Pro tip: You can skip the games and just go straight to crying!
That really is difficult! Id suggest to just let the 'United States of Canada' vote on it after the next 'Jesusland' election. But I'm not from the US so I'm in no position to give a suggestion really.
The swing states are gonna be kicking themselves that they missed this chance after they come back to their senses.
Open it, Thorin needs to get in there asap!
It is absolutely beyond me how this is even a remotely close race. What the fuck.
The new design seems more lifted, I think it should be fine to fit your finger below there without having to lift it up yourself. At least for most people.
N
I'm glad that suggestion would work for you! Yes, you'd only need to script the transition from sleep to quiet sleep at 7:30, that should do the trick. Maybe you'd want to switch the to focuses, as in having a 'light sleep' where you get notified by your cameras, and the switching to the normal 'sleep' focus at 7:30, because usually when I turn off the sleep focus, I have a weather forecast on the lockscreen, and this might not work if you turn off the 'deep sleep' focus instead. But you'll figure something out! :)
Farming Science: Obsidian Orbs (+ Question)
In a recent update, there has been an addition that completely changed the theoretically ideal farming setup. I'm talking about the obsidian hoe and orbs.
The problem with these items is, that there is no longer a clear limit on how many plots you can have. Every orb adds one more plot, but the orbs get progressively more expensive. While the first orb ist only 10,000 carrots, your 5th orb is already 160,000 carrots and your tenth orb will set you back 5,120,000 carrots.
I was wondering where to stop buying these, since it is obvious that the later orbs are far too expensive for only one plot of farmland. I wanted to know how long one would have to harvest this one plot to recoup the investment. Keep in mind: the following calculation is not how long you'd have to save up for the orb, only how long until the one plot of land has returned the price of the orb, i.e. after how long the orb-investment is profitable.
Assuming that the one plot has a carrot (they are still very efficient) that is fertilised, watered and lit with UV, it will return 35 carrots every 95 minutes. The price for your n-th orb is 10000*2^(n-1)
. I'm also assuming that the plot is harvested as soon as it is ready. This gives the following:
(note: orb is the n-th orb you are buying, cost is its price, harvests is how many times you need to harvest the new plot to have it be profitable, time is how long that would take when always harvesting as soon as possible)
orb cost harvests time 1 10000 286 19d 2 20000 572 38d 3 40000 1142 75d 4 80000 2286 0.4y 5 160000 4571 0.8y 6 320000 9143 1.7y 7 640000 18285 3.3y [...] 12 20480000 585143 105.7y
Now again, this doesn't mean it takes this long to save up for that orb, only that it takes this long for the orb to "repay" its investment. And yes, you'd have to not miss a single harvest 24/7 for over one year after buying the sixth orb for it to be worth it. And yes, you read that right, the 12th orb repays itself after over 100 real life years of farming in Tsuki's Odyssey.
It's difficult for me to make a judgement on how worth others think this is, and I'd love to have some community feedback on how long you think you'd consider orbs worth it, looking at this. I'm personally leaning towards 5 orbs, because I can get in around 6 harvests a day playing casually and can see myself with this game for the next 2 years (4571 harvests / 6 harvests per day = 762 days = about 2 years). Going much higher doesn't make sense for me personally (even though I now already own more than 5 but my money was faster than my calculations. well...)
I'm interested in your views, because I'm planning on reworking my ideal farming layout with more plot spaces and the new additions from the update and I obviously won't need to plan for 12 orb-spaces when no normal person would ever a) have the money to pay for that and b) see the return on investment in their own lifetime. The highest I'd be willing to look at is 10 orbs (about 26 years until profitable).
TL;DR: An orbs worth depends on how long you plan to play the game after. If you're an active player, sticking with the game for a few more years, 5-6 orbs seem reasonable. If you barely play/are loosing interest, I'd get no more than 2-3. Please leave a comment describing your playing habits (harvests on an avg day and how long you see yourself playing the game) or opinion on this for me to be able to plan for a new ideal farming layout in the future.
