I'm just gonna go ahead and do this new post thing so we can have it in one place. I still need to do a better accounting for the actual materials side of this, but my scribbled notes are good enough to put up for the cowries-income side of it, which Mienna has basically volunteered to do instead. For context, and to make this super wordy, one of the common complaints with the current Crime Time presets is the overabundance of certain gathered materials. So, building upon earlier research by Silera Kerrthorne and Mienna, I went poking around to see if there was room for some small improvements in the groove building portion of Crime Time.
#💰 Crime Time Alternate Groove Presets
1 messages · Page 1 of 1 (latest)
The current Crime Time presets, for reference, look like this: Boiled Egg, Baked Pumpkin, Parsnip Salad, Grilled Clam, Squid Ink, Tomato Relish.
My proposal is just to change from a single preset repeated six times, which is quite challenging to keep materials for and also tanks the value of any of those items that might end up being used for manual crafting days, to a balanced setup of three different presets, each repeated twice, which spreads out the materials usage, and also lowers the impacts on supply.
The initial Crime Time preset is still very good for what it does, so we're still going to use it, but only in one workshop. The other two workshops will be filled up as follows: one workshop with Potion->Firesand on loop, and one with a leavings-focused preset: Rope, Brush, Necklace, Earring, Culinary Knife, Butter.
So now's the part where I ask Mienna for a favor. Basically I just want to compare the performance of the original Crime Time presets to the new split-workshop version and see how much gain/loss is realized, and how much damage we might be doing to supply values, since the leavings crafts are more likely to be used for the day 5/6/7 recs. And at some point I will organize my notes about the impacts on materials usage vs. granary yields.
There was an alternate-alternate version where I replaced the the Potion-Firesand loop with Corn Flakes-Sauerkraut, because Potion-Firesand is such a common linker that I didn't wanna trash it, but all that did was shift the problem from Laver into Rock Salt instead. Potion-Firesand is bad for cowrie-value, but it is amazing from a standpoint of granary efficiency and hating manual gathering.
Feeling very good about the fact that my solver does support 3 different workshops, even though it doesn’t solve for them specifically
If it isn't much to ask, I'd like to see the solver do it for potion-firesand and corn-sauer
No.,
Replace the Pot-Sand with the Corn-Sauer.
Still using Crime and Leavings for both tests.
Yeah, no, the idea is split workshops all the time to balance mats, not replacing the whole thing with something else.
Nataliya, I get. Potion loop is test a and sour corn is test b.
Yee i got confused a bit, trying to multitask
So to be overly precise, test A would be one workshop Crime, one Potion/Sand, one Leavings, repeat both days. Test B would be one Crime, one Corn/Sauer, one Leavings, repeat both days. And then test C as just the regular Crime*6 as a control. (And then the regular archive as a further comparison)
Hopefully 6.3 will deliver unto us some high-value 4h crafts that aren't bullshit mats like Laver, Sap, and Salt.
Then I get to do this all over again!
In my eyes, it's honestly expected that we're getting new 4/6/8h so...
Hopefully no new categories; that's legit the LAST thing we fucking need ðŸ˜
It's one of those things where I'm 100% expecting there to be enough changes that it's going to be worth re-doing this sort of analysis, but because there is zero precedent, I'm not gonna waste braincells trying to predict anything about what that might look like. Figure it out when we get there. On the plus side, if it's a Crime Time thing specifically, they will have already set their stuff for the first week, so even if it's a huge change we would have until Friday to figure out preliminary changes.
No of course, you can't predict anything just like you can't predict next season just from the predicted popularity
@serene pasture I just now have free time at my computer. Here are the results!
Crime time (original):
Average cowries/week: 20492 Average net: 19286
Modified crime time A (Potion/Firesand):
Average cowries/week: 19944 Average net: 18782
Modified crime time B (Sauerkraut/Corn Flakes):
Average cowries/week: 20570 Average net: 19325
Here's the exact recs
Sauerkraut and Corn Flakes obviously did quite well! There was only one crime time rec that suggested pickled radish, on season 3.
