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Description
Is your feature request related to a problem? Please describe.
Processing bulk farm crops is tedious and inefficient because the maximum bulk processing sizes are inadequate.
My current case:
I'm trying to process the oats recently matured on the small farm plot near my Orchard base (the plot near a barn). I'm capable of processing 120 oat stalks, corresponding to about a third of a pair of lines on the plot, each day (6 smoking racks (yes, it's possible to process several lots in a day, but ignore that here)). The result is 120 dried stalks, which can at most be processed in batches of 50, taking a companion about 1 hour with the best method available (peasant flail).
I can start 3 crafting jobs (50 + 50 + 20) and give it to a companion when heading off on the day's looting, but only one of those will be done when returning, as the current catch up logic only starts to continue with a new craft at the time the companion enters the reality bubble again, regardless of how long the PC has been away.
The situation is the same with the next step of the process, the winnowning. Again, 50 + 50 + 20, so 3 jobs and lost time if the PC leaves the area for longer than it takes a single craft to complete.
Solution you would like.
Either:
- Allowing certain crafts to override the current maximum bulk size, turning it into a default.; or
- Adding parallel craft recipes for trouble crafts, with a size of e.g. 10, causing a bulk job to be capable of 500 (about 5 hours). Edit: See Additional context below for why that's not possible to implement correctly with the current syntax.
And possibly:
3. Add parallel recipes that does the threshing and winnowing together (results in a combinatorical mess, though, as there are 2 threshing recipes and 3 winnowing ones, using tools of increasing efficiency).
4. Introduce recipe chaining where you can make a crafting recipe on the fly consisting of several "real" ones with the output from one being recognized and fed into the next step. It's possible this may fit with recipe step logic desired, but it might also just add complications.
Describe alternatives you have considered.
The current grain crafting process doesn't match what I see being done with current farm machinery. In that process the ears are separated from the stalks automatically during the harvesting, nowadays leaving large plastic encased "pills" of stalks on the fields (it used to leave just large bales without the plastic, and before that the stalks were dropped on the ground in long lines for collection later).
Allowing for the grain processing to mimic that somewhat would likely mean you'd allow for a parallel processing to:
- Harvest
- Dry
- Thresh
- Winnow
to an alternative process of:
- Harvest
- Separate ears from stalks
- Dry ears
- Optionally process stalks. I assume they'd rot if not processed, but drying the stalks first only to discard them is a waste of effort if you don't have a use for them.
- Thresh (only ears, which presumably takes less time since the stalk separation has already been performed)
- Winnow
The gain here is that you won't have to waste space and energy on drying the stalks, so you can put more ears into the smokers and still use the same time and charcoal as currently. You'd probably want to retain the stoking of the stalks with their ears, though.
Additional context
Basically, I'd want to be able to process a bit more grains than the pitiful amount possible currently, and I'd like to be able to tell companions to process today's harvest in as few steps as possible (ideally order a single chained task of first threshing and then continue on to winnowing without being stopped by reality bubble coverage requirements to continue with following steps).
Edit: And I just noted that I'd been subjected to the first loss of crops in the form of an overgrown tile of oats at day 39 of Summer after having processed maybe a third of that fairly small field. Meanwhile, the zuchinis nearby are all overgrown. They matured a little bit earlier than the oats. This means you're squeezed from that end as well, with a rather small harvest window before it all starts to go to waste. It's one thing to have fast growing crops go bad farily quickly after maturation, but long lead ones should remain available for longer before they start to get lost.
Edit:
I experimented with creating batch recipes for threshed oats and oats respectively, and it can't be done properly. The reason is that "batch_time_factors" is a factor based on the time for the first craft, but this works as a one time setup time and then a processing time. It's easy to adjust the time of a batch recipe of e.g. size 10 to match the time of the base recipe with a batch size of 10. However, when you batch your batch recipe you're now having a base recipe that includes a mix of setup time and batch processing, so you'd need to have a batch_time_factor to get rid of the setup time from the base recipe, but this should be a diminishing part of the time used as the batch grows larger, so you end up with a recipe that's less efficient than the base recipe at a low batch count and more efficient at a higher (or always less or always more efficient).
Aiming at using about the same amount of time for the max batch size of the base recipe (50) as a batch size of 5 for the 10 batch recipe causes the batch recipe to have that as the balace point, with the batch recipe being a bit more efficient at higher batch counts, which shouldn't really be the case.