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Talk:Greenhouse

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Does fertilizer not work in the greenhouse? I had used quality fertilizer and then a while later the plots had no fertilizer on it. - Elvan-Lady, July 6 2016

Did you grow anything on the plot? If not, perhaps it erodes back into regular soil.--Enkidu (talk) 03:29, 24 October 2016 (BST)

Optimum crop(s)?

If you are using the greenhouse to grow one of the permanent crops (Strawberry, blueberry, hot pepper, hops, grapes, corn, tomato, cranberries, eggplant, coffee, green beans, ancient fruit and a couple of others), which of these crops would yield maximum long-term profit? Most of these harvest on a 4-day cycle, but hot pepper is 3, coffee is 2, hops are daily, and at least one of them is on a 5-day cycle. Many of them yield multiple products per harvest. If you go with a trellis crop, you have to arrange paths to pick them, and so need other crops to fill the open rows, and automatic sprinkling becomes complicated. Also, if you're growing fruit trees along the sides, you probably want to drop in to pick those every 3 days. Has anyone worked on this further? And will fertilizer remain in effect this way, or will it be removed while leaving the plant intact? Astronautty (talk) 06:32, 7 May 2017 (BST)

Well, if we are talking about long-term profit, I think that both the seed's buying price and the time it takes the seed to grow are negligible. Having this into account, I got the next table:
Crop Regrowth Drops per
Harvest
Gold per
Drop
Profit
per Day
Coffee Bean.png
Coffee Bean
2 days 4 Gold.png15g Gold.png30g
Green Bean.png
Green Bean
3 days 1 Gold.png40g Gold.png13.3g
Strawberry.png
Strawberry
4 days 1 Gold.png120g Gold.png30g
Blueberry.png
Blueberry
4 days 3 Gold.png50g Gold.png37.5g
Corn.png
Corn
4 days 1 Gold.png50g Gold.png12.5g
Hops.png
Hops
1 days 1 Gold.png25g Gold.png25g
Hot Pepper.png
Hot Pepper
3 days 1 Gold.png40g Gold.png13.3g
Tomato.png
Tomato
4 days 1 Gold.png60g Gold.png15g
Cranberries.png
Cranberries
5 days 2 Gold.png75g Gold.png30g
Eggplant.png
Eggplant
5 days 1 Gold.png60g Gold.png12g
Grape.png
Grape
3 days 1 Gold.png80g Gold.png26.7g
Ancient Fruit.png
Ancient Fruit
7 days 1 Gold.png550g Gold.png78.6g

Calculations do not take into account Fertilizer or the Tiller or Agriculturist Professions. Values are calculated based on normal quality crops.

This means that the most profitable long-term crop would be the Ancient Fruit. This are not trellis crops, so if you ignore the difficulty in getting these seeds and the time it takes them to mature, this becomes the best option.

Accordingly to this wiki, if a cross-season crop like those above is fertilized, the fertilizer will remain in the soil and continue to provide benefits, so i think the fertilizer will long as the crop does.

Hope it helps!

EDIT: I've just read the article and I noticed it says "Fertilizer in the greenhouse will last for one season." so we won't have eternal fertilizer :/

Santiago (talk) 08:26, 7 May 2017 (BST)