Cycle 5 total, 0 groove: 3624. Starting groove 30: 4599, net 4383.```
Original and Modified A both suggested it for C5, but Modified B had to replace it with
```Cycle 5, crafts: [Earrings, Ribbon, Silver Ear Cuffs, Ribbon]
Cycle 5 total, 0 groove: 3342. Starting groove 30: 4275, net 4089.```
Also Potion/Firesand lost like 500 on the week, which is damn powerful
So
yeah
Preliminary results look incredible
500/week is an absolutely acceptable tax for the reduction in manual gathering, considering that people were willing to take a ~3k/week tax to run Crime Time in the first place. And Corn/Sauer looks like it's dead even, but I need to go back to my notes to figure out how terrible the Rock Salt actually was, I just remember I didn't like it.
Also thank you muchly for the use of your wonderful solver!
rock salt has no loop, though maybe it feels less annoying to gather than laver since when you do go to the salt caves all the rocks are nicely next to each other 
Best rock salt farm is unsynced instance farming, since it's so tightly group but also so far away.
I think I should have time tomorrow to prettify the materials usage stuff, but I think it's safe to say that this is a triumph.
It's decently-looped with Hemp, Palm, or some other of the eastern resources if you have flight.
Okay, so I went back and picked up the numbers for the materials. My original thought was to do a nice clean google doc, but honestly it's not that complicated, and with how good the numbers provided by Mienna came out, I don't really think I need to do a bunch of convincing. So here's the supporting data (aka, this is your Material Allocation menu in game for the different presets)
We all know about Original Flavor, so I'll skip that. Potion Time uses 1/3rd of the Laver and Sap, quite obviously, but it also uses no more than 12 of any single material aside from Islewort. From Silera's granary research, we can expect to produce ~33 Islewort from a balanced Granary setup (or a surplus of ~14 over average weeks, but those averages assume 5 craft days). I suspect if I did a long sim that Islewort would eventually be negative, but given how much extra we all ended up with as a byproduct of required other materials, it's probably good for years.
The Sauerkraut/Corn variant, while producing slightly higher cowrie yields, also has some material problems of its own. Most notably Rock Salt, at nearly as much as old Laver, but also the Sugarcane will be net-negative when I compare it to Silera's yields.
For comparison, from Silera's research:
Islewort might eventually be a problem, but it's way out. Laver is 1/3rd less of a problem, but there's no way to make Laver not a problem until we get radical changes to the workshop. Sap is basically the same story. And Rock Salt is probably sustainable at 10/wk, but very much not at 28.
This owns
And finally, a graphical representation of the presets, just for the record:
I absolutely think this is worth changing the general crime time presets
I agree, Potion Time looking like gold
You have to explain the concept of split workshops, but it's an absolutely trivial cowrie loss for huge gains in granary sustainability.
500 cowries exchange for laver
The screenshot is very helpful
This is actually a super good way to look at it. 500 cowries ?= 3 laps around the Laver pool. I'll absolutely take the not-gathering side of that one.
(and as an added bonus, you don't completely shit the supply level by doing that)
It's gonna do some damage to Potion/Firesand, but looking over the solver output it's not enough to change the recs, and it's a very minor difference overall. Mostly because Potion/Firesand are such a crazy low base value that the % adjustments for supply don't mean much. If they weren't a required linker, we'd never use them.
It's gonna do some damage to Potion/Firesand
Good thing that's the one that matters the least, yeah
I can't wait to see CT in 6.3. It'll probs be all leaving/crop 4h
Yeah, I noticed a couple times the rec changed to be like, Garnet - Crook - Garnet instead of Firesand - Garnet but mostly the rec just took the 30 cowrie hit or whatever
The damage definitely comes from making less on the day, rather than affecting the recs
I mean if it's only 30 cowries, I'd gladly take Firesand - Garnet over using 12 Fangs.
