Crops

"Crops are reworked, and you can now manually harvest crops again. It is rebalanced differently, so that harvesting a crop does not always give you an edible item. You may get a rotten crop or a dried up one. This adds some depth to the crops, and also lets people once again harvest them from any source (friendly or otherwise) and have it more evenly balanced with the game."

- zawinul


 * The actual crop plants can now be harvested manually again
 * The junk items, (rotten vegetables, etc) should be added to the Farming Workbench to produce additional Compost, along with (Diseased Meat, etc) found scavenging
 * Surplus food from Crops now puts "Settler Rations" into the workbench, instead of crops
 * if you have no settlers assigned to any crops, crop stability will start at 25% instead of 100%
 * all Crops are rebalanced to give a standard "rads per food value"
 * Desolation Mode: Crops/rations and Wild Plants now have a moderate chance of Disease (which makes cooked food much more valuable)



NOTE: - harvesting "Vanilla Crops" has a chance to gain either: 1 Crop, 1 Rotten Crop (Rotten Fruit or Rotten Vegetables), or 1 Dried Vegetable Fibers - to higher Crop Production focus on Crop Fertilizing (accessed in Production Manager), a high "Crop Rating", and a high "Crop Stabilitiy")

"Crops are automatically produced based on the rating, and placed into your production storage container. Just build a resource station and you're done. You literally don't have to do ANYTHING for crops. The only real difference is they aren't placed into each workbench. They're put into whereever your production destination is. In many ways it is 10x EASIER than vanilla, because you don't have to go to every settlement to hunt down crops."

- zawinul

Diversity

 * Carrot
 * Corn
 * Gourd
 * Melon
 * Mutfruit
 * Razorgrain
 * Tarberry
 * Tato

Obtaining

 * Harvesting: Wild Plants > Plant Domestication
 * Harvesting: Vanilla Plants in Settlements (Farms)
 * Trading: Farm Vendors often sell Crop Bundles
 * certain Locations (f.ex. Super Duper Market) and Settlements (see below)

Settlements
NOTE: When harvesting "Vanilla Crops" there is a chance to gain either: 1 Crop, 1 Rotten Crop (Rotten Fruit or Rotten Vegetables), or 1 Dried Vegetable Fibers. Know that when harvesting Vanilla Crops from Settlement Farms!

Uses
Crops are hard to come by early on and are vital to survive.

Create nutrient-dense foods and increase you survivability.

The following steps will show how you push your crop production inside your settlement.

Crop Production
NOTE: 1 production cycle (+X surplus) for Crop Production will take 90 minutes real-time. The Production is stored in your Production Storage.

Quick Start
$$Crop \, Rating \quad \, \div \, \quad 20 \quad = \quad Crop \, Yield$$

$$Fertilizer \quad + \quad Crop \, Type \quad = \quad Doubled \, Yield$$


 * Every 20 Rating yield 1 surplus crop for that specific crop type
 * Fertilizer can double your Rating's yield (depending on your Crop Stability)
 * Partial yield (remainder) is rolled over to the next cycle (if you have 0.5 Corn, you will gain 1 Corn every 2 cycles)
 * "Crop Stability" determines if you are gaining a full yield from all your Crops

Maximum Crop yield = x (+y with Fertilizer)

Crop Stability 1 - 100%

Fertilizing
Increase the efficiency of your Crop Production by adding Fertilizer.
 * Fertilizer can double your Rating's yield.
 * Fertilizer can be added at the Resource Station to double crop yields.
 * Each extra crop consumes one stored unit of fertilizer.
 * If you wish to only spend fertilizer on certain crops, you can set which are fertilized in the resource manager menu as well.Crops.png

Crop Rating
Every plant you build comes with a crop rating. Special Horizon plants which are bigger give +6 rating compared to vanilla ones, but they can't be harvested manually. Vanilla plants can be harvested manually but can yield junk items instead of crop and have a lower rating of just 0.5.

"Crops are automatically produced based on the rating, and placed into your production storage container. Just build a resource station and you're done. You literally don't have to do ANYTHING for crops. The only real difference is they aren't placed into each workbench. They're put into whereever your production destination is. In many ways it is 10x EASIER than vanilla, because you don't have to go to every settlement to hunt down crops."

