why wont it grow… i have 73% fertility. now weeds no stones…
it grows then disappears. so cant build windmill or make bread
thanks
why wont it grow… i have 73% fertility. now weeds no stones…
it grows then disappears. so cant build windmill or make bread
thanks
Here are a few things to check.
Do you have livestock? If you do and you don’t have hay, they they will be fed wheat or root vegetables instead.
Are your crops fenced in all around? If not, you may be losing a lot to wild animals. If you are grazing on your fields, then your own livestock are eating most of it up.
Do you have the full lot of farmers assigned to the field? By default, only half are assigned. You have to manually increase this, and be sure you have enough people to fill these slots (P menu).
Are you planting them at the beginning of the year? These crops don’t deal with cold well. You want to pull them back a couple months to the right.
In rare instances, extreme clay or sand incompatibility might cause you to actually lose crops. Click on the crop in the time window and observe the clay/sand mix bar at the bottom. You want to adjust your mixture into the green. Too far outside of that will have negative effects. Any changes to your clay/sand mixture will require time as the farmers do not do this. The laborers do and they could be busy with other tasks if you don’t have enough available. You also have to have clay or sand in your inventory for this to happen.
hi mate… yes everything mentionedim doing correct
i have done a new play through as i cant sustain pop on berries alone
i built my feilds year 2… i reached year 17.
my fertility is 97% weed 2% rocks 0% (the patch of land in the overlay is dark green/blue… high quality land)
and i cant even grow a blade of Grass on my field
cant grow nothing now
im balancing the bar, putting my marker in the green zone to boost yeild
but once the havest is complete it doesnt register in the store house. or in the UI where the food is
im abit frustrated
This sounds like a glitch.
Verify your local files through Steam, just to be sure there are no issues with the code.
Are you playing a map that was started before the last update?
My farms glitched in weird ways like that when I was playing a map I had started before the update.
Hate to say it but you may need to restart the map again, if you are.
After the harvest is complete, the goods are still on the field in the little pen in the corner. You gotta give it a little bit to move those goods to storage. Try putting storage right by the farms to speed this up. You’ll need either storehouse (warehouse) or Storage Depot.
Only bought the game less than a week ago after update i think.
First few attempts early on figuring mechanics of game i had stuff growing.
But famr came to a halt cause i couldn’t produce flax…for clothing and buliging my windmill for making bread
Thought it was me… but on 6 or 7th restart… different seeds… but just dont think its what am or not doing now
Will defo try to verify actually… i generally do
Hi mate yeh it doesn’t even show on the fields storage.
I have sat just watching the simulation wathing it reach harvest… waited to winter to see if this is processed then… and all the way to next year when they start planting the feild again… and nothing
The current status tells me the yeilds im getting or what i have lost due to weeds etc but vanish into thin air
This last play through my first 2 feilds i made … it said it would take 4000 ish man hours to build
And building ceased just under 2000 mark… so couldn’t byild a field to begin with
Are you using any mods with the game? Have the game on Steam?
This must be a glitch.
Check your local files if you have the game through Steam, or reinstall if otherwise.
Keep your farm fields grouped, so farmers are not running back and forth across the map to tend fields.
Farmers are not individually assigned to specific fields, they go to the nearest field that needs work.
The only other thing I can think of is having enough room in storage for the crops you’ve grown, and KeySmasher is right.
Have storage available for farm crops as close to the fields as possible.
on steam using no mods
okay Celebrindan… gonna verify files now… start new game
i had 4 store houses last game… but i will put 1 right next to field accepting only flax vegs etc
For food (you said vegs) you want the root cellars. They keep food longer. Flax is not food.
@OP, please also verify that the farm’s crop is actually getting planted and harvested…if no flax is being planted, then obviously there will be none that grow…you can check that at the bottom of each farm and selecting the crop from the drop down. There must be free farmers available to plant the crop at the beginning of the crop planting season. If there are not enough farmers or if the farmers are too far away from the farm at the time of planting or harvesting, then the crop will either not get planted or will rot in the fields.