I super care about net when we're losing more in exports for the "gain"
I did check and it didn't seem like the ratio of gross to net cowries changed much
Cuz I'd rather stockpile as much as humanly possible for 6.3/6.4
They were all around 1.06 gross to net
Potion Time is using 10 leavings and 10 crops each week, against ~210 leavings (GF) and 350 crops. OG crime was 6 leavings and 30 crops.
idk if theres plan to swap to this but im already going to switch regardless of the cowrie hit, tired of laver lol
I just now got around to reading this research A+ Fantastic stuff! I love it!
🎉
💰 Crime Time Alternate Groove Presets
I'm sorry I can't delete ^, but I thought it was appropriate.
I'd like to open this back up for 6.3 recipes.
Since we have a lot of GREAT new 6.3 crafts for 4h
I have started working on it already. I kinda need Silera's Granry project to obtain final conclusions.
What info specifically are you lookin' for? Cause I do have preliminary results; still waiting on more info to confirm it but it's looking good/likely thus far
There was a chart in the first project that was Granary avg production vs. Workshop avg usage resulting in Weekly Surplus/Deficit that was one of the core elements of the "sustainability" portion of what I was trying to do. And while I eagerly await the full report because it's interesting, that chart is really the only piece that will influence my own results.
Gotcha. I can probably get you somethin'
Just to give a list of the new high-value Crop crafts:
•
Paprika (Ingredients/Concoctions): 2x Paprika, 2x Islewort (totally free)
•
Isloaf (Foodstuffs/Concoctions): 2x Wheat, 1x Islefish, 1x Rock Salt (the first 2 mats are free, 1x Rock Salt isn't that bad!)
•
Popoto Salad (Foodstuffs): 2x Popoto, 1x Apple, 1x Islewort (totally free)
•
Dressing (Ingredients): 2x Onion, 1x Sap, 1x Laver (2 annoying mats, but only 1x each which isn't bad at all)
And the 6.2 ones:
•
Parsnip Salad (Foodstuffs): 2x Parsnip, 1x Islewort, 1x Sap (first two are free, 1x Sap isn't that bad)
•
Tomato Relish (Ingredients): 2x Tomato, 1x Sugarcane, 1x Islewort (totally free)
Total mats per Cycle in all 3 workshops:
15x Islewort
6x of Sap and the following crops: Paprika, Wheat, Popoto, Onion, Parsnip, Tomato
3x Laver, Sugarcane, Apple, Rock Salt, Islefish
Total mats per Season (2 Cycles)
30x Islewort
12x of Sap and those 6 crops: Paprika, Wheat, Popoto, Onion, Parsnip, Tomato
6x: Laver, Sugarcane, Apple, Rock Salt, Islefish
They're also very flexible to link too!:
Tomato/Dressing - Dressing/Tomato - Paprika - Isloaf - Parsnip/Popoto - Popoto/Parsnip
Since they're all the same value, you can do the reverse as well!:
Parsnip/Popoto - Popoto/Parsnip - Isloaf - Paprika - Tomato/Dressing - Dressing/Tomato
I like how rather than just using Material Allocation, I instead opted to ADD THEM UP MYSELF
(Pics to come after I finish this Leveling roulette)
Lol I just realized Parsnip is actually not a max-value 4h, so it's ideal to start with it 
There's literally no reason for it to be less value, same with Baked Pumpkin
So the only real agenda is starting with it
A lot of those new recipes are amazing, but one of the concerns is "if I use up all the amazing new 4H for groove, am I hurting the weekend?"
Ehhhhhhhh
That mentality is what brings you to sometimes just lose out on the 4h craft value
"what if we DO use it though?!"
But what if you don't, and with the first 3 cycles just blocked out completely, there's a good chance you'll miss it anyway
What I'm planning is to get multiple good options and then pester Mienna to sim them for me, tho, so I don't have to spend a bunch of time trying to guess.
But I do want to develop at least one list that's heavy on the new stuff, and one that isn't.
Anyway, here's a visual and the Material Allocation.
and you can mix Parsnip out of first if you want to, for a slight loss.