Ancient Fruit is certainly the most profitable and least labor-intensive crop, especially for the Greenhouse - the most desirable if profit is the thing you need most. But the Greenhouse can also be useful for producing crops out of season, if you need certain ones for whatever reason, having needed to sell all for profit in-season. One's goals may vary over time.
As regards profit, it can also be useful to take the wider picture: artisan goods. Consider not only the prices of the crop itself, but what it can be made into. Ancient fruit wine is also the highest-profit artisan good, but its per-day profit level needs to be compared over a different time span. The same is true of whatever you age in a Cask. You will find that you are limited also by how much artisan equipment is required to produce these profit enhancements. One ancient fruit plant will produce one fruit in seven days. One Keg will produce one bottle of wine in about that same time, making an easy-to track production chain. But it will take a Cask about eight weeks to age that wine, meaning you'll need 8 times as many Casks to work on aging as you will need plants to produce (if you intend to age it all). More likely, you'll simple need to sell some earlier.
Consider how different a picture it is with Coffee Beans. One plant to four seeds (or more) in two days, but five seeds to one Coffee in a Keg in two hours. Theoretically, you could anticipate feeding one Keg nine times a day, requiring 45 Coffee Beans a day, 90 every two days, requiring 23 coffee plants to supply it. No Casks; one doesn't age Coffee. But Coffee sells for double what the beans would sell for - a tidy increase for two hours and another simple task. So how busy do you want to be feeding Coffee into Kegs? It's just a different equation.
But the point is, the profit consideration is not limited to per-day yields of the produce, but that, combined with the work needed to plant and harvest (with the Greenhouse assume you'll get set up with sprinklers eventually), and further extended with additional work and profit in the artisan arena. So charts like this give you one data point you need to make trade-offs, out of several data points you need to make decisions. And the needs do not stay constant as the game evolves - that's dynamic. And the ways people want to choose to spend their game time also differ and change. So there's no perfect answer, nor any answer that lasts forever. And that's the fun of it. Enjoy! Butterbur (talk) 15:55, 31 October 2017 (UTC)

If you consider processing crops, then Peach and Pomegranate trees become the single most valuable thing you can plant, assuming you have enough kegs to keep up with demand, at 420g/ea for Peach or Pomegranate Wine, or 588g/ea with Artisan. In addition to the 18 trees around the border, you can fill in the grid for a total of 30 trees in the greenhouse. Once those are fully grown, you can plant around them, and they will continue producing daily as per usual. The second most valuable crop will be Hops brewed into Pale Ale for 300g/ea or 420g/ea with Artisan. As this is a Trellis crop, you can only fit 74 of them in the greenhouse around the trees and still be able to reach everything. This leaves the remaining 30 plots, assuming you use the 6 iridium sprinkler system, for the third most profitable crop, Ancient Fruit, which brews up into Ancient Wine for 1,650g/ea or 2,310g/ea with Artisan.

