![]() There might also be an optimal grass growing layout that you could cut down every week or two that would create more animals fed per tile if you felt like buying hay was cheating. It is more cost effective to use the 7.69 tiles per animal to grow crops and spend 50 gold of the crop profits to buy hay to feed your animals. You will never need to worry about animals running out of food and grass will continue to grow on the backside giving you room to expand as you upgrade your buildings. I don't prefer this though since it increases spring setup costs and time.Īny shape will work as long as you count the number of grass spawnable tiles and it equals less than 6.15 * the number of barn animals or 4.61 * the number of coop animals.įor your first barn/coop, just place 3 fences per 2 animals in an existing nearby field of grass in the layout shown. You can make all the walls spawners and get the size down to ~11x12. This means grass will grow on the outside unless you surround you enclosure with paths. You'll notice some of my walls are also acting as spawners to get some of the gaps. This can be reduced slightly if you have multiple barns by removing connecting walls and making the now larger enclosure more square. If you want a rectangular enclosure with walls, it comes out to 156 tiles. Including the 28 spaces for the barn, you need 120.28 tiles. This makes each tile have a 10.83% + ( 5.42% * 2 ) = 21.67% to feed coop animals. A grass spawnable tile for coop animals has a 16.25% * 2/3 = 10.83% chance to feed 1 animal and 16.25% * 1/3 = 5.42% chance to feed 2 animals. I just keep it since it acts a buffer in case when I have several unlucky days where less than average amounts of grass spawn.Ĭoop animals actually need less space since adjacent tiles can grow 1-3 tufts of grass and coop animals only need 2 tufts of grass per day. You'll find that grass on the edge of your enclosure will start to build up around the spawners. In practice, you can actually get away with a bit less since animals don't eat the grass on rainy days, but it keeps growing. This comes to 6.15 + 1.54 = 7.69 tiles per animal, much better than the 9/3/1 guide and definitely more reliable. 1625 = 6.15 grass spawnable tiles and 6.15 / 4 = 1.54 spawner tiles. Each free tile next to a spawner has a 65% * 25% = 16.25% chance to spawn grass.īarn animals needs 1 /. Putting all the mechanics together, the most optimal strategy for managing grass is to create the maximum free tiles that have a chance to grow grass in the morning. Using this layout, each spawner (X) has 4 grass spawnable tiles (o) next to it. Warning this layout is not visually appealing and not easy to navigate. For this, we will use the same optimal layout that people use for sprinklers. We want to maximize the number of grass spawnable tiles per spawner and allow all animals to reach the grass tiles. I will refer to these as spawners for the rest of the guide. Placing objects (fence, lightning rod, lamp post) on top of grass stops animals from eating it, but doesn't prevent it from expanding out. Also, a patch with only 1 bit of grass will feed any animal for the day. If they are tillable, there is a 25% chance for each tile for 1-3 tufts of grass to grow.Ĭoop dwellers eat 2 bits of grass, all others eat 4 bits of grass.Īnimals don't appear to overeat. (randomly determined) If a fully grown grass tile succeeds a growth check, it will check all 4 adjacent tiles. If the tile containing grass has less than 4 tufts and succeeds a growth check, it will grow 1-3 additional tufts of grass. Each day, every individual tile containing grass has a 65% chance of growing. I got these mechanics from the wiki and this VERY helpful reddit post.Įach fully grown grass tile consists of 4 tufts of grass. I wasn't satisfied that this was optimal, so I started experimented and came up with my design below.īefore I get into my guide, I wanted to go over the mechanics of how grass grows and can be controlled. It says you need 9 tiles and 3 grass starter per animal, and then the grass grows as fast as the animals eat it. It is not the most space efficient and requires more maintenance since you need to remember to change pastures semi-regularly.ĩ/3/1 guide is an old guide that I've seen a lot people reference. Rotational Grazing is the prettiest and closest to real world farming. ![]() There are a couple guides out there that help, but none are fully optimized. My animals always seemed to act like locusts, eating grass faster than it could regrow. Sprinklers, Scarecrows, Kegs, and Trees have been pretty well covered, but I haven't found good resources for grass management. One of my goals in this game is to make the best self-running (or minimal maintenance) farm.
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