0.1 Welcome, Buddy!
 
This is Sticka Forkinit Ranch, a simulation of a little
organic farm. It's got a few animals, but mostly it's
a vegetable-growing affair.
 
We ask that you respect a few loose and easy rules.
First, nobody should try to be the boss except the
Dream's owner. Second, the Dream's owner should try to
be as helpful and encouraging as possible, while not
giving out orders. Everybody has their own favorite
activities and for this to be fun, it has to run on
"requests" rather than "commands."
 
This is a BIG Dream and there's a number of key
locations. Here's a rough layout to help you wrap
your brain around it:
COMPOSTER
() _. TOOL
GREEN ,="' \. BARN
WATER HOUSE="' \.
TOWER ,="' \. *?*
FIELDS ,="\. SHOWERS \.
\. ,="' \. \
\="' \. FARMHOUSE
\.ORCHARD \
\
0.2 Getting About
 
Most of the carts in this Dream are meant to be carried
around but the ones drawn by ostrixes are there for
getting to the Store and the Fishing area. The most
commonly used is in the road, near the Toolsbarn.
 
The ostrix will only take you on his route if you
say a password. The password changes from time to
time.
 
You probably won't be able to do a web search for the
password. It may take a bit of reading to dig it up,
and that was intentional.
1.1 Starting Seedlings
 
East of our Water Tower is our Greenhouse.
 
Let's say you want carrot seedlings. Step in front of one of the
orange counters and turn to face it. Then say [carrot seeds]
with the brackets.
 
Next, pick up the seed tray, move into one of the brown tables, and
drop the tray. Now all you have to do is wait for the tray to turn
green.
 
Bump into that counter, and the seedlings will appear at your feet.
You can now carry the seed tray to an empty field :)
 
There are ten different kinds of crops we grow. If you don't know the
names of the crops, say [crop list] .
 
You can see a short tutorial .gif on how
to plant seedlings, here.
1.3 Watering
 
After planting the seeds, you might notice the ground is
a very light-brown color. It needs watering.
 
Watering greatly speeds up the rate at which crops mature.
 
(Avoid watering empty spots: It won't "break" anything
permanently but it will interfere with planting seedlings
until the soil has lightened up a bit.)
1.30 Hand Watering
 
At the start, the main way crops are watered is by
carrying buckets from near the house, where there is
a pump.
 
To fill buckets, first set them on the grating areas
near the pump. Then F3 while standing NW of the pump,
facing the handle. All the buckets will be filled at
once.
 
Carry a filled bucket to NW of a planted row. When
you drop the bucket, it will water the 5 spaces SE
of you.
 
To accomodate hand-watering, we advise leaving a
space in the middle of a row, so there are 4 and 5
plants with a space between. Later, when you can
Irrigate, you can fill the whole field.
1.31 Irrigating
(This feature is only available to those with whom the
farm Dream has been Shared. It used to be available to
anybody but we found that too many furres just didn't
know what they were doing, or were twinks who used it
to annoy others.)
 
Irrigating fills whole fields at a time with water.
 
To begin irrigating, turn on the
faucet that is red, and the faucet that is behind the
faucet you turned on. If you aren't the owner and you
don't have Share, ask someone with share, to turn the
water on and off for you.
 
It's now irrigated! Now just sit and wait for your crops
to grow.
1.32 Batteries
 
The Ranch starts out with one battery, which holds the
electricity to run things crucial to safety and hygiene,
like lights, plumbing, and so forth. One of our routine
drains is keeping our basement refrigerated. We presumably
wash, box, and store our crops here before they're sold.
(Unsold crops cost us money, so they should be sold in a
timely fashion.)
 
If the Battery level ever gets to 0, the windmill(s) will
get set to channel energy into the Battery, not pumping
water from the ground up into the Water Tower.
 
To reset it, stand facing the Water Tower's control switch
on the SE side of it, and press F3.
1.33 Gaviotas Seesaw
 
This amazing invention from the village of Gaviotas,
Colombia, is an alternate way to fill the water tower.
It takes two furres to use.
 
The Gaviotan Sleeve Pump was invented by an engineer
named Alonso Gutie'rrez. When Luis Robles, another engineer,
was explaining the concept of a pump handle to some
children at the Gaviotas school, one of them observed
that it was similar to half a seesaw.
 
Robles then built a seesaw and attached it to a sleeve
pump outside the kindergarten so that when children
played on the seesaw, they also pumped water for the
school. In the late 1980s, Gaviotans brought their
sleeve pumps and other appropriate technology to more
than 600 villages as part of the Colombian government's
Agua Para Todos (Water for Everyone) program.
 
The Gaviotans refuse to patent their inventions, and
share them freely with everyone else.
1.4 Harvesting
 
You can check if crops are ready for harvest by standing on
them, and saying ? . When the crops are finally ready, go
to the tool shed (waaaay NE) and get a wide basket. Stand
on your mature crops and press F3. (Because Dragonspeak
doesn't do "personal" inventory very well, we all
share one inventory.)
 
After crops have been harvested, you can type i (for
inventory) to see what we have in storage.
 
Harvesting generates piles of greenery called `Brush'. Brush
gets in the way of planting, but it is also a valuable resource.
Bring this "green manure" to a Composter (big brown barrel
device).
1.51 About Heritage Seeds
 
All Sticka Forkinit Ranch crops are "heritage cultivars". (A "cultivar" is
a breed or strain of something domesticated.) Heritage seeds are special
because they were bred both for fertility and for
their best traits to "breed true". In many cases, they were selected for
flavor over "yield". Thus, heritage tomatoes taste much much better
than the storebought kind that are "hybrid" cultivars.
 