I also wanna look at like, what's the second best linker for stuff like Paprika/Isloaf. Because sometimes you have lots of options, and sometimes it's like Rapier where you literally have to use Firesand even if it's worthless.
Rapier will always use Firesand.
There's no other 4h Unburied
You mean GF, not Rapier
Oh wait
I see
I'm big dumb
No, I mean Rapier. As the ... yeah.
yeah
GF is where you have a few new options in Pap/Isloaf
The other granaries... I don't think are affected at all
Shark: Sundries/MM
Spruce: Attire/WW
Silver: Accessories/MW
None of the new 4h link to those
• Popoto and Parsnip link to Onion as its only high-value 6/8h, but can also start a link with Isloaf for Veg and CC too.
• Isloaf links to Onion, Veg, Cawl Cennin, and GF
• Paprika links to Jam, Veg, Cawl Cennin and GF
• Tomato and Dressing only link to Jam, but can also start a link with Paprika for Veg and CC too.
and the problem with 6h crafts is similar to Confections in that they need to peak together to be valuable enough to do. 8h is an exception (except Radish which needs one of its 4h to peak too), and the only related 8h is GF.
The problem is we don't have much actual data from 6.3. I can use Silera's fake peak layouts but if, say, peaks are curated on the server, then they aren't really accurate to experience
I mean... What ever you do have is still better than me just guessing. But I do see the problem with the lack of historical data, yes. But it doesn't really change the project from my end, because I'm doing a very feelycraft sort of thing with the sustainability argument, looking for holes or slack in the usage patterns to try to find agendas that are as close to "free" as we can get in terms of gathering effort and/or supply thresholds. And then once I have some patterns, I'll turn them over to people who are better at math and tools.
Hole-searching: (god that's hilarious out of context)
• 12 Crops are fully sustainable. 12 a week is covered by a single plot (one plot x3.5 harvests = 17.5 crops/week). Can add a second of each of the crops just for safety with C5-7 crafts.
• 12 Sap is very likely sustainable.
• 6 of everything else is absolutely sustainable.
• and the 30 Islewort, idk.
From previous research, we would prefer to use zero Sap if possible, since it's slightly below sustain just from regular granary/workshop interaction. But it's nowhere near as bad as Laver. Agreed on crops, there's at least 13 surplus of everything just from standard patterns, and they tend to be higher base value, so it's a win/win.
No Sap? Understood. That removes Parsnip and Dressing, still leaving us with 4 solid options.
So we now need 2x 4h crafts that can link into Ingredients, Concoctions, and/or Foodstuffs somehow that also uses 0 Sap and preferably 0 Laver and 0 more Rock Salt (also Copper but like, I doubt anything linking to those categories will use Copper...
)
Here's some options we have:
•
Coconut Juice (Confections/Concoctions): 2x Coconut, 2x Sugarcane (greatly lower value, from 62 to 43)
•
Potion (Concoctions): 2x Palm Leaf, 2x Islewort (severely lower value, from 62 to 33)
•
Firesand (Concoctions/Unburied Treasures): 2x Sand, 1x Limestone, 1x Islewort (severely lower value, from 62 to 33; this is also the only 4h choice for
Garnet Rapier's 4848 agenda, not like it really matters though)
Honorable Mentions:
•
Butter and
Squink would be great, but use 3/2 Rock Salt respectively. That's too much!
•
Boiled Egg would also be great, but 3 Laver? laughs in sadness
Looking at the list, it's kinda slim pickings. Might need to do Potion and Coconut.
That would leave you with something like this, and it really sucks we can't start with Potion or Coconut.
Also min 36 Islewort/season, yeesh.
But: No sap, no laver, only 3 Rock Salt
(also Workshop 2 just showing the "flip" you can do)
If you allow one sap-user, you can save Coconut for Confection agendas (44646, to avoid using Honey instead) or save Potion because it's shit value and uses too many Islewort.
