm 12h 0.01% 0.01% 0.01% 2%
Taro 0.6 0.65 0.75 0.8 70% 75% 95% 100% 10% 70% 0.000005ppm 14.4h Taro Seed 0.1% 0.02% 0.04% 20%
Tomato 0.4 0.7 0.75 0.8 30% 42% 45% 50% 10% 70% 0 19.2h* Tomato Seed 0.2% 0.2% 0.2% 20%
Trillium 0.4 0.42 0.55 0.8 45% 48% 53% 65% 10% 70% 0.000005ppm 16.8h Trillium Seed 0.2% 5%
Waterweed 0.38 0.5 0.9 1 0% 10% 90% 100% 10% 70% 0 24h Waterweed Seed* 0.1% 0.1% 0.1% 1%
Wheat 0.4 0.55 0.58 0.8 30% 32% 35% 50% 10% 70% 0.00001ppm 16.8h Wheat Seed 0.3% 0.1% 0.1% 5%
White Bursage 0.65 0.7 0.8 0.82 19% 23% 32% 38% 10% 70% 0.000005ppm 16.8h White Bursage Seed 0.2% 5%

*plant regrows in half time after harvest.

**numbers might not have a effect

***yield is lower when the nutrience are below 20time the consumption and you get bonus when they are above 300times the consumtion and the match is over 90%(there might be more to get the bonus)

(This is Outdated) This graph shows the temperature and moisture requirements of the edible plants. The soild color rectangle shows the optimium for that plant and the larger translucent rectangle of the same color shows the min/max range for that plant.

ja:Agriculture