Remember, each farming plot must have at least 1 assigned farmer allocated to the farm, but also all farms are communal in that all farmers work all farms as needed. So if there are not enough farmers to do a specific task or enough farmers within range of the farming plot at the time the task is supposed to get done, then that task will not get done. Also note that farmers also gather honey from the bee hives, so this task will also impact farmer availability and should be taken into consideration.
Keysmasher i know… flax goes to store house.
UPDATE… thanks all for feed back. Appreciate the support
I verified my game files… started a new game.
Had premium land… made 1 max sized plot to farm…
This worked for vegs etc…
But still had issue with flax and wheat etc
I made another field … tended a couple of years and finally the flax grew
The poeple clothed the wind mìll built.
So Yes it is working. Correctly…
The pop suffered as a result as this was main objective to test the fields
Will start new …new map… if the issue presents itself again i eill keep you posted
Something else you can try in the future is near the end of the winter, cycle through each farmer using the P menu and clicking on the magnifying glass. With each farmer, right click on one of your farms. Do this while the game is paused so that when you unpause it, they will all head to the field. When you see them there, or if they try to leave before winters end, drag and select all the ones that are there and right click in the field again to give them a new timer. Keep them busy waiting for orders until the new year starts and they will all be on the farm ready to work, not three months journey away. Having temporary shelters near the farm is another way to keep them from wondering too far during the blizzard.
Rockiness resilience and weeds might be playing a part.
I spend the first two years a field is ready just doing five or six field maintenances in a row to rid the field entirely of weeds and rocks.
If I have the stock available, I also balance the sand/clay mixture for the crops being planted during this time.
You can see in the first pic I posted above, a total of 9, 6x12 fields.
The three on the right each grow one crop Flax & Carrots, or Turnips per year.
All 9 fields spend one year ‘fallow’ in the three year rotation to weed, and build fertility with Clover.
The three in the middle grow Wheat, Beans and Peas.
The three on the left grow Hay, Beans and Peas.
The picture below is rotated 90 degrees from the above description and the three Flax crop fields are now at the bottom of the pic.
The sand/clay balance matches well enough for 10% bonus for all crops in all these crop combinations.
The three year rotation means that each set of fields will produce one of each of their crops, while the rest of the time is filled in with as much clover as I can stuff in, along with one Field Maintenance to keep weeds at bay.
Every year I get crops of Flax, Wheat, Carrots, Turnips, Beans (2) Peas (2) and Hay from the nine fields.
It also keeps the farmers in ‘gang-tackle’ mode by rotating when each field needs attention, meaning they show up in larger-than-assigned numbers per field and knock it out very quickly, then move on to the next.
But that is a double-edged sword, if your fields are too far apart.
Keep them as tightly grouped as possible.
This is a farm layout with a 22 x 40 border fence, with room for one space between all fields that I fill in with Blueberries and Apiaries.
Fields that touch each other transmit disease very quickly.
One space between will give you chance to take corrective measures before pestilence get out of hand.
The Flax crop schedule you see in the pic is also the earliest planting every year.
Meaning at the end of harvest season in September, if I need to I can release all my farmers to act as laborers, and don’t need to bring them back until the end of January, getting an extra month of labor out of them for the rest of the economy.
Hope this helps.
thanks for your cool tips and tricks…
i have to mention
i was under the impression. the clay & sand levels … required this particular resource setting up.
so i was looking for my starting locations to have these 2 resources so i could really max the yeild of my crops.
turns out… you dont need any resources when balancing the soil… still get massive yeilds
i think they have missed a trick there
what do you guys think ???
You need the resource only for a limited time to adjust the mixture, but the mixture doesn’t move once the mix is complete so you don’t need a lot. You will need the clay and sand for other things though but there is no need to have your farms close by.