Dressing would be 6x Laver (drops Islewort from 36 to 24, but adds 6x Laver),
Parsnip would be 6x Islewort (drops Islewort from 36 to 30), both also add 6x Sap. Either option replacing Potion also drops Palm Leaf to 0.
Overall, here's the stuff that's absolutely unavoidable:
• 24+ Islewort: It's gonna happen no matter what you do here.
• 3x Rock Salt:
Isloaf is required to link together the Foodstuffs to Concoctions/Ingredients.
• Either accepting Sap and Laver or accepting worse value: You can either use
Dressing and/or
Parsnip or you can replace them with
Potion and/or
Coconut.
Without access to
Boiled Egg (3x Laver!) or
Butter (3x Rock Salt!) we can't link to Creature Creations to get some unimportant mats going via the Leaving 4h crafts such as
CulKnife (Palm Log),
Earrings (Vine), which can also lead into things like
Brush (Palm Log),
Rope (Hemp, Islewort, Vine), and
Necklace (Branch and Vine).
Anyway, here's your Material allocation (per cycle, so 2x per season) if you replace
Potion with
Parsnip (
-
-
-
-
-
):
And if instead you go with the slightly-higher-value
Dressing: (
-
-
-
-
=
) [Tomato and Dressing can flip]:
So, in no particular order, addressing several of your points as well as a few things from earlier rounds and some preliminary results from Silera's next gen Granary research, here we go:
No Sap? Understood. That removes Parsnip and Dressing, still leaving us with 4 solid options.
Sap is actually a little bit less of a problem than I thought in terms of Granary, and also has a couple of "category bridge" crafts that really elevate the overall value. So we're still avoiding Baked Pumpking and the 3 Sap usage, but we're allowing Honey/Parsnip/Dressing, either for base value or for linking value. We can get it down to below avg Granary production, so it's in surplus relative to Groove days, but may still occasionally need gathering for 5/6/7 production. Salt is basically the same story, Butter is too much, but allowing Squink seems fine. Laver is... we all know how bad Laver is, but we have enough options at this point to completely eliminate Laver, at the cost of doubling up a couple other things.
and it really sucks we can't start with Potion or Coconut.
Starting with Coconut is lower value, but starting with Potion and leading into Coconut is actually viable, and probably a really great idea. (And this remark led me down a new path, and I've got now a chain starting from Potion and another chain starting from Firesand) Somehow, Isloaf is a "Concotion" and I really don't want to think about that too closely.
Without access to
Boiled Egg (3x Laver!) or
Butter (3x Rock Salt!) we can't link to Creature Creations to get
The alternative here is, instead of trying to link (and you're right that the bridges here are just bad) we do a third chain that doesn't go into any of the food related categories, and just lives in sundries/creature land the whole time. This allows us to work a few Leavings into the rotation, and further reduce the need for Sap/Salt, because we're just using logs and branches instead, and there's plenty of room for those in the Granary production.
Mienna would have to chime in here with the crunchiest bits, but I remember from when we looked at this back in December that anything that is only on this list once (twice, really, C2/C4) will cause negligible damage to supply values, so the more we spread everything out, the more we can still save good linkers for 5/6/7 agendas. So I initially tried to just do literally everything only once. Which is actually doable, surprisingly, there's enough 4h crafts and enough weird linking patterns that you can fill the board. But that list had very unsustainable Sap/Salt usage. So we kick Butter/Egg/Dressing/Clam/Pumpkin out of the club, and we allow doubles of a short list of high-value targets that aren't exclusive linkers.
So then we eventually end up with something that looks like this. The three lowest value crafts are our leadoffs (not doubled). We're double-dipping Tomato Relish / Popoto Salad / Culinary Knife because the mats-to-value is great and also there's a lot of substitute linkers so we're not restricting 5/6/7 as much. (there is some small concern about the amount of Sugarcane, at this point, relatively to Granary, but it's minor, and hoo boy would I rather gather Sugarcane than any of Sap/Salt/Laver). (allocations is with both days filled in, so it's already doubled, which is why some elements are much higher)
@serene pasture
So we're still avoiding Baked Pumpking and the 3 Sap usage, but we're allowing Honey/Parsnip/Dressing, either for base value or for linking value.
