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Pakislav

Agriculture: Companion Planting.

9 posts in this topic

All cultures of the world at one point or another have figured out that planting certain crops together is beneficial for all of them.

Such example is the Three Sisters used by native Americans:http://en.wikipedia.org/wiki/Three_Sisters_%28agriculture%29

Native Americans planted corn together with beans and squash.

Corn gave structure to climb on to beans, beans produced nitrogen, utilised by other plants and squash spread along the ground preventing weeds from growing there.

What do you think about implementing such planting concept to TFC?

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This don't really float in minecraft blocky style, unless you have complex plant blocks. As for multiculture growth, we already cycle our crops, and in future there will certainly be crops that restore certain nutrient type while consuming other type.

Idea could be nice addition, I don't really see how it can be implemented.

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atm i thought there is a A and B set of nutrients? (i am so bad in farming :D) so the 'companion planting' would entail it becoming a through to E nutrients, and several crops restoring another crop (example, wheat takes A, gives D while squash takes D but gives A (this could be in a few blocks surrounding the crop for the effect)

dunno where im going with this, ill see what you guys say :D

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It can be solved in three ways I think.

Either just like water tilts a few blocks away from a single source, a crop planted would affect blocks next to it, possitivelly for some other crops and negatively for others.

The second option is mixing seeds like meals, therefore planting one "plant block" on one tile that has all three compatibile plants.

The third is similar to the second, adding a sort of an overlay to already planted crops by planting another type on same tile.

But I think that the first solution, of crops affecting in some way tiles next to it would work best.

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I like the idea about the seeds being like meals. Expanding on that. Why not create the table when right clicking with a how on dirt, why making tilled dirt, you create the table. Opening it you have a similar screen to the meal table. You put in a max of say 3 seeds and you press "plant". After it is harvested you check the nutrients and compare to what they were before. This would create tons of experimentation considering the variety of seeds. I'm sorry if I made a mistake, I tend not to re-read what I post.

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-snip-

So, you suggest to make nutrient types of crops to be randomized on seeds like meals recipes are right now, or effect of crop company to be randomized?
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The effect not to be random, but calculated based on how much something takes up to how much something gives out, this would also be affected by the type of dirt. This leaves us with thousands of different types of things to mess around with. If you don't read online much you won't be influenced by other people, thus having to experiment yourself. But that is an if.

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Hm... Your approach will be heavy on performance. Or not, depends on how nutrient system tick implemented.

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Hm... Your approach will be heavy on performance. Or not, depends on how nutrient system tick implemented.

That's the thing, with the planned newly designed launcher this wont matter, in fact it would probably balance out. Incase you haven't heard, Mojang is recreating the launcher to be less system intensive. I would like to hear a mods opinion on my idea.
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