To keep up with demand you will need the following: 30 kegs for the Ancient Fruit, 148 kegs for Hops, and either 210 kegs for the fruit trees or 60 Preserves Jars if you are willing to sacrifice roughly 100g/tree/day to produce preserves instead of wine from your trees. However, you easily clear a million and a half per season from your greenhouse using this method. The only downside, other than the significant infrastructure investment, is that it needs daily tending. ShneekeyTheLost (talk) 00:58, 1 December 2017 (UTC)
Yes, Peach and Pomegranate trees yield juicy profits, but sorry, Ancient Fruit is still more profitable per day. So is Starfruit, which you can buy year-round at the Oasis. The fruit trees also produce much more fruit, which means they require considerably more work per day in order to earn the profit. And incidentally, they keep a great many more kegs busy in the process too. Keep in mind that those kegs need to be built initially - a lot of them: wood, two kinds of ore, coal, smelting, crafting, placement. Ah, placement. Where? You _can_ put them outdoors and use up a lot of ground that might be used for crops. Or you can build big barns and get 135 kegs into 28 tiles of space. But yes, building materials, and tens of thousands in construction costs.
Clearly, things like these can be done. But clearly, they also can create work patterns that may upset a balance you want to maintain. Consider the scaling implications carefully as you proceed with ideas like this, lest some of it prove to be a waste for you. And if you're really looking to maximize profit, I'd maximize on Ancient Fruit and Starfruit, filling the Greenhouse with Ancient Fruit, and planting acres of Starfruit in summer. That will prove plenty for kegs and casks. Just sell off the fruit tree fruit as it comes. That's still a nice profit there too. Butterbur (talk) 05:52, 3 December 2017 (UTC)
Actually, no, ancient and starfruit cannot even begin to compete with Pomegranate trees, if you keg them all. A pomegranate tree produces one pomegranate per day, which can be brewed into Pomegranate Wine which sells for 420g (assuming no Artisan). This is 420g daily profit. Ancient Fruit produces a fruit per week which can brew up into Ancient Wine for 1,650g per week, assuming no Artisan. Divide by seven for daily profit and you net 235 and change gold per day. Roughly half of what pomegranate wine brings in. Starfruit is worse than Ancient Wine. The only thing that comes close is Hops, which produces one Hops per day brewed into Pale Ale for a profit per day of 300g, assuming no Artisan. Heck, Pomegranate/Peach Preserves sell for 330g without Artisan, which is STILL more than the daily profit from either Ancient Fruit OR Hops and only requires 60 preserves jars to keep up with instead of 210 kegs.
You are correct in that it will require significant infrastructure, as I previously mentioned, but it is FAR more profitable. However, as you say, it's a matter of what you want to do. But for pure income, Pomegranate or Peach trees are the single most profitable thing to have in your greenhouse, assuming you have the facilities to process them. ShneekeyTheLost (talk) 17:23, 4 December 2017 (UTC)
Yes, I see your methodology. My point is that your focus is on profit per day, but without reference to the work and equipment required. Equipment costs can be borne gradually as you develop the farm, even if it takes a while. But the daily work load counts a lot and does not go away. Your extra profit does not come for free. And that is why it's a bit like comparing (I hesitate to say it) apples and oranges. One keg per ancient fruit plant tended once per week as the wine matures, versus seven kegs per fruit tree tended at some intervals (perhaps a staggered system would allow harvesting and keg tending only once every 3 days?). Seven times the work, after you have the infrastructure. Is it seven times the profit? Therein lies my profitability equation, based on a different premise.
The fact is, I tend to choose a mixture of things (I like the variety). That's just talking farming. But the same applies to the other game activities. I want time for it all. And I'm willing to compromise at not getting maximum profit from everything if I can still get a profit that's juicy. By year 3, I started being pretty comfortable, and that's enough for me. I ended year 2 with 1.65 million in sales, far above Grandpa's expectations. So I figured that's good enough by any measure. Money isn't everything. In fact, I may start another game where I just give myself five years or so to meet Grandpa's standards. What's the big rush? Only that I also like to do a job well, and that tends to pay off faster. ;) Butterbur (talk) 05:30, 5 December 2017 (UTC)
I think you've done your math wrong in two place. 1) You can grow 8-9 Ancient Fruits in the space it would take you to plant a single tree. (Depending on watering strategy.) 2) As mentioned above, the limit tends to be equipment rather than actual crop production. It takes about 9 casks to manage the output of a single keg assuming max production. With a hard limit of 189 casks, that means 21 kegs supplying 189 casks to produce 3.375 iridium wines per day at a profit of 15,592.5/day for Ancient Fruit or 3,969/day for Peaches. Note that this ALSO means you can use a MAXIMUM of 3.375 fruits per day for this purpose which translates to 23.625 Ancient Fruit plants or 3.375 Peach Trees. The remainder of production will produce regular quality wine. I believe you can get a maximum of 30 fruit trees in the greenhouse leaving you with 26.625 Peaches/day that will be turned into normal quality wine for a profit of 15,655.5. Total profit from Peaches coming out to 19,624.5/day. Alternately, with Iridium sprinklers, you can get 112 plants. After subtracting the 23.625 for Iridium Wine, you are left with 88.375 Ancient Fruit plants, or 12.625 Ancient Fruits/day. After turning them into wine, that yields a profit of 58327.5. Total profit of Ancient Fruit now comes out to 73,920/day.
I believe that you can plant crops around trees after they are fully grown which would make a mixed strategy even better but either way, the bulk of your profit will come from the Ancient Fruit. --rlaprelle (talk) 15:44, 11 January 2021 (UTC)

Heyo! This thread has been dead for a while, but... There's new crops that continue producing, and trees and tea bushes could be included and better explained. Most of all, the Ginger Island farm area functions like the greenhouse. The debate in this discussion shows why having a table on the page itself showing all the continually producing crops, trees, and shrubs profit over a 28 day period would be a good thing. It would be even more useful to include the most valuable artisan goods and their processing times for each one, so people will know how many machines will be needed if they want to do something like turn all fruit tree fruit produced into wine. I'll check back in a few days, and if nobody objects, I'll try to add the chart. If anyone else would rather do it, be my guest. --Chaosstripe (talk) 13:37, 4 January 2021 (UTC)

