Hi. I'm now Giles. (I was Butterbur). I've been around here since 31 Dec 2016, at 17:31 (UTC). If you read stuff on this page, may it prove useful, entertaining, or enjoyable for you. Might I suggest the notes on naming your horse as the likeliest to succeed? But my primary purpose is for my own use and record, so may you not be disappointed. 03:20, 30 March 2021 (UTC)
Take Your Pick (Mining Output)
The following collapsible tables provide information about gathering items with the Pickaxe, starting from the sources of these items rather than the items themselves. Each table focuses on one category of sources. Each source is identified by its appearance (icons) and the locations in which it may be found. The performance of the various grades of Pickaxe is given as a count of the strokes it takes to break up a source into items. Performance can vary by source type, source location, and Pickaxe grade.
The yields from breaking up an object can vary, sometimes randomly, and sometimes influenced by mining skill or profession. Some yields are a guaranteed minimum; others are not. One source object sometimes yields multiple items, or even multiple types of items. These quantities are impossible to quantify with accuracy, and statistical probabilities require examination of the random generators in the game code. I find those analyses to be minimally useful in game play, at best. I think it is better to understand which game aspects exert influence on the average outcomes, and which source objects tend to provide the superior yields (if any). This information is summarized in the introductions to each table, for its category of sources. 18:00, 2 October 2020 (UTC)
|This "original" table was lifted from a rejected edit of the article on Pickaxes. I used it to seed my tables, but I suspect it contained a few errors, some of which likely found their way into mine. From the start I have been correcting or editing as I see the opportunity, a process I will continue over time. 18:00, 2 October 2020 (UTC)
|An Irritating Bug in v1.3 and later
|Along the passageway from the farm to Cindersap Forest, the two southern-most tiles have locations <X>40</X><Y>64</Y> and <X>41</X><Y>64</Y>. I like to pave a pathway there in cobblestones, but the bug prevents me from placing a flooring on the west tile, and the east tile is problematic also.
So, I first pave the tiles just to their north (Y=63), save the day, and make a backup copy of the game files. Now you can edit the original (if you dare! this is not for the uninitiated!). Use a bare application that records no formatting information. (In Windows, use Notepad.) Formatting metadata would make the file unloadable, for the game does not expect it.
Now, open the game file with the nine-digits in its name and search for tile 41,63 (string <X>41</X><Y>63</Y>). The location is embedded within an item construct (<item> ... </item>). Select and copy the entire item to another text file, then copy it again (make a second copy). In the copy, change the location ids to the unpavable locations. Then select and copy the altered text (into the Windows buffer). Go back to the game file and place the cursor immediately after the item for location 41,63, then paste the altered text there. Save the edited game file. Now load the game again and travel to the Cindersap Forest entry point. It should be paved just like the tiles to the north.
CAUTION: If you search for tile 40,64 before editing, you will find a "Large Terrain Feature" there, a Bush of size 2. That tile is not on the farm, but on one of the other game maps. Coordinates are unique only within each map. So don't try to alter that one. Search the file from its beginning. The farm map comes first. Farm tiles that have nothing on them are not listed, and hence are not found when searched for. Farm tile 40,64 is not found, which is why the other one is. Searching for tile 41,64 should give a "not found"-type reply, for that is apparently empty on all maps. However, I have chosen the standard farm map for this example, and perhaps other choices could give you different results. 21:51, 6 November 2018 (UTC)
The bug still exists in game version 1.4, though some behavior has morphed a bit, I believe. The bottom line is that you still can't place pathing on the southern-most tiles of the farm. 16:15, 1 October 2020 (UTC)
|All trees must be planted in fallow but tillable soil. Fruit trees can also be planted in any empty tile in the Greenhouse.
Sprinklers cannot water fallow tiles or tiles that go fallow overnight. All crops must be planted in a tilled tile. All fertilizers must be placed in tilled tile also. Some fertilizers must be placed in an unplanted tile, while others may be placed after planting as well.
On The Farm, any tilled but unplanted tile, with or without fertilizer, watered or not, may go fallow overnight. If overnight marks a change of season, the tile is almost certain to go fallow. When a tile goes fallow, tilling, fertilizer, and watering all disappear from it.
A crop planted in a farm tile must be watered each day in order for it to grow and produce. Unwatered crops do not die, but simply cease growth and production.
All crops have a natural season for growth. Most crops last a single game season, a few last for two game seasons, and one lasts for three game seasons. Each crop can be planted on the farm only during its natural season, and any crop plant remaining in the soil beyond its natural season dies and withers. Fertilizers remain in a planted tile until the plant dies.
If a crop is planted in a tile, and overnight marks a change of season, the crop withers and dies unless it is a multi-season crop and the new season is within its growing time. If a plant survives a change of season, then the tile remains tilled, and any fertilizer continues into the new season.
A withered plant remains in a tile until cleared with the Scythe. While it remains, the tile remains tilled and sprinklers can water the tile overnight. However, any fertilizer the tile had at the change of season disappears.
Non-seasonal areas (Greenhouse, Ginger Island farm) Greenhouse: Initially, all tiles are fallow. Till them once and they remain tilled forever unless you force them fallow with a Pickaxe.
Crops are plantable and growable throughout the year without regard to season. Fertilizers do not expire due to season. On GI farm, unplanted tiles may go fallow and destroy fertilizers, but the only way to change fertilizers in the Greenhouse is by forcing individual tiles to fallow by pickaxe. In both areas, apply Deluxe Retaining Soil once, and as long as you remain planted or always replant the same day as harvest, the fertilizer remains forever.
Garden Pots: Inside, consider them like non-seasonal plantings. And they are never fallow; it's impossible to till them with a Hoe.
Plant and harvest as with farm soil. Plants die out of season. But fertilizer does not disappear across seasons even if the pot is unplanted. You can change fertilizer only by picking up the pot into Inventory with a pickaxe.