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'''Farming''' is the [[Skills|skill]] associated with planting, growing, and harvesting [[crops]] on [[The Farm|the farm]], and also the care of [[Animals|farm animals]]. It's one of the main income sources for the game, and provides most of the ingredients for [[Cooking|cooking]].
 
'''Farming''' is the [[Skills|skill]] associated with planting, growing, and harvesting [[crops]] on [[The Farm|the farm]], and also the care of [[Animals|farm animals]]. It's one of the main income sources for the game, and provides most of the ingredients for [[Cooking|cooking]].
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==[[File:Farming_Skill_Icon.png|32px]] Farming Skill==  
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==[[File:Farming Skill Icon.png|32px]] Farming Skill==  
 
The farming skill level can be viewed in the skill tab of the pause menu. Each level grants +1 [[Skills#Proficiency|proficiency]] to the [[Hoes|Hoe]] and [[Watering Cans|Watering Can]], which reduces the energy cost of using the tools. Higher farming skill also increases the chance to obtain quality crops.   
 
The farming skill level can be viewed in the skill tab of the pause menu. Each level grants +1 [[Skills#Proficiency|proficiency]] to the [[Hoes|Hoe]] and [[Watering Cans|Watering Can]], which reduces the energy cost of using the tools. Higher farming skill also increases the chance to obtain quality crops.   
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On top of the ability in the skill description of befriending the relevant animal type faster (+30 friendship when petted instead of the base +15) and either halving incubation time or increasing wool production from sheep, the Coopmaster and Shepherd professions have a hidden benefit that isn't stated anywhere in the game. They each add 0.333 to the score used to calculate product quality for the animal type relevant to the skill. This results in substantially higher rates of iridium quality products. To illustrate, below is a table showing average frequency of iridium, gold and silver products with and without the Shepherd/Coopmaster professions for an animal with max friendship (1000, ie. 5 hearts) and max mood (255):
 
On top of the ability in the skill description of befriending the relevant animal type faster (+30 friendship when petted instead of the base +15) and either halving incubation time or increasing wool production from sheep, the Coopmaster and Shepherd professions have a hidden benefit that isn't stated anywhere in the game. They each add 0.333 to the score used to calculate product quality for the animal type relevant to the skill. This results in substantially higher rates of iridium quality products. To illustrate, below is a table showing average frequency of iridium, gold and silver products with and without the Shepherd/Coopmaster professions for an animal with max friendship (1000, ie. 5 hearts) and max mood (255):
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{| class="wikitable"
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{|class="wikitable"
 
! Profession
 
! Profession
 
! % Iridium quality
 
! % Iridium quality
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===Crop Quality Frequency===
 
===Crop Quality Frequency===
Quality is determined when the crop is harvested, and not when it is planted.  For crops that produce multiples at harvest (''i.e.'', [[Coffee Bean]], [[Blueberry]], [[Cranberries]]), [[Basic Fertilizer|Basic]] and [[Quality Fertilizer|Quality]] fertilizers affect only the first crop produced.
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Quality is determined when the crop is harvested, and not when it is planted.  For crops that produce multiples at harvest (''i.e.,'' [[Coffee Bean]], [[Blueberry]], [[Cranberries]]), [[Basic Fertilizer|Basic]] and [[Quality Fertilizer|Quality]] fertilizers affect only the first crop produced.
    
First the game tests if the crop gets gold quality, if it doesn't it tries again with silver quality. If both fail the crop is normal quality.  Quality is also dependent on the use of [[Fertilizer]].
 
First the game tests if the crop gets gold quality, if it doesn't it tries again with silver quality. If both fail the crop is normal quality.  Quality is also dependent on the use of [[Fertilizer]].
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The basic formula for finding a gold quality crop (not including fertilizer) is 1% + 2% per farming level.  The basic formula for finding a silver quality crop is 2% + 4% per level, though the game must first fail to award a gold quality crop before it will check to award a silver quality crop, so the chances for a silver quality are slightly reduced.  The tables below show the probabilities of harvesting each quality of crop.  Note that it is possible to reach Farming level 11-13 with buffs from [[#Food|Food]].
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The basic formula for finding a gold quality crop (not including fertilizer) is 1% + 2% per farming level.  The basic formula for finding a silver quality crop is 2% + 4% per level, though the game must first fail to award a gold quality crop before it will check to award a silver quality crop, so the chances for a silver quality are slightly reduced.  The tables below show the probabilities of harvesting each quality of crop.  Note that it is possible to reach Farming level 11-14 with buffs from [[#Food|Food]].
    