Hello Chaosstripe! Please make a sandbox page before adding a large table to the Greenhouse page. I think this might be a good candidate for a separate page, with a link on the main page, similar to Keg and Keg Productivity. A sandbox page will allow discussion and tweaking the details and format before committing it to the main page. margotbean (talk) 17:21, 4 January 2021 (UTC)
A page is in the works now: "Continuous Crop Profits". This will take a bit to finish, psrtly by tthe instability of the servers at the moment. If I have misunderstood what you meant then I am very sorry, as I do not know how wiki formats work in depth. --Chaosstripe (talk) 04:01, 7 January 2021 (UTC)

More trees can be planted

In my greenhouse I have planted my trees further out right against the walls and managed to get 20 trees in. 6 trees fits perfectly down the sides and the greenhouse is 2 spaces wider than it is tall. This also allows sprinklers to be placed on the edges to water the middle without affecting the growth of the trees on the outside. XaqNautilus (talk) 10:54, 23 January 2018 (UTC)

Derp I do see that it is described that up to 21 can be fit in the Greenhouse (I'm not sure yet how to squeeze the 21st in) but all of the images are for 18 trees. XaqNautilus (talk) 14:54, 24 January 2018 (UTC)

I can't see how to fit the 21 trees either. It was added by Butterbur, who didn't provided any image of what he was trying to explain. It should be useful also if you link an imgur here showing your 20 trees layout. If it's a good option, you should upload a new version of the File:Optimalgreenhousefinal.png. Sapador (talk) 22:53, 24 January 2018 (UTC)
I stitched together an image and uploaded it and added it to the gallery.
As for making a new File:Optimalgreenhousefinal.png in that style, that is beyond me. XaqNautilus (talk) 11:04, 25 January 2018 (UTC)
I've tried the method described on the page for planting 21 trees, and found it cannot be done. Specifically, two decorations on the upper left side prevent me from planting, saying "Too close to another tree", even though there is no other tree nearby. I've uploaded a temporary screenshot here: Greenhouse21Trees.jpg, which shows the error message when trying to plant over the pot at the upper left. The plant immediately below it gives the same error message.
I will message Butterbur and request his input. margotbean (talk) 22:06, 25 January 2018 (UTC)
Margotbean, it is not the decorations that prevent you from planting on those tiles. It is (on your image) the tree furthest left on the north side that prevents it. One of those decorated tiles is on a diagonal only 2 spaces away, and the other is a chess-knight's move away, also two spaces. If it were the decorations, you would get a different error message, like you do on the unplantable tile outside the cave entrance.
The best way I have found of planting the north side is to start at the two corners and proceed toward the middle, with a total of three trees on each side of the watering trough. This technique is best for the south side as well. And with all four corners thus planted, the east and west sides can place four more trees each between the corners.
Since the north/south sides are only two tiles longer than east/west, there is provably no room for an additional tree across either of them. I remember thinking at one time that I could cram a 21st into the greenhouse, but rejected the idea for my own game because it placed one two tiles up from the door, and I considered that too much of a hindrance to be desirable. Later, I discovered that it was impossible anyway, because of the same diagonal/knight's-move argument. I had overlooked something. What I also overlooked was that I had edited the article to say 21, remembering only that I had described my 20-tree layout there. My apologies to all for the error. The article has been corrected. Butterbur (talk) 16:17, 26 January 2018 (UTC)
Thank you! I'm removing the temp image. margotbean (talk) 18:13, 26 January 2018 (UTC)
You're welcome.
Just a comment on the 20-tree image: The trees on the north side are not placed according to my description. Neither corner space is used. This arrangement forces a tree at either side of the water trough, which renders it unusable. I saw somewhere that water could be drawn from it only on the east (right) side. When I tried doing it from elsewhere, I was unable to get water, so I believed it (still do). So I ask, why would one plant the north trees in these locations? Butterbur (talk) 06:23, 27 January 2018 (UTC)
I can correct the image, I have it saved in layers, so it's no problem. It should match the text. As for why anyone would block the trough -- for me, I never used it. Once I had 6 iridium sprinklers in place I didn't need it. margotbean (talk) 19:47, 27 January 2018 (UTC)
I can't seem to plant trees in the corners or on the plants, barrel, shovel, pots, or pipes that litter the sides on the green house. Is there some trick to this? Are people using mods to achieve this? If I turn on "Always show tool hit location" it highlights those areas in red. Is this possible related to the date of the original install? PC vs. other platform? For comparison purposes, I'm on PC, with the steam version of the game, updated to the multiplayer beta patch, with no mods. Original install back in 2016. Thoughts? Yarnperson (talk) 18:59, 10 June 2018 (BST)
This has been reported as a bug in the beta version. It may or may not be intentional, and may or may not be fixed before the final release of v1.3. margotbean (talk) 00:40, 11 June 2018 (BST)

New 18 Tree Greenhouse Image?

