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Found 4 results

  1. Sources posted below. In 1993, Kentucky's primary crop was tobacco. Its secondary crops were beef & dairy. Knox County itself had three types of commodities in 1988: tobacco, beef, and dairy. By 1993 the dairy farmers had stopped exporting. Jefferson County itself was almost 100% tobacco by 1993, along with nearby counties. It would be nice if these tobacco & beef farmers were represented ingame instead of having corn everywhere. There are a few major advantages to doing this: 1) It increases difficulty. Tobacco is not exactly edible like corn is. 2) Tobacco would not be easily converted into cigarettes. In Kentucky, most farmers cut & cured the tobacco themselves. They would harvest it, chop it into the valuable parts, hang it in a barn to dry, then take it all to an auction warehouse to be sold. 3) Tobacco farming has its own tools. These tools are generally (besides the machete) not very useful for combat. 4) Beef cattle could work well with the new animal system coming up. These cattle would may have some zombie problems and/or starve and/or freeze and/or become a tasty snack and/or use their fierce hooves & horns to maul a player since the whole Zombie Apocalypse thing may make cattle less friendly toward humanity.... 5) Beef cattle do not produce much milk, making them less useful. Moreover, short of players having freezers set up or curing methods set up, a lot of their meat could go to waste. 6) It would enable you to make very spooky barns. Whether they're dark slaughterhouses full of dead cattle from a zombie that snuck in before panicked cattle broke down the doors & ran, or hard to see rooms full of hanging tobacco leaves a zombie could be lurking in to ambush the player, there's lots of options! It would also help with the players asking for tobacco seeds. Kentucky historically HAD lots and lots of these seeds. Farmers also grew corn, tomatoes, and cantaloupe but these were all less common. A farm co-op near Knox County, Cumberland Farm Products in Monticello KY, also was known for paying farmers well to produce cabbage, bell peppers, and tomatoes. This area was a tourist area too, with many Ohioans descending upon Lake Cumberland. Locally these out of states were known as the Ohio Navy for all the camping & boating they did. Source: https://uknowledge.uky.edu/gradschool_diss/576/ mainly around pages 102-103, and maps a dozen or so pages back.
  2. Okay Lucus time now. ·In Winter As known to all of us, fallen snow would appear aground now in PZ winter when we play Survival or Sandbox of default climate setting, it proves that the environment temperature had fallen to 0 alre. But what delight us is that TID already did make plants change as climate changes ingame, some tough all-seasons-growing plants still growing like Pine, but most defoliate n fall in dormancy, including most crops we could farm in PZ, beyond doubts. Let me give u a for instances, under growing info of tomato, we know that they would grow slowly even do not bloom with a temp below 15, and already frozen to death below 0 without question. Now what I mention about is only influence of freezing excessive cold on plant, we could ignore the high temp cause it might be too different to farm under both. So I suggest that crops stop growing even frozen to death in winter( might be changed in Sandbox settings? ), then most food with a long shelf life woulb be well-used to a large extent, and more fun added. ·Building Greenhouse Insane rare food rarity or have holded on for a long-----long time? What we need is greenhouses that give plants a normal growing environment.( most added function before needed a large project right? Nice work n thank u so much TID. ) So what a greenhouse can do could be growing crops with warm temps in winter and let them grow well( growing faster, high production or low farming diseases? )in others. ·a little tip Hey dudes I dunno what were u thinking bout, but we cant grow most plants esp green plants without light indoor! Well u could explain this before a blackout forever in game, but we actually cant make it after that except they were grown near windows. A little tiny problem huh? Anyway, THX for reading.And I hope these were not be mentioned yet.
  3. I've just started getting into farming, and my first batch of potatoes and cabbages are ready for harvest. My question is whether I can leave the crops alone and harvest when I need the food, or will they eventually rot, catch disease, etc? I don't want to harvest them all now if they'll just go rotten in my inventory
  4. Rain doesn't seem to water the plants at the moment, so they require regular watering by the player. Running back and forth with a can or bucket of water is fun at first, but it's exhausting and soon becomes mundane. My idea is a simple craftable "irrigation system" that facilitates this process. It would utilize a hand pump and a length of punctured hose (plugged at the far end) to transfer water from a nearby rain barrel to a batch of crops, watering them evenly, with less physical effort. Crafting such a contraption would require a hose, screwdriver / drill (to make the holes, duct tape (or similar) to seal the joints and a pumping device (perhaps also craftable?) to get the water flowing. I know it sounds a bit elaborate, but I think we would all devise something like this if we had to become farmers without machinery. People often have such watering systems (with electric pumps) installed in their gardens. Hand pumps can often be found in gardening and DIY stores, sometimes even at gas stations. Edit: A simpler option, based on TinnedEpic's suggestion: use gravity instead of a pump. Craft some stairs, place the barrel 1 floor above ground level and let the water flow by itself. Turn it on/off at the barrel or let it shut of automatically when the plants are fully watered. After further thought, I think the irrigation hose should cover either a (5-10 square long) straight line from the barrel, or a rectangular area (say 4x4 or 5x5) around the barrel.
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