New PipeWorks Items (EDIT: found 1 more)
These are all the new PipeWorks items that I have found so far. I checked and have not seen any more undiscovered ones in the book, but I can't guarantee that this is everything.
The items, starting from the back, going right and then row by row: (EDIT: The item I missed is the one far right, it's at the end of the list)
- PipeWorks Valve
- PipeWorks Lamp
- PipeWorks Connector
- PipeWorks Flute
- PipeWorks Gear Box
- PipeWorks Pipe
- PipeWorks Twisted Pipe
- PipeWorks Table
- PipeWorks Planter
- EDIT: PipeWorks Water Tank
Some items have an animation when connected to other pipes (the Flute smokes, the Gear Box spins, the Lamp turns on) But I have not seen any use except decorative. The Planter is, as the name suggests, able to hold plants, as is the table able to hold items.
Every item has a shiny version, but I haven't gotten all of those yet you can see them on the right.
EDIT: The last item I found together with the planter makes it seem like the pipes would be transporting water? But then there is the flute wich emits smoke so that doesn't make a lot of sense. I think these items are really just decorative.
Good luck fishing for all those! Keep in mind that you need magnets from Pipi to reel in these items.
Farming Science: The Clover Finale!
As per my last two posts, I've been working on Clovers. I've been successful in breeding the 64 Leaf Clover and wanted to share all my findings:
Clovers affect the strange rate and the farming speed.
The strange rate determines how many strange crops you harvest (these give 5x the revenue). The default is 0.15% (so very low) and gradually increases the more clovers you plant. The farming speed determines how fast your crops grow. The default is 100% and decreases the more clovers you plant.
I've calculated the efficiency for each type of clover and put it into a few tables below:
(note: the Efficiency is over 100 for 0 Clovers because I’m defining 100 as normal growth time but only regular carrots. Also, the values seem to be different depending on what patch you play, but I’ll update this if I see anything change. The formula for the Efficiency is the following: ( 1 + strange_rate * 4.0 ) * farm_speed
, where all values are absolute, not in percent, so the strange_rate
for 2 clovers would be 0.0039
for example)
``` Baseline: Clovers Strange Speed Efficiency 0 0.15 100 100.60
4-Leaf-Clovers: Clovers Strange Speed Efficiency 1 0.30 99.95 101.15 2 0.39 99.61 101.16 3 0.45 98.70 100.48 4 0.50 96.97 98.91 [...]
16-Leaf-Clovers: Clovers Strange Speed Efficiency 1 0.76 99.95 102.99 2 0.91 99.61 103.24 3 0.99 98.70 102.61 4 1.05 96.97 101.04 [...]
64-Leaf-Clovers: Clovers Strange Speed Efficiency 1 1.35 99.95 105.35 2 1.50 99.61 105.59 3 1.59 98.70 104.98 4 1.65 96.97 103.37 [...] ```
As you can see, no matter which type of clover you place, the ideal amount is 2 clovers and it drops slowly after that. I've tested this with numbers much higher than 4 clovers, but believe me, the more you place the faster it gets worse.
Clovers have an animation when placing them in a straight line (or diagnoal, if you take the grid as orientation). This signals that they are breeding. You can breed 4-leaf-clovers to get 16-leaf-clovers and breed those to get 64-leaf-clovers. I don't know for sure about the likelyhood of getting ne 'next higher' clover, but just placing whatever clovers you have and hoping for the best worked for me.
Overall I find the clovers an interesting addition, but they are barely worth investing time into. It takes ages to get and then breed them. While breeding them, you'll likely have many placed down and will therefore harm your farm yields. And the long term effects are only about 5 percent extra (efficiency 100.60 vs 105.59), far less than every other farming equipment provides. If going for max efficiency, you'll have to get them, but if you are more casual, just watch out that you don't place any more than two.
