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'''Farming''' is the [[Skills|skill]] associated with planting, growing, and harvesting [[crops]] on your farm. It's one of the main income sources for the game, and provides ingredients for cooking.
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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]].
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When harvesting, you can stand in the center of a 3x3 square of harvestable crops and hold the right mouse button, then move the mouse over the crops to harvest more quickly.
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==[[File:Farming Skill Icon.png|32px]] Farming Skill==  
 
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To plant crops players must first till a patch of soil using a [[Hoes|hoe]]. If they intend to use [[Basic Fertilizer]] or [[Quality Fertilizer]] that should be applied before planting the seed. The crop must be watered each day to grow, unless it is raining (when they'll require no watering).
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If the player fails to water crops for a day, the crop will not die, but will not grow that day (effectively being delayed a day).
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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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Levels are gained by harvesting [[Crops]], petting farm animals, milking cows or goats, shearing sheep, and picking up animal products inside a coop or barn (eggs, duck feathers, wool, rabbit's feet).
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To level up farming skill requires experience points, which are gained by harvesting crops, petting farm animals, milking cows or goats, shearing sheep, and picking up animal products inside a coop.  
    
{{:Farming/Skill}}
 
{{:Farming/Skill}}
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===Quality Crop Frequency===
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===Effect of Coopmaster and Shepherd on Animal Product Quality Frequency===
Quality is determined when the crop is harvested, and not when it is planted.
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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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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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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 reducedThe 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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{|class="wikitable"
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! Profession
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! % Iridium quality
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! % Gold quality
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! % Silver quality
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! Average price (% of base price)
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|-
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| No (or other) Profession    || 56.665% || 24.556%   || 18.779%   || 173.638%
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|-
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| Coopmaster or Shepherd    || 73.315% || 19.564%  || 7.121%  || 184.877%
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|}
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====Normal soil====
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{{#lsth:Fertilizer|Normal soil}}
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====Soil with Basic Fertilizer====
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{{#lsth:Fertilizer|Soil with Basic Fertilizer}}
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====Soil with Quality Fertilizer====
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{{#lsth:Fertilizer|Soil with Quality Fertilizer}}
   
====Complete Formula====
 
====Complete Formula====
 
{|class="mw-collapsible mw-collapsed"
 
{|class="mw-collapsible mw-collapsed"
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!style="text-align: left;"|Details 
 