To officially qualify as "heritage", a crop must date back to before WWII,
which was when "hybrid" strains brought about a huge increase in farming
prosperity. We owe much to hybrid food breeds but the down sides haven't
become apparent until more recent history.
 
In the 1980's, a tenth of the American corn crop was wiped out by a
single disease. (The loss of corn might not seem so bad until you
consider that it's also the source of millions of tons of corn
products including sugar, corn syrup, alcohol, cornstarch,
biodegradeable packing peanuts, corn oil, and so on.) The reason
for this enormous economic disaster was too much genetic similarity
in the commercial corn genepool. Only two companies 90% of
all seeds for most of America's big farms.
 
Because they aren't bred for fertility (a high chance of germination),
seeds taken from last year's hybrid crop are not as good. Farmers
who use them generally have to buy some starter seeds every year.
This can make them dependent on big companies.
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2. Composting
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The green heaps of Brush can be taken to the Composters, which
look like brown barrels. To put Brush in, stand NW of them,
and face them. Drop the Brush, then F3.
 
After Brush is put into a Composter, it can be made into
Compost (rich brown fertilizer-soil) by standing SW facing
the Composter and pressing F3.
2.1 About Turning Compost
 
In real life, plant matter takes months to become soil. (We
made it this way because we thought this was more fun!)
 
The barrels shown in the Dream are, more or less, just big drums
with handles, on rollers. They're filled with plant material
which ferments (turns to soil due to friendly bacteria) over time.
 
There are lots of kinds of bacteria; the kind that can thrive
with oxygen present (aerobes) give rise to an earthy-smelling
dark stuff. The kind that are poisoned by oxygen(anaerobes) make
trash very foul-smelling. To prevent compost from turning out
this way, the barrel is ventilated and given a quarter-turn
every day.
2.3 About Vermicomposting
 
Composting is normally slow but to speed it up, we use
a species called "redworms" Lumbricus rubellus. They look
like skinnier, smaller earthworms. They're very lively, so
they're also called "Red Wigglers". Using worms to speed
the composting process is called "vermicomposting" and
raising worms to sell is called "vermiculture". The two
goals tend to overlap naturally.
 
The furres who live on Sticka Forkinit Farm produce a
certain amount of waste, such as carrot tops and potato
peels. In addition to the green piles of Brush, we toss
all these scraps into the Composters. Charles Darwin was
one of the first to notice how a pound of redworms could eat
a pound of food each day. Instead of turning into a smelly
sour mess, the food scraps are swiftly mixed in with the
hay, straw, twigs and grass-clippings. The worm poop
(castings) don't smell bad at all.
 
Earthworms such as nightcrawlers are tunnel-builders. While
it's true they do soil good by aerating it, they tend to
move around very little dirt. Nightcrawlers, the big worms
sometimes sold as fishing bait, tend to live eight to
fifteen feet underground, so they don't do a farmer that
much good. Redworms, on the other hand,
churn the ground up. Along with the castings, a portion
of the worms in the Composter end up out on the farmland.
Fortunately for us, the worms reproduce at a very fast
rate, too.
2.4 Using the Carts
 
Carts may seem complicated but they're pretty easy once
you get used to them. A few carts are usually kept
in the Tools Barn.
 
The carts are used by picking them up and carrying them
once they are loaded. (Having them follow or be pushed
by a furre was more trouble than it's worth.) A cart
can hold up to five loads. They can only be used to
carry one type of load at a time.
 
Load a cart by standing on a pile of Brush that's right
next to the cart. Face the cart and press F3.
 
To unload a cart, stand on it, and F3. You'll fling the
load to an empty spot in front of you.
 
If you stand on the cart NW of the Composter, face the
composter, and F3, you'll empty all your Brush into the
Composter.
 
Carts can also carry Compost. To fill one, stand on an
empty cart NW of a Composter, and F3.
 
(Carts are also used to tote around a load of five
irrigation pipes.)
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3. Making New Fields
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There are 3 rows of fields, labelled A,B,and C. We
start out with two fields in Row A. The rest of the
west side of the land starts out as a vast field
of uncut greenery. Rows B and C have 10 fields each.
 
When you're waiting for crops to grow, you can
work on developing new fields. Tools for this
are kept in the Tools barn.
3.4 Expanding the Irrigation System with Pipes
 
Pipes are purchased at the Store by somebody with
Share. It costs quite a bit to bring water
from one row to the next, so it makes more
sense to finish Row B before going on to Row C.
 
Plants in fields without irrigation will still
grow but it's much slower. Is it better to
expand the Irrigation System or save up for a
new Windmill? Probably the second Windmill,
because irrigation pipes without an ample supply
of water aren't much good.
4.2 Buying
 
Although the farm is run as a Co-op (co-operative)
where resources are shared, and the MU (Monetary
Units) really belong to everybody who helped,
twinks go in and buy things the farm did not
need. So, now, only those with Share may Buy
at the Store.
 
Batteries and Windmills are two of the possible
major purchases.
 
Batteries add to the total capacity of the farm's
energy storage.
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6. Fishing
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Ah, the grand sport of fishing...if you call it a sport.
 
You need share to go into
the shop, so don't bother going in. SE of the shop though, is the pond. You need to get a rod
from the tool shed first before going to the pond, unless you just want to sit there forever...
Sit down at the edge of the pond and press f3 to cast your line. Press f3 multible times to
change the position of the line. When the ball turns red, quickly press f3 twice. the first
time you press f3, you get a fish. The second time, it goes into the
inventory.