TL;DR: Clovers increase farming efficiency. The more leaves, the better, but regardless of type, place exactly 2 for best results, any more can harm your yield. You can buy 4 leaf clovers at Rosemary (they are rare) and then breed clovers by placing 2 or more in a straight line (or diagonally if you look at the building grid). Sometimes the breed clovers will have more leaves. They are barely worth it (only about 5% yield increase).
Farming Science: 16 Leaf Clover
As per my last post, I've been working on Clovers and how they affect farming efficiency.
I have been lucky enough to breed 16 Leaf Clovers and wanted to share my results again:
Clovers Strange Speed Efficiency 0 0.15 100 100.60 1 0.76 99.95 102.99 2 0.91 99.61 103.24 3 0.99 98.70 102.61 4 1.05 96.97 101.04 [...]
So even though the 16 Leaf Clover increases the Strange Rate even more, it still falls off after placing more than 2 Clovers. But they are better than 4 Leaf Clovers. Everything else from my previous post is still valid. This result leaves me excited for the next bigger Clover, that I've heard should exist. I'll make another post when I get lucky enough.
TL;DR: For best efficiency, place exactly 2 Clovers in your farm, less is fine too, more can be actively harmful for your yields. Place clovers diagonal for breeding. The more leaves a clover has, the better
Farming Science: 4 Leaf Clover
In a recent Tsuki's Odyssey update there have been some new farming additions. Notably, the obsidian hoe, more seeds (depending on how many hoes you have), and 4 Leaf Clovers. I've already made a post about an ideal farming layout, but I'll revise my findings in light of the news. This will take some time, but as a quick addition, I've messed with the clovers a bit and found out the following:
Planting a clover increases the 'Strange Rate' and decreases the 'Farm Speed'. Both factors change the average carrots per time. I've calculated the efficiency for the amount of clovers placed. below is a table:
(note: the Efficiency is over 100 for 0 Clovers because I'm defining 100 as normal growth time but only regular carrots.
Also, the values seem to be different depending on what patch you play, but I'll update this if I see anything change.)
Clovers Strange Speed Efficiency 0 0.15 100 100.60 1 0.30 99.95 101.15 2 0.39 99.61 101.16 3 0.45 98.70 100.48 4 0.50 96.97 98.91 [...]
As you can see, placing one clover is good, placing two is even better, but anything above drops the efficiency rapidly and is not good!
I've tried this up to a large number of clovers, and the efficiency drops rapidly.
The formula for the Efficiency is the following:
( 1 + strange_rate * 4.0 ) * farm_speed
(all values are absolute, not in percent, so the strange_rate
for 2 clovers would be 0.0039 for example)
Clovers have an animation when placed in a certain way (in a diagonal), this is signalling that they are breeding I believe. There is a chance to get bigger clovers too, but I haven't gotten these and don't know if they have a different influence on the strange rate and farm speed. Again, I'll update this if i see anything different with the larger clovers.
Hope this helps some of you!
TL;DR: For best efficiency, place exactly 2 Clovers in your farm, less is fine too, more is actively harmful for your yields. Place clovers diagonal for breeding.
Bug with missions?
Does anyone else have a bug with the newspaper missions in Tsuki's Odyssey at the moment? I've been getting fishing missions and sale articles, but no real story mission for weeks! It has really killed my enthusiasm for the game because MV feels so dead without any new interactions :( Anyone else having the same problem?
Finally!!
I had been saving up the 1 million carrots for a while and had to wait even longer for this picture to show up, but today it was finally time. Pipi could barely believe it. She has to be one of the richest people in MV now.
Do I have a spending problem?
I'm trying to unlock every item in the game and have been buying basically everything from every shop for as long as I can afford. I wanted to find out how much my inventory is really worth, and I think it's fair to say I was surprised at just how much stuff I have. Somehow I'm still only at 664/1319 items discovered, so I have a long way to go. But I'm confident I'll get there in the end. I obviously didn't sell my stuff to Yori, and I think he's glad that I didn't, cause otherwise the man would be down just over 1.2 million carrots haha.