Yeah so the same thing with BEgg and Butter, both of which using 3x of those big mats (Laver and Rock Salt respectively).
Butter is too much, but allowing Squink seems fine. Laver is... we all know how bad Laver is, but we have enough options at this point to completely eliminate Laver, at the cost of doubling up a couple other things.
But it's best to eliminate it all completely. Obs not using BEgg ever unless it's really really good or we need it to link FS - CC (which would be for a very specific niche agenda) or because it's just a strong, good pop, peak.
Starting with Coconut is lower value, but starting with Potion and leading into Coconut is actually viable, and probably a really great idea. (And this remark led me down a new path, and I've got now a chain starting from Potion and another chain starting from Firesand)
Curious to see them! (I'm typing these as I read the post, lol)
Somehow, Isloaf is a "Concotion" and I really don't want to think about that too closely.
It's based on Archon Loaf, hence why it uses a FISH for a LOAF OF BREAD. If you're not up on lore, Sharlayan is well-known for not believing in taste and only giving a crap about the nutritional value of a meal. Archon Loaf is among these dishes they make where they mash stuff up into a, shall we say, concoction, that resembles a bread loaf, but tastes awful. It's why that diner exists and the scions went to it so often because it's the only place in Sharlayan you can get a meal that doesn't have fishy-tasting bread.
Mienna would have to chime in here with the crunchiest bits, but I remember from when we looked at this back in December that anything that is only on this list once (twice, really, C2/C4) will cause negligible damage to supply values
It depends how many are shipping since I do see on the list, some are 2x (like Potion), some are 4x (Coconut) and some are 8x (Tomato).
• 2x items will be 100% unaffected for 4848 schedules. For 44646 schedules, they can't be both efficient 4s, otherwise the 2nd efficient 4 would be a supply tier higher.
• 4x items in a 4848 agenda will be unaffected on a Weak peak, but a Strong peak will be a supply higher. The ineff craft should be something else so you can get the NE on the efficient line instead. The same rule applies for a 44646 agenda: Weak can be ineff+eff 4, Strong takes a supply hit after crafting either eff or ineff.
• 8x items will be 1 supply level higher, Strong (Insuf) or Weak (Suf), any agenda, doesn't matter.
Overall though, this definitely looks solid. Slight value loss but has a shotgun spread of mats instead of a concentrated amount. I just hope it's not too confusing for most people to have three different workshops running and I hope it's not gonna cause issue to Mienna with the CT recs.
That said, the Islewort is still a touch concerning but it's less so than in my suggestion.
Also any idea what the Granary switching would look like or could this possibly be managed with 1-2-3-4-5 switching to the next in the sequence every Season?
Yeh, I'm familiar with the Archon Loaf lore, from the Studium CUL quests. It's just... as an IRL CUL main, it frightens me. dramatic shudder.

Fish + Bread = 
That said, it's an incredibly useful craft in the Isleworks.
Linking two relatively garbage categories together with a highest-possible-value 4h craft.
The 8x I figured we're going up a tier no matter what, but I picked stuff where there's at least one backup option for both applicable categories, so we have options still. (or just hold the L, especially if it's a Strong/VH or something)
But it's best to eliminate it all completely. (re: sap/salt)
I don't think we need to completely remove these the same way we would Laver, we just want to get them below the Granary sustain level. Which this one does. The problem with Laver is that even with the most aggressive Granary schedule, it's still negative.
I just hope it's not too confusing for most people to have three different workshops running
I think with the pictures it shouldn't be a problem, even if I kinda don't want to try to explain it in text. As far as the bot, everytime I've thought "I hope this isn't hard for Mienna" she's been like "oh that'll take like 30 seconds, no big" so at this point I just figure it's k.
Islewort
Partly I figure everyone has 500+ lying around at this point, and there's so many chance to just trip over it if you happen to run low on five other mats. It's still below the Granary yield line, even at 22/wk, so even if it does become a problem, it'll be minor, and only if we have a run on it on 5/6/7.