Unless I forgot how to count, the current image that claims to show 18 trees actually shows only 17 trees. Thorjelly (talk) 17:07, 8 June 2018 (BST)

Fixed the caption. margotbean (talk) 18:01, 8 June 2018 (BST)
It may be more useful to add an 18 tree image instead, because the articule discusses the 18 tree arrangment, and I imagine the intent was to demonstrate it. Thorjelly (talk) 01:56, 14 June 2018 (BST)

1.3 Fruit Tree Arrangement

You can no longer plant fruit trees on top of decorations around the border of the greenhouse. This was reported as a bug in May of 2018 here: https://community.playstarbound.com/threads/1-3-greenhouse-cant-place-fruit-trees-anymore-over-paraphernalia-along-the-walls.144462/

Since it hasn't been fixed, I assume it's intended behavior. You also can't plant fruit trees in the corners of the greenhouse at all. I've commented out the section on optimal fruit tree planting, until it's updated. The text and image are there, in Edit mode, for convenience. margotbean (talk) 00:46, 3 August 2018 (BST)

Why not plant the 3 center trees on the west wall one tile further west? Those tiles are also naturally blank, and not adjacent to the tiles where you want to place the sprinklers. Then you don't have to wait for the trees to grow and mature before placing the sprinklers. Right? Butterbur (talk) 23:30, 8 September 2018 (BST)
That sounds right, but this is something you can test in-game if you wish. You can also edit the text and/or the image to improve it. Editing the image is on my "to do" list because it's got a HUGE filesize, but my "to do" list is very long right now. Since it's only one example of an arrangement, users are free to extrapolate their own layout from it, as well. margotbean (talk) 00:33, 9 September 2018 (BST)
Hello! I actually have a screenshot of mine and I have 29 fruit trees in the greenhouse, and if they're fully grown you can add crops underneath them so it's filled with ancient fruits. But I'm new to wiki pages so I have no idea how to add images here user:neetje 30 September 2020
I don't know either, which is why I never followed up the suggestion above. (Thanks to whoever did that job.) I suspect that most players, like myself, wish to reserve the tillable tiles for crops, not trees of any kind. The idea of blocking out 9 crop tiles for an entire season so a fruit tree can grow seems wasteful to me, in light of what can be grown in their places. And then there's the visibility issue and encumbrance in harvesting afterwards. The currently depicted design maximizes the fruit tree count without impacting either the crop area itself or the placement of iridium sprinklers during the time fruit trees are growing, optimal for its goal, which should be retained.
Your arrangement clearly permits many more fruit trees, but would need to be fully presented as an alternate strategy, complete with a diagram as well as screenshot. I find myself wondering if there's some reason for only 29 fruit trees, by the way. Just looking at it, it seems as if 30 should be possible. To the current diagram of 18, just add three rows of four trees all within crop space.
Finally, it all continues to apply equally well to game version 1.4. No changes there. Butterbur (talk) 17:18, 30 September 2020 (UTC)

Fertilizer

A new edit tells us that fertilizer "will usually expire at change of season." Usually? Is there a circumstance where it doesn't? Or seeing as how the greenhouse is not otherwise season-sensitive, does fertilizer there simply last 28 days? Butterbur (talk) 16:58, 10 September 2018 (BST)

I'm seeing fertiliser (distinctive purple of Hyper-speed gro) in my greenhouse appear to last longer than the end of the month, but I don't see it have any effect on the speed of the crops. Visual bug, perhaps? Or was the greenhouse changed recently? --Rayram (talk) 10:52, 2 January 2021 (UTC)

