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Hemp Seed

Hemp seeds are a secondary product when collecting hemp plants. These seeds can be planted in the ground and grown to collect additional cloth. A common practice is to plant them immediately after harvesting out in the world so that other new players can get cloth from it later on. If they are planted in the ground, watering them has no effect, and you are not able to use fertilizer on them. This means that they are lower maintenance, but you have no control over the quality of the soil, so they will typically grow more slowly. However, if you plant them in a planter box (small or large), they will require you to regularly water them and keep them stocked with fertilizer for maximum growth efficiency. Be careful not to over-water them, or efficiency may go back down a bit. Generally a good amount of water to have is somewhere between 50% and 70% capacity. The plant needs light to grow, whether from a lamp or the sun. As of May 2020, floor grates do not let light through to the plant, despite looking like they do. This is likely a bug and may be fixed in the future. With the new electric water pump and electric water purifier, it is a good idea to build either on the beach or on a river (with one lower or missing foundation for safe access to water), as you can set up automatic plant watering fairly easily.

Hemp Seed

  1. Collected
  2. Tips
Object Resources
Hemp Fibers ×10

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Hemp seeds are a secondary product when collecting hemp plants. These seeds can be planted in the ground and grown to collect additional …

Farming 2.0 thoughts from a 3k hour farmer # 11720

Info about me: +3k hours, spent a lot of time learning farming 1.0, I usually build a dedicated hemp base every wipe on vanilla.

I cannot claim to know all of farming 2.0 mechanics yet.

However, from a first glance farming 2.0 appears to be a huge nerf to growing hemp and food.

Potatoes are nice. It is nice to see a calorie focused new plant food source.

However the genes on food making stacking food difficult. One solution is to force stack by despawning. If this is seen as a bug, another mechanic should be introduced. Maybe if you cook a potato for instance you make a “baked potato” that does not produce seeds when eaten and can stack with other baked potatoes that came from potatoes with different genes. Same could be applied to corn and pumpkins.

In regards to cloth production via hemp growing. The new mechanics are rough. Sprinklers having durability creates a constant hqm cost to growing cloth using an indoor hydroponics based approach. I would be okay with this, however, the overall grow time seems to be increased. Even with light, fertilizer, and ample water the grow cycle takes much longer and produces what seems to be much less yield. You can still water by hand, which is nice, but the yield appears to stop growing when water runs dry. Plants even appear to die if not watered while you are offline. This makes sprinklers much more necessary, which are very expensive and fragile at the moment.

I still have much to learn about the new gene system. It is very cool, but overall my impression is that for a game where I can use genes I crossbread for at most 1 month, it seems overly complex and time consuming.

Overall my impression is that a lot more time and resources is needed to grow cloth and food than in farming 1.0. I was excited thinking that farming 2.0 would be a buff to dedicated farmers. As in currently stands IMHO it seems like a very big nerf.

Info about me: +3k hours, spent a lot of time learning farming 1.0, I usually build a dedicated hemp base every wipe on vanilla. I cannot claim to know all of farming 2.0 mechanics yet. However, from a first glance farming 2.0 appears to be a huge nerf to growing hemp and food. Potatoes are nice. It is nice to see a calorie focused new plant food source. However the genes on food making stacking food difficult. One solution is to force stack by despawning. If this is seen as a bug, another mechanic should be introduced. Maybe if you cook a potato for instance you make a “baked potato” that does not produce seeds when eaten and can stack with other baked potatoes that came from potatoes with different genes. Same could be applied to corn and pumpkins. In regards to cloth production via hemp growing. The new mechanics are rough. Sprinklers having durability creates a constant hqm cost to growing cloth using an indoor hydroponics based approach. I would be okay with this, however, the overall grow time seems to be increased. Even with light, fertilizer, and ample water the grow cycle takes much longer and produces what seems to be much less yield. You can still water by hand, which is nice, but the yield appears to stop growing when water runs dry. Plants even appear to die if not watered while you are offline. This makes sprinklers much more necessary, which are very expensive and fragile at the moment. I still have much to learn about the new gene system. It is very cool, but overall my impression is that for a game where I can use genes I crossbread for at most 1 month, it seems overly complex and time consuming. Overall my impression is that a lot more time and resources is needed to grow cloth and food than in farming 1.0. I was excited thinking that farming 2.0 would be a buff to dedicated farmers. As in currently stands IMHO it seems like a very big nerf. · Collect and organize feedback with Nolt