Best Farming Layout
Hey fellow Tsuki's Odyssey players!
I've been sciencing the sh*t out of farming and wanted to share everything I have found out with you, just in case you want to optimise your farm as well!
Above you can see the most efficient Layout I've found as well as a drawing to help you build it
I'll give you the TL;DR first:
Always use UV-lamps and sprinklers if possible, fertiliser is profitable if you harvest 4 or more times a day. Place strawberries, grapes and carrots, these are among the more efficient non-consumables. Pumpkins give the most carrots/hour in the game, followed by melons, so always buy seeds at rosemary's shop and place them.
Layouts:
The Layout you see above is the most efficient I've found. It uses 7 fertiliser per day, making it the cheapest to sustain long term. I know it looks like it wastes a lot of sprinklers, but since they only cost you once, minimising the amount of fertiliser used was my main goal. A reddit user made a post with a great layout too! It only uses one fertiliser more, but uses far less UVs, and sprinklers, so it's a great step while you don't have the full set of items.
Equipment:
- UV-Lights: for non-consumables, UVs increase the yield by 25%, for consumables it reduces the growing time by 20%.
- Sprinklers: reduce growth time by 20%
- Fertiliser: for non-consumables, it increases the yield by 50%, for consumables it reduces growth time by 1/3. If you have 8 plots in the surrounding spaces, you are profiting from fertiliser after 4 harvests. Do not combine fertiliser at dawns machine, since it reduces the fertilized-per-cost efficiency of the item.
(For UVs and Fertilizer: The effect it has is in theory identical on consumables and non-consumables, the percentage is only different since for one yield is affected, and growth time for the other one)
(For consumables, the effects stack "normally", meaning that if you use fertiliser and UVs, the growth time is standard_time * 0.8 * 2/3
. for non-consumables, this isn't the case. Instead, effects stack like this: 25% more yield from UV and 50% more yield from fertiliser means the yield is standard_yield * 1.75
. This is worse than (what it should be) standard_yield * 1.25 * 1.5
, so using consumables get less of a boost if they are effected by both UVs and fertiliser)
Seeds:
- Carrots: give up to 22.1 carrots/hour (fertiliser, sprinkler and UV used)
- Onions: give up to 16.1 carrots/hour (fertiliser, sprinkler and UV used, 6 plants in the surrounding spots)
- Melons: give up to 58.8 carrots/hour (fertiliser, sprinkler and UV used)
- Pumpkins: give up to 82.3 carrots/hour (fertilised, sprinkler and UV used, harvested on time)
- Strawberries: give up to 11.3 carrots/hour (fertiliser, sprinkler and UV used), but the time reduction they provide is so powerful that it is worth planting them. they reduce all surrounding crops base growing time by 30 minutes
- Grapes: give up to 25.3 carrots/hour (fertiliser, sprinkler and UV used)
- Gloamroot: give up to 44.2 carrots/hour (fertiliser, sprinkler and UV used, moon phase optimal) but are only really worth it, if you are awake when it's night. The moon phase is in sync with the real moon, meaning that Gloamroots give 5 per harvest on a new moon, while giving 5 + 3 per harvest on a full moon.
- Potatoes: give up to 22.5 carrots/hour (fertiliser, sprinkler and UV used)
- Turnips: give up to 33.5 carrots/hour, but due to the it being random, the actual average is identical to carrots (fertiliser, sprinkler and UV used)
What next?
I'm working on compiling all this in a nice-to-look-at format in the future. I'll double check all my findings and give even more data, but I'll let you know eventually, when I'm done. Hope this helps some of you optimise your farm, or at least help you make informed decisions when planting. Happy Farming!
Disclaimer: I've posted this on reddit, but wanted to get it to Lemmy too, as I've moved here now!
Night ride with my first fixed gear bike
Took a ride out with my first fixed gear bike. It's a stock Fuji Feather, but I already have the first few upgrades planned.