====Normal soil====
 
====Normal soil====
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====Complete Formula====
 
====Complete Formula====
The probability that a crop's quality increases is linear with respect to your farming level and the soil fertilizer quality (0 for normal soil, 1 for [[Basic Fertilizer]], 2 for [[Quality Fertilizer]], and 3 for [[Deluxe Fertilizer]]). That is, the probability increases the same amount with each level for the same fertilizer quality, and with each fertilizer quality for the same farming level. The formulas used in the game's code is as follows:
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The probability that a crop's quality increases is linear with respect to your farming level and the soil fertilizer quality (0 for normal soil, 1 for [[Basic Fertilizer]], 2 for [[Quality Fertilizer]], and 3 for [[Deluxe Fertilizer]]). That is, the probability increases the same amount with each level for the same fertilizer quality, and with each fertilizer quality for the same farming level.
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{| class="wikitable"
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The formulas used in the game's code are as follows <ref name="qualitycrops" />:
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{|class="wikitable"
 
|-
 
|-
! quality
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!Quality
! formula
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!Formula
 
|-
 
|-
| gold
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|[[File:Gold Quality.png|18px]] Gold
| <code>0.2 * (farming level / 10) + 0.2(fertilizer level) * ((farming level + 2) / 12) + 0.01</code>
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|<code>0.2 * (farming level / 10) + 0.2 * (fertilizer level) * ((farming level + 2) / 12) + 0.01</code>
 
|-
 
|-
| silver
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|[[File:Silver Quality.png|18px]] Silver
| <code>2 * chance for gold quality</code> (capped at 75%)
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|<code>2 * chance for gold quality</code> (capped at 75%)
 
|-
 
|-
| iridium
+
|[[File:Iridium Quality.png|18px]] Iridium
| <code>chance for gold quality / 2</code>
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|<code>chance for gold quality / 2</code>
 
|}
 
|}
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It checks them in the order iridium, gold, and silver. If the fertilizer is deluxe or better, then silver is the guaranteed minimum quality.
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Additionally, if the fertilizer is deluxe or better, then silver is the guaranteed minimum quality, and iridium is made possible.
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The game checks each formula in the order iridium, gold, and silver. Note the probability calculation must take that into account: for instance on a soil without deluxe fertilizer, silver quality can be selected only if gold has not been chosen, and then the global chance for silver is equal to <code>(1 - chance for gold quality) * (minimum between (0.75) and (2 * chance for gold quality))</code>.
    
==Experience Points==
 
==Experience Points==
{{Stub|section=true|Need to add [[Taro Root]] and [[Pineapple]].}}
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The amount of experience gained from harvesting crops varies from crop to crop, with more expensive crops giving more experience upon harvest. Crops with multiple harvests give experience for every harvest. Crops that yield multiple produce per harvest, such as [[blueberry]], [[Cranberries|cranberry]], or [[potato]], only reward experience for the first product and do not offer any extra experience for the multiples.   
The amount of experience gained from harvesting crops varies from crop to crop, with more expensive crops giving more experience upon harvest. Crops that yield multiple produce per harvest, such as [[blueberry]], [[Cranberries|cranberry]], or [[potato]], only reward experience for the first product and do not offer any extra experience for the multiples.   
      
Petting a farm animal, milking a cow or goat, shearing a sheep, or picking up an animal product inside a coop gives 5 experience points each.  (Picking up [[Truffle]]s gives [[Foraging]] experience rather than Farming experience.)
 
Petting a farm animal, milking a cow or goat, shearing a sheep, or picking up an animal product inside a coop gives 5 experience points each.  (Picking up [[Truffle]]s gives [[Foraging]] experience rather than Farming experience.)
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To level up farming from level 0 to 1, it takes 13 parsnips, or 8 potatoes, or 5 cauliflowers. From level 0 to 2, it takes about 48 parsnips, or 28 potatoes, or 17 cauliflowers.
 