- zawinul


 * Each surplus crop that is produced for you, requires 20 "Rating" for that specific crop type.
 * Using fertilizer doubles the yield.
 * You must setup which crops you want fertilized in the Production Manager.
 * Remainders are carried over each cycle, so that if you have 0.5 Corn, you will gain 1 Corn every 2 cycles.
 * Your "Current Crop Stability" determines if you are gaining a full yield from all your crops.

Crop Stability

 * Since it's hard to detect whether planted plants are worked, plant production is affected by Crop Stability.
 * If 75% of your crops are worked, at the end of Production Cycle you will receive 75% of normal harvest.
 * There's slight leeway so if only a small fraction of plants are not worked, crop stability will still be 100%.

Plant Nursery (Domestication)
Domesticate Wild Plants and Vault Plants into Crops

Requires Survival Skill of 30+ or Settler Skill: Survival l
 * Resource Station > Production Management > Plant Nursery.
 * Select Active Services f.ex. choose "Wild Carrot" to Carrot and "trade"
 * Manage Service Slot #1 and Add Production Work Order (+1, +5, +25...)
 * Go back and you should see the select number of Work Orders in brackets. When the next production cycle has finished, your domesticated crops will be in your designated target.

Settlement Crops

 * all vanilla-placed crops are scrap-only, and will give you 1 crop now when you scrap them
 * regular crops are now only worth 1/4th the value for production (both settler rations and fertilized production)
 * regular crops still give 1 "food" per plant for settlers (note that "Food" is NOT the same as "Production Rating")

Fixed Crop Meshes

 * Added new Razorgrain meshes that extend into the ground properly, even on fairly steep hills
 * Added new Corn meshes that have a wider stalk that extends into the ground properly

Withered Plants
The crop plants in Graygarden were altered in order to fix numerous issues with them


 * all Mutfruit plants are converted to "Withered Mulfruit Plants" which are small mutfruit-sized trees
 * all planters are coverted to "Withered" crops
 * all withered plants are static scrap objects, which can be scrapped for materials
 * each withered plant will give 1 crop of the appropriate type, which you can use to re-plant a new crop if you wish
 * the vendors are updated to reflect these changes (requires a vendor recycle)

"I feel these changes fit fine with the quest and the story behind Graygarden, so I don't see it removing any immersion."

- zawinul

Crops / Plants
Architect > Farming And Supplies

Large crops give you an easier way to manage/produce your crops, without making you feel obligated to hand-pick them
 * each crop gives 3 food and 6 production rating (this rating is 4x higher than vanilla crops)
 * these plants CANNOT be harvested manually by the player (since they yield more production)
 * each large crop has it's own new customized graphic
 * objects like Melon/Gourd crops, have a new trellis which looks much better on uneven terrain
 * 1 settler only needs to tend to 2 of these plants (settlers can harvest 6 "food" total)
 * Vanilla crops can be scrapped, so you can re-use existing plants for large crops

Crop Rows (6 Food)
Architect > Farming And Supplies A full row of crops that requires 1 settler (so that settlers aren't split between multiple plants)
 * gives 6 Food and 12 Crop Rating per plant
 * works with Architect's auto-assign system
 * custom meshes added for each type of crop
 * Crops are in a line, so they should work fairly well even on hills depending on how you angle them
 * easily snaps into the center position of most of Architect's planters
 * all crop types can be rows, including Tarberries

Crop Rows (3 Food)
Architect > Farming And Supplies

Crop Rows (Automated)
Architect > Farming And Supplies

This new system allows you to use you to place crops that use power, instead of assigned settlers


 * each Planter requires an "Automated Crop" that can snap into the Automated Planter (these crops cannot be placed anywhere else)
 * available crops: Corn, Tato, Carrot, Mutfruit, Melon, Gourd, Razorgrain, Tarberry
 * each crop gives 6 food and 12 crop rating
 * requires 4 power each, but the power connector is only available when you place a crop in the planter
 * requires Workshop Technology Level 5
 * does NOT use an assigned settler
 * there are 2 snap points on the sides of the planters so you can easily line a few up together