Granary Switching
Ideally we want to run Beaches/Woods twice as often as the other three. Mostly because, well, Sap/Salt. So a pure 1/2/3/4/5 wouldn't work in the long run. We could run 1/2/3/4/5/4/5 on a seven week loop, it's a bit harder to keep track of where you are, and 7 weeks without picking up Allysum might cause problems for regular crafts. But if we split the two Granaries, we can get this into a six week loop, which isn't that much worse than a 5 week loop in terms of how much stockpile we need for safety. First Granary just alternates Beaches/Woods forever. Second Granary rotates the other three (Falls/Meadows/Mountains). It's a 3/2 ratio as far as materials, which makes it potentially a little tighter on Sap/Salt, but actually helps the Islewort problem. And the shorter loops are easier to explain/track, and nicer for potential peaks in other crafts.
(And this latest iteration has Sap/Salt all the way down to 6/6 after I chucked Dressing to double Tomato, so "tight" is honestly overstating it.)
The 8x I figured we're going up a tier no matter what, but I picked stuff where there's at least one backup option for both applicable categories, so we have options still. (or just hold the L, especially if it's a Strong/VH or something)
Unless they messed with supply amounts in any way, I used Mienna's supply calculator (it's not public-friendly but good for semi-crunchy nerds) and checked everything I could to make sure of what I was saying is correct.
I don't think we need to completely remove these the same way we would Laver, we just want to get them below the Granary sustain level.
Yeah, but the less the better. Sorry on the bad word choice, as usual, I play the "I never get enough sleep" card.
---(Islewort) is still below the Granary yield line, even at 22/wk
Heckin' heck, that's insanity.
Ideally we want to run Beaches/Woods twice as often as the other three.
So 1-2-5-1-2-5 and 3-4-3-4 like I mentioned in... I forget where (TM HQ I think?). I think that would be better than 1-2-3-4-5-3-4 (which is what I assume you meant to say).
First Granary just alternates Beaches/Woods forever. Second Granary rotates the other three (Falls/Meadows/Mountains)
So yeah, 1/3 - 2/4 - 5/3 - 1/4 - 2/3 - 3/4 6-week loop
(And this latest iteration has Sap/Salt all the way down to 6/6 after I chucked Dressing to double Tomato, so "tight" is honestly overstating it.)
As long as it works, it sounds good!
So 1-2-5-1-2-5 and 3-4-3-4 like I mentioned in... I forget where (TM HQ I think?). I think that would be better than 1-2-3-4-5-3-4 (which is what I assume you meant to say).
I can't remember off top of my head which order they're in, and too lazy to check. But yeah, I stole the 3/2 from you in the other channel.
Islewort insanity
The line is like 27/wk with the 4/2 split, and it's sourced from all three of the not-doubled zones, so with the 3/2 split we're easily 30+/wk on Granary-supplied-Islewort. It's free real estate. Granary is giving us roughly 10/wk for Sap/Salt with the 3/2, and we're using 6/wk for presets, so we can run negative if we wanna make Pumpkin or Butter on the weekend, but it's well above replacement for just the presets.
1: Alyssum
2: Garnet
5: Silver
3: Spruce
4: Shark
Idk which non-granary mat goes where, I just know that's the order.
The line is like 27/wk with the 4/2 split, and it's sourced from all three of the not-doubled zones
Oh, right, yeah that thing is everywhere isn't it?
All that's left then would be if we want to try to test it. I know Mienna said that the lack of post-6.3-historical-data was a hurdle, I dunno if it's worth trying to adapt the weekly-average project code to try to test it against the older presets, or if we want to all just eyeball it and go "yeah that looks good". And then, assuming that passes, a pretty write-up that we can put somewhere for the ?bot. I'd be willing do a thing for #1034953674100842516 like Shuma's been doing, but we've mostly just been linking to reddit for CT stuff, which would make it Leiton's thing.