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Speed-Gro and Agriculturist

Do these two stack with each other?--Enkidu (talk) 02:31, 17 October 2016 (BST)

Also, how do these round? If a plant takes 4 days to grow and you have Agriculturist, would it round down to three days or up to four?--Enkidu (talk) 02:06, 18 October 2016 (BST)

Experience Points

What does this formula "XP=||ln(0.018*PRICE + 1)||" given in the article mean? In particular, the pair of double vertical bars appears to be a notation I'm not familiar with, probably a computer adaptation of what mathematicians use? The logarithm calculates to 0.48858 for regular parsnips (at PRICE=35), but what kind of operation gets you from there to 8 experience points? Butterbur (talk) 03:34, 23 April 2017 (BST)

Double pipes are the mathematical notation for "round to nearest integer." There was an error in the calculation, though (specifically, the ln is multiplied by 16), which I've corrected. margotbean (talk) 04:45, 23 April 2017 (BST)
Thanks once again, Margotbean. I knew something was missing! "Round to nearest integer?" A new notation to me. I've been around for most of the history of computers, and learned my math before they were common. But this looks like something derived from computer code, though I don't remember seeing it in Fortran. Asterisk, meaning multiplication, is another such code, and not the only one. It just goes to show - there's always something new to learn. Butterbur (talk) 16:27, 23 April 2017 (BST)
It's amazing what you can learn while browsing tables of html/unicode symbols to use in webpages. lol
On a side note, you deserve a medal for programming in Fortran. A huge solid gold medal encrusted with diamonds. margotbean (talk) 19:27, 23 April 2017 (BST)

Buffing Farming

From what I have found out (mostly from Reddit) is that eating a food that buffs farming before harvesting crops has a negligible effect on the quality of the crops harvested. It seems as though the quality of the crops may be predetermined before harvesting. A theory that popped into my head (it's a long shot) is that perhaps the quality of the crops is RNG'd at the time you go to bed/wake up, if that is the case perhaps eating a food that buffs farming before bed would increase the quality of the crops. Even if this theory is incorrect, perhaps there is some way to use food to increase crop quality. It seems silly that CA would have put in farm buffs just for a very slight inrease in farm tool efficiency. Thanks to information added recently by DjinnFor eating a Farmer's Lunch with level 10 Farming 9not using fertilizer) would result in chances of 27% Gold, 39.42% Silver and 33.58% Normal. This would represent a significant increase in quality over unbuffed, if it is somehow possible. XaqNautilus (talk) 00:43, 1 February 2018 (UTC)

Crop quality formula unclear

The formula described in Farming#Quality Crop Frequency only applies to crops planted without fertilizer. Therefore it seems unclear to then include tables on crop qualities with the use of fertilizer below it too, it seems like that formula would also apply to those tables.

Perhaps instead only the table for 'Normal soil' should be included? Or otherwise the text describing the formula amended to reflect the fact it only applies to crops grown without fertilizer. Awiseoldman (talk) 15:52, 19 May 2018 (BST)

XP from farmed foragables?

The Farming page claims that harvesting foragable plants grown on the farm gives 3 foraging XP, but the Foraging page claims that foragables always award 7 XP, no matter if they're found or grown. Which one of these is correct? Dokuru (talk) 09:18, 20 August 2018 (BST)

Good question! In Crop::harvest, the player is given 3XP for harvesting forageable plants. I'll fix the page. margotbean (talk) 14:43, 20 August 2018 (BST)
Ok. But are the experience points credited to the Farming skills, or to the Foraging skills? The Farming page says "foraging skill points", but the Foraging page doesn't say. Until now, that is. Butterbur (talk) 06:27, 21 August 2018 (BST)
Thanks for the fix, Butterbur! It is foraging XP for harvesting foraged plants. margotbean (talk) 15:34, 21 August 2018 (BST)

Crop quality not calculated correctly on multi produce crops?

I noticed that while I should have around 41% gold quality produce, I got only 19% for some reason. Even with an additional 2 levels in farming (12 total) it only became 24%. This is only a tiny test pool but I had 108 cranberry bushes, of which I got 229 produce, of these the numbers were (normal/silver/gold): 139/46/44 (61%/20%/19%) without food and 136/39/54 (59%/17%/24%) with food.