!style="text-align: left;"|Details 
 
|-
 
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| The probability that a crop is gold quality is linear with respect to both farming level and fertilizer quality. 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 formula used in the game's code is as follows:
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| The game normally calculates animal product quality using a '''score''' for each animal with the following formula: <code>((<span style="color:crimson;">'''Friendship'''</span>/1000) - (1 - (<span style="color:mediumblue;">'''Mood'''</span>/225))</code> (interestingly, the game doesn't factor in daily luck in this calculation)
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For example, an animal with <span style="color:crimson;">1000 Friendship</span> and <span style="color:mediumblue;">255 Mood</span> (max friendship and mood) would be calculated thus:
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<code>=((<span style="color:crimson;">1000</span>/1000) - (1 - (<span style="color:mediumblue;">255</span>/225))
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=1 - (1 - 1.1333...)
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=1 + 0.1333...
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='''1.1333...''' </code>
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<code>
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The game will begin checking what quality to create by first seeing if the '''whole score''' is above 0.95. If it is, the '''score divided by 2''' will be compared against a random number between 0-1. If the '''score divided by 2''' is greater than the random number, the item will be Iridium quality. If the score is below 0.95 or the check fails, the '''score divided by 2''' will then be compared against a random number between 0-1. If the '''score divided by 2''' is greater than the random number, the item will be Gold quality. If that check also fails, the '''whole score''' will then be compared against a random number between 0-1. If it is greater than the random number, the item will be Silver quality. Finally, if that check also fails, the item will be normal quality (though in the example above, the score is higher than 1, so a check for silver quality will always succeed if the two prior fail).
P(gold) = 0.01 + 0.2 * (lvl/10 + q * (lvl+2)/12)
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</code>
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where '''lvl''' is your farming level and '''q''' is the fertilizer quality. The game assigns a value of 0 for normal soil, 1 for basic fertilizer, and 2 for quality fertilizer. You can rewrite it to isolate either '''lvl''' or '''q''' as the 'independent' variable:
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''(Note that the 0.333 bonus to the score by the Coopmaster and Shepherd professions is applied to the whole score, not the halved score.)''
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<code>
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Since the score is above 1 and the odds of normal quality produce can be ignored, the odds in this example without the bonus 0.333 can be calculated as:
P(gold) = (1+2*lvl)/100 + q * (lvl+2)/60
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</code><br/><code>
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P(gold) = (3+10*q)/300 + lvl * (6+5*q)/300
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</code>
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The probability that a crop is silver quality (given that it isn't gold) is actually twice the probability that it was gold quality, but capped at 75%. That is:
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<code>1.1333 / 2 = 0.56665 = '''56.665% iridium'''</code>
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<code>
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<code>(1 - 0.56665) × (1.1333 / 2) = 0.24556 = '''24.556% gold'''</code>
P(silver | not gold) = MIN(2*P(gold), 0.75)
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</code>
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But because sometimes the crop ''is'' gold quality, the true probability that the crop is silver quality is a little bit less:
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<code>1 - 0.56665 - 0.24556 = 0.18779 = '''18.779% silver'''</code>
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<code>
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Since iridium products are worth 2× base price, gold products are worth 1.5× base price, and silver products are worth 1.25× base price, we can then calculate the percentage of base price in profits this results in:
P(silver) = MIN(2*P(gold),0.75) * (1-P(gold))
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</code>
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You can actually see the 75% cap at work in the table above, if indirectly: notice that the probability of a silver crop actually goes down once the probability of a gold crop crosses the 37.5% threshold.
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<code>=(0.56665 × 2) + (0.24556 × 1.5) + (0.18779 × 1.25)
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Finally, the probability that a crop is normal quality is the same as the probability that the crop is neither silver nor gold quality. Since it can't be both silver or gold, the formula simplifies to:
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= 1.13330 + 0.36834 + 0.23474
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<code>
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= 1.73638 = '''173.638%'''</code>
P(normal) = 1 - P(silver) - P(gold)
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</code>
   
|}
 
|}
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===Crop Quality Frequency===
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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.
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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 11-14 with buffs from [[#Food|Food]].
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====Normal soil====
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{{#lsth:Fertilizer|Normal soil}}
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====Soil with Basic Fertilizer====
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{{#lsth:Fertilizer|Soil with Basic Fertilizer}}
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====Soil with Quality Fertilizer====
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{{#lsth:Fertilizer|Soil with Quality Fertilizer}}
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====Soil with Deluxe Fertilizer====
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{{#lsth:Fertilizer|Soil with Deluxe Fertilizer}}
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====Complete Formula====
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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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The formulas used in the game's code are as follows <ref name="qualitycrops" />:
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{|class="wikitable"
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|-
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!Quality
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!Formula
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|-
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|[[File:Gold Quality.png|18px]] Gold
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|<code>0.2 * (farming level / 10) + 0.2 * (fertilizer level) * ((farming level + 2) / 12) + 0.01</code>
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|-
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|[[File:Silver Quality.png|18px]] Silver
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|<code>2 * chance for gold quality</code> (capped at 75%)
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|-
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|[[File:Iridium Quality.png|18px]] Iridium
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|<code>chance for gold quality / 2</code>
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|}
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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==
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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. 
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The amount of experience gained from harvesting crops varies from crop to crop, with slower growing and 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. 
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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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Petting a farm animal, milking a cow or goat, shearing a sheep, or picking up an animal product inside a coop or barn 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 12 parsnips, or 8 potatoes, or 5 cauliflowers. From level 0 to 2, it takes about 48 parsnips, or 28 potatoes, or 17 cauliflower plants.
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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.
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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|Tulip}}
 
|{{name|Tulip}}
 
| 7
 
| 7
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|-
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|{{name|Unmilled Rice}}
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| 7
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|-
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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|Starfruit}}
 
|{{name|Starfruit}}
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| 43
 
|-
 
|-
 
|{{name|Ancient Fruit}}
 
|{{name|Ancient Fruit}}
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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 3 [[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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[[de:Hofarbeit]]
 
[[de:Hofarbeit]]
 
[[es:Agricultura]]
 
[[es