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Chaon

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Feb 23, 2018
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Well I have a farm in a dome and I have colonists farming in two shifts, yet for the last 6 Sols, I have never been able to produce any food.

What am I doing wrong?
 
Well there is also soil quality to consider. Start out at 50. Harvest only wheat and it remains at 50. Harvest Potatoes and it decrease soil with 10. Most likely i would guess had a power or water shortage causing a failure. I always set farms at high priority to prevent any harvest failure because of water shortage.
 
Nah, I have a water surplus along with oxygen production and electricity. So that's not it.

Soil quality has not changed because I am only trying to grow wheat.

It's strange that farms have three shifts and you can't turn all three shifts on at once.
 
I grow potatoes, potatoes, cover crop to rejuvenate the soil. You can grow 3 different crops and the ones you can choose from depend on the tech you've researched. Check your workers, are they botanist? You might have had some bad luck with hungover alcoholics and idiots messing up your farm cycles.
 
1) Not enough people working the farm. If you have less than 4, the crop is likely to fail.
2) I think there's a bug right now in that at whatever time of day a crop is normally harvested, if the planted crop is still growing and not harvested, you'll hear it declare crop failure, but really it means "no food harvested"... which should just be ignored since it's all still growing to begin with.
 
Nah, I have a water surplus along with oxygen production and electricity. So that's not it.

Soil quality has not changed because I am only trying to grow wheat.

It's strange that farms have three shifts and you can't turn all three shifts on at once.

Plants need their sleep.
 
I think it has to do more with the performance of the shift than anything else. A lack of a botanist greatly reduces overall performance of the shift, meaning you need to find some other way to boost their productivity if you don't want your colony to starve.
 
Do you have food storage space available?

Failing that, maybe attach the save game here so people can look at it specifically.

They are in
C:\Users\{UserName}\AppData\Roaming\Surviving Mars\{large number}\
 
If there's no storage space available, farms simply stop planting once their "internal" storage fills, much in the same way a mine with its internal storage filled stops extracting more resources. From what the OP asked, I assume they got the "crop failure" notification and their food reserves are running low, which means they either had a power/water shortage that impacted the farm, low performance workers, poor soil quality, or a combination of the three cause the crops to fail.
 
I've had the same issue, it coincided with the Earth stopping all shuttle flights so I couldn't even import food. It eased up eventually but by then I had trouble causing colonist which just compounded the original issue, I ended up restarting.
 
The number one cause of failed crops is not enough labor. You can do it with a less than a full shift of botanists but you cannot rely on that. The full 6 people of any skill level has yet to fail for me. Set your farm to maximum priority so it is always fully worked if you don't want to risk crop failure.
 
The number one cause of failed crops is not enough labor. You can do it with a less than a full shift of botanists but you cannot rely on that. The full 6 people of any skill level has yet to fail for me. Set your farm to maximum priority so it is always fully worked if you don't want to risk crop failure.

I'd even say it's the main rule for all your buildings. Better fully worked shifts on two buildings than demi shifts on three.
 
water
power (not the big farm, since it uses zero power even with watering and the animation look like machine harvesting)
worker shortage.

None of them have to be for long during the growth cycle. Even on an 8 day crop a few hours of no water seems to be enough.

With Pipe/Cable breakage you could easily see a few hours here and there with shortage and keeping things staffed is half the challenge of the game, it's fairly easy to create revolving door syndrome in workers, where the dome is kinda staffed, but the workers leave for a few hours to work elsewhere.

PS: Hmm, haven't actually tested how the farm feels about the dome having no power.
 
I suspect that running more than one shift - I don't know how you did that by the way, it should simply switch the shifts for you - has borked it somehow. One work shift gives maximum results for any one farm field.

If you've tweaked the work shifts, it might be that you somehow managed to tweak it so there wasn't a work shift on one of those days. Like, you had a midday workshift, then shortly after it started, you switched it to the morning shift and maybe futzed around with it trying to get it to do two shifts when you're not supposed to, and then gave up and left it on a morning shift. That would probably cost you that day's effort.