To level up farming from level 0 to 1, it takes 13 parsnips, or 8 potatoes, or 5 cauliflowers. From level 0 to 2, it takes about 48 parsnips, or 28 potatoes, or 17 cauliflowers.
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{| class="wikitable sortable" style="float: left; margin-right: 18px;"
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{|class="wikitable sortable" style="float: left; margin-right: 18px;"
 
|-
 
|-
 
!colspan="2"|Spring
 
!colspan="2"|Spring
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|{{name|Unmilled Rice}}
 
|{{name|Unmilled Rice}}
 
| 7
 
| 7
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|-
 +
|{{name|Carrot}}
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| 8
 
|-
 
|-
 
|{{name|Parsnip}}
 
|{{name|Parsnip}}
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|}
 
|}
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{| class="wikitable sortable" style="float: left; margin-right: 18px;"
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{|class="wikitable sortable" style="float: left; margin-right: 18px;"
 
|-
 
|-
 
!colspan="2"|Summer
 
!colspan="2"|Summer
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|{{name|Cactus Fruit}}
 
|{{name|Cactus Fruit}}
 
| 14
 
| 14
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|-
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|{{name|Taro Root}}
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| 16
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|-
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|{{name|Pineapple}}
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| 30
 
|}
 
|}
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{| class="wikitable sortable" style="float: left;"
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{|class="wikitable sortable" style="float: left;  margin-right: 18px;"
 
|-
 
|-
 
!colspan="2"|Fall
 
!colspan="2"|Fall
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|{{name|Eggplant}}
 
|{{name|Eggplant}}
 
| 12
 
| 12
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|-
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|{{name|Broccoli}}
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| 13
 
|-
 
|-
 
|{{name|Bok Choy}}
 
|{{name|Bok Choy}}
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|{{name|Cactus Fruit}}
 
|{{name|Cactus Fruit}}
 
| 14
 
| 14
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|}
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{|class="wikitable sortable" style="float: left; margin-right: 18px;"
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|-
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!colspan="2"|Winter
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|-
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! Crop
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! XP
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|-
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|{{name|Powdermelon}}
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| 27
 
|}
 
|}
 
{{Clear}}
 
{{Clear}}
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The experience points awarded are calculated using the formula <code>XP=||16 &times; ln(0.018 &times; PRICE + 1)||</code> where PRICE is the base sell price of the crop (listed in [[Modding:Object data|ObjectInformation.xnb]]).  Silver or gold quality crops don't grant more XP than normal-quality crops.
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The experience points awarded are calculated using the formula <code>XP=||16 &times; ln(0.018 &times; PRICE + 1)||</code> where PRICE is the base sell price of the crop (listed in [[Modding:Items|ObjectInformation.xnb]]).  High quality crops grant the same amount of XP as normal-quality crops.
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Harvesting forageable plants grown on the farm counts as 7 [[foraging]] experience points per plant rather than farming experience points.
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Harvesting forage plants grown from [[Crafting#Seeds|Wild Seeds]] grants 7 [[foraging]] experience points per plant rather than farming experience points.
    
Experience level is increased immediately upon harvesting, but the "level up" window doesn't appear until after going to sleep.
 
Experience level is increased immediately upon harvesting, but the "level up" window doesn't appear until after going to sleep.
{| class="wikitable"
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{|class="wikitable"
 
|-
 
|-
 
! Lvl
 
! Lvl
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==Food==
 
==Food==
Certain [[Cooking|cooked dishes]] will temporarily increase farming level.
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Certain [[Cooking|cooked dishes]] will temporarily increase farming level.  [[Qi Seasoning]] can be applied to further increase the stat buff for dishes cooked by the player.
 
{{Recipes|Header}}
 
{{Recipes|Header}}
 
{{:Complete Breakfast|RecipeRow}}
 
{{:Complete Breakfast|RecipeRow}}
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==Crops==
 
==Crops==
 
{{NavboxCrop}}
 
{{NavboxCrop}}
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==References==
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<references>
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    <ref name="qualitycrops">See <samp>Crop::harvest</samp> in the game code.</ref>
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</references>
    
==History==
 
==History==
{{history|1.0|Introduced.}}
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{{History|1.0|Introduced.}}
{{history|1.1|Adjusted Rancher bonus to 20%, up from 10%, Artisan now increases the value of [[Artisan Goods]] by 40%, down from 50%.}}
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{{History|1.1|Adjusted Rancher bonus to 20%, up from 10%, Artisan now increases the value of [[Artisan Goods]] by 40%, down from 50%.}}
{{history|1.2|Farming level now affects crop yield prior to level 10.}}
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{{History|1.2.26|Farming level now affects crop yield prior to level 10.}}
{{history|1.3|Fixed bug that prevented farming XP being granted when harvesting with Scythe.}}
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{{History|1.3.27|Fixed bug that prevented farming XP being granted when harvesting with Scythe.}}
    
{{NavboxSkillsStats}}
 
{{NavboxSkillsStats}}
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