However, since there were 108 bushes, it seems logical that the quality bonus is only calculated on the first produce of a multi produce crop. Does anyone else have any other information about this? As it is not written down on the Farming page itself (it does say experience is only calculated on the first produce, this might be similar?). Oniguro (talk) 10:30, 28 December 2018 (UTC)

Basic & Quality fertilizer affect only the first berry harvested. It says that on the Coffee Bean, Cranberries, Blueberry, and Crops pages, but not on the Farming or Fertilizer pages. I'll correct that today. margotbean (talk) 18:20, 28 December 2018 (UTC)

Rewrite of Intro

I looked at the opening to this page and decided to rewrite it because I felt it lacked a lot of crucial basic information, it almost completely ignored the ranching aspect of farming, and it was generally rather awkwardly ordered. One More Day (talk) 13:05, 25 February 2019 (UTC)

I took a look at your edits and realized the intro needed a trim rather than elaboration -- the focus should be on the skill and not a repeat of what's on the Crops and Animals pages. margotbean (talk) 18:02, 25 February 2019 (UTC)
Really? Then why is the article called "Farming"? Like One More Day, I would find the title suggests the activity and all it entails, not just the skill. I suggest that as it is, the article would be more correctly called "Farming Skill". I think the fluidity of information that has passed to and from this article over time, and indeed the other such articles (Foraging, Mining, etc), is due to the title names and their interpretation. Farming is more than the skill. The skill may well need its own article. Crops and Animals are specific topics under Farming also, each big enough for an article too. But there should be a place for the comprehensive view, and the title of that place would have to be "Farming". I'm not arguing for overlap of information. Perspective should be maintained at the appropriate level, and direction into specifics given as needed. Butterbur (talk) 07:19, 26 February 2019 (UTC)

Crop Quality Determination: Timing

"Quality is determined when the crop is harvested, and not when it is planted." Is this determined when the crop is first attempted to be harvested? Suppose one has a full inventory including a gold pumpkin; only gold pumpkins can be harvested, others will obstinately stay in the ground. Can one use this fact to then eat a Farmer's Lunch (or wait to the next day) to have a second chance at getting gold items after making a first pass through the field, or is the quality fully determined at the first attempt? JabberwockySR (talk) 13:31, 7 April 2019 (BST)

In-game testing shows that you can wait until the next day, and quality will be reset, so it is not determined at first attempt. Eating a Farmer's Lunch the same day has no effect.
In looking at the code, it's not immediately apparent to me how the game keeps track of a particular day's harvest -- it appears that all crops ought to work like Spring Onions, in that repeated attempts at harvest ought to produce gold items if inventory is full, save one gold item. But that's not the way it works, so... some other code-diver will have to shed light! margotbean (talk) 19:21, 7 April 2019 (BST)

Crop quality probabilities

The full explanation given currently is incorrect, and either one of two scenarios is the real case here. Either a) the probability of normal quality is the joint probability P(normal) = P(not silver|not gold) because the game's silver quality check predicates on a failed gold quality check as described. Or, b) the game doesn't actually perform two separate checks on gold and silver and the two events are mutually independent, and thus the given explanation of P(normal) = 1 - P(silver) - P(gold) is correct. How was the given quantity for silver probability determined for this article in the first place? From the in-game code? Margotbean, your explanation for the revert of my edit needs more details. If we're going to judge probabilities from empirical testing, then I will only accept a chi-square test for differences between expected and observed proportions with a large sample size. That's the only way to reach a robust conclusion unless we have access to source code.Farmonymous (talk) 05:28, 19 August 2019 (UTC)

Here is the code for crop quality (Crop::Harvest):
       switch ((int) ((NetFieldBase<int, NetInt>) soil.fertilizer))
         case 368: //Basic
           num3 = 1;
         case 369: //Quality
           num3 = 2;
       double num4 = 0.2 * ((double) Game1.player.FarmingLevel / 10.0) + 0.2 * (double) num3 * (((double) Game1.player.FarmingLevel + 2.0) / 12.0) + 0.01;
       double num5 = Math.Min(0.75, num4 * 2.0);
       if (random.NextDouble() < num4)
         num2 = 2;
       else if (random.NextDouble() < num5)
         num2 = 1;
There are 2 independent checks. First Gold is checked, if that fails silver is checked, if that fails the quality is basic. BlaDe (talk) 09:37, 19 August 2019 (UTC)

Adding additional useful columns to the XP tables

So, I might as well check since it's been decided that forcing people to spam minor edits is a great way to prevent vandalism, but does anyone have any reason why I shouldn't (once I can) go ahead and add a few columns to each of the XP tables, so they can be sorted by actually useful statistics like XP per day and XP per gold spent on seeds? In addition to the current Crop and XP columns, my current draft has Growth Days, XP/Day, Seed Cost (based on the lowest reliable value), and XP/Gold. The additions could be dropped to just XP/Day and XP/Gold, but since the other numbers are used in the calculation, it feels like it makes the most sense to include them, not least of which for ease of error correction. (I.e., it's a lot easier to spot an incorrect XP/day or XP/gold when the incorrect Growth Days or Seed Cost value is up front instead of implicitly hidden in the formula.) Eponymous (talk) 03:13, 11 June 2020 (UTC)

Changing a simple XP table to 3 pages of data is no small change. You can disagree, but the sarcasm is inappropriate.
As for the specific data: The proposed tables are lacking the calculations used to arrive at XP/Gold and XP/Day. Once those are explicitly stated, the info would be appropriate for a separate page, with a link on the main page. margotbean (talk) 05:20, 11 June 2020 (UTC)