![]() ![]() Livestock aren’t meaningfully profitable apart from pigs (and maybe ostridges but pigs are still way better). We only keep them for atmosphere and buff-food after all. With 6 or less animals it is self-sustaining. A full complement of animals would deplete the grass outside after about 3 weeks. All other miscellaneous machines and our sorting and long term storage chests are also kept in there.įinally, the separated barn and coop are not filled to max capacity. ![]() ![]() The oil makers (we have around 50 to keep on top of the truffles) are now all grouped together in shed 1 with a junimo box. So the barns only ever had about a dozen machines or so and this has now been reduced due to the optimisation from Automate. We just thought it looked silly otherwise. We decided not to use barns/coops for machines that were not related to their associated animal products. The Farm obviously made less money then and was quite a chore to keep going (which is why we only got to year 4 before we switched to mods). Due to the reduced space we used the upgraded cabin as an additional shed and had no room for crystalaria. It requires no outside intervention apart from occasionally selling produce every few weeks.īefore automate we used the classic machine shed layout which can be seen on the Stardew wiki page. They are also linked with the casks in the cellars so the automation is 100%. For the keg sheds, we are using junimo chests linking the kegs with the junimo huts (the chests are hidden on the middle tile behind the huts). A big shed can hold 203 machines plus 1 chest (placed above the entrance tile). Since switching to Automate they are essentially filled top to bottom with machines (kegs for sheds 2-6, crystalaria in 7). Regarding our interiors, I’m afraid they are really boring. I saw a few outlines with some similar ideas on upload.farm before embarking on this save so we can’t take all of the credit for the design.Ĭlick to expand.Thanks Bark! Personally, I have always struggled with the other farmsteads for good layouts. This is not the most original layout but it has complemented our playstyle for this run very well and provided a solid road map on how to upscale the farm at a good pace. We are currently at 91% so not long to go. We view this farm as essentially complete and we are using it as our base to get the 100% game completion achievement. However, we play with a 50% handicap so it’s about 25.000.000 or 1.500.000 a week. The farm would generate a profit of around 50.000.000 annually in a standard game. It has about 900 kegs, 380 casks, 200 crystallaria, 80 blobfish and 48 pigs plus an assortment of various other livestock and cross-seasonal crops grown in the greenhouse and other indoor spaces to cover buff food and quest needs, though the majority of this produce is also sold. The two main products are ancient fruit wine and truffle oil. The aim of the farm is to optimise efficiency and functionality while maintaining a clean, organised and simple ‘working-farm’ aesthetic. ![]() The junimo-chest and auto-petter have further eliminated almost all routine maintenance tasks. Consequently, it has become highly automated and only requires occasional looting of a handful of chests to operate, in addition, to the annual sowing of crops, which can be completed in a single day. It uses the Automate and Deluxe Auto-Grabber mods. I edited the season in the save file for the screenshots. It is currently in year 5 and has now been brought up-to-date with the latest patch. This is my oldest surviving farm, which I have been playing with my girlfriend and now wife for the last 2 years. ![]()
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