Default 'Target fertility' should not be 0%

Farming & Food
kayser_ [discord] · 9 months ago

So, I've seen a couple of people ask why their fertilizer isn't working. Usually, it's because their Target fertility is still set to 0%.

There's really no reason why the default should be 0%. The sensible default is 100% imho.

If I give the farm fertilizer, it's because I want it to be used.

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khanivore_dragon [discord] · 9 months ago

The defaukt is zero because it is for every storage building. And it shares the same mechanic (import)

RealisticOptimist · 9 months ago

That explains why it is zero.
Takes a one-liner (just an initializer, I guess) to improve the player experience.

kayser_ [discord] · 9 months ago

It does technically import fertilizer into the farm building, it just doesn’t consume it.

DeletedAccount20950 · 9 months ago

A crop's average production display is tied to the amount of Fertilizer you have set. If you have it set to a number it will display what the farm will output with that amount of fertilizer provided. If it was set to 100 by default, the production values would be misleading to those who weren't using fertilizer.

cy_one [discord] · 9 months ago

how about an "auto-set to highest available fertilizer" kinda thing.
if you don't touch the slider and don't add fertilizer, it stays as is.
if you don't touch the slider and add fertilizer, it goes to that max
if you touch the slider, it stays where it is

kayser_ [discord] · 9 months ago

This is similar to the auto feature of the import/export. Once fertilizer has entered the farm, the production display assumes that sufficient fertilizer is available.

wanderingkid [discord] · 9 months ago

cy_one [discord] wrote:

how about an "auto-set to highest available fertilizer" kinda thing.

I would not want it to auto set to 120/140%. 100% makes sense. So, not the max possible, please. At least at 0 I know I'm not wasting it.

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