The changelog for the 1.5 update states that "Fertilizer in the greenhouse no longer disappears on season change in some cases.", so I believe fertilizer should be unaffected by season change now. I have put deluxe retaining soil on my whole plot and it is still present & retaining water after a season change. So based on the changelog and some gameplay experience, I think the information about fertilizer that was in the article was outdated, and I removed it. --Tzuva (talk) 21:05, 4 January 2021 (UTC)

Yep, Tzuva, it was a fine change, nothing wrong with it, but until we check the game code we won't know what conditions it disappears under. Just marking it as a stub for future research, as soon as I can get to it! Thanks, margotbean (talk) 21:14, 4 January 2021 (UTC)

Pressure nozzles

Regarding recent edits, you can 100% cover the whole green house minus 1 tile with the new sprinkler pressure nozzles, TheElm is correct. --Bassgoonist (talk) 20:47, 24 December 2020 (UTC)

I see what was meant, thanks to the illustration. That was quick work, by the way! Thank you, margotbean (talk) 21:00, 24 December 2020 (UTC)
Creating illustrations is not my strength. However, there are other beneficial placement strategies for iridium sprinklers:
  • Four sprinklers with pressure nozzles can be placed on tillable tiles in a variety of ways that will cover the whole greenhouse area. Net benefit: need for only four sprinklers rather than six. Still only 116 plants.
  • Four sprinklers with pressure nozzles, two on the west border (as heretofore), two more in the tillable column due north of the door and in the same rows as the west border sprinklers. Then two more sprinklers without pressure nozzles on the the east border, same rows as the others. Net benefit: 118 plants. Still need six sprinklers and 4 pressure nozzles.
The latter one of these plans seems best to me. You can't cover the greenhouse earlier in the game without the six-sprinkler standard arrangement we've had until now. Therefore, you still would have them when pressure nozzles became available. Just move what you already have and add the nozzles and there's an upgrade that gives two more plants.
Yes, the 7-sprinkler option is also near-at-hand, giving one final plant. So: one more plant for one more sprinkler. If that's easy, why not? But I target the running of a farm with a LOT of sprinklers (well over 1000 outdoor tiles in production), so with one more new sprinkler, do I want 24 outdoor tiles or one indoor? Not so close a choice, until I gather enough iridium.
So, anybody want to make another illustration for the article, or does it seem too intermediary? Butterbur (talk) 22:55, 24 December 2020 (UTC)
I've created another layout that only takes down 2 crops, offering 118 plants, that is cheaper than your suggestion of using 6 sprinklers TheElm (talk) 23:14, 24 December 2020 (UTC)
Right you are. Nice work! So, for the 119-plant layout: six sprinklers with six nozzles. Lay out four on the west and east borders, a fifth in row 4 due north of the door (there's the lost plant), and the sixth on the south border due north of the door. No more need for 7 sprinklers, and you still get 119 plants. Butterbur (talk) 23:24, 24 December 2020 (UTC)
Hey no! Wait a minute! Take the existing 119-plant layout and remove the two on the north border. Move the row of sprinklers on row 5 to row 4. Leave the ones on the south border where they are. Only 5 sprinklers with nozzles, and still 119 plants! Butterbur (talk) 23:33, 24 December 2020 (UTC)
Dumb question, isn't it better to use 120 Deluxe Retaining Soil?Or is it because it has not yet been verified how the fertilizer works in the greenhouse now?TheLuckAGER (talk) 20:16, 10 January 2021 (UTC)

Banana and Mango Saplings

I'd assume these can be grown in the Greenhouse, right? Anyone know for sure? Butterbur (talk) 23:06, 24 December 2020 (UTC)

I planted some and they made it to stage 3 of growth so far, so I think it's safe to assume they will fully grow like any other fruit tree. --Tzuva (talk) 21:08, 4 January 2021 (UTC)

Deleting grass under Greenhouse

Moving the Greenhouse and then putting it back in its original position will delete the grass underneath. Can anyone confirm and/or replicate this. (I play on a windows PC) World indev (talk) 02:14, 3 January 2021 (UTC)

Yes, it delete the grass!TheLuckAGER (talk) 20:03, 10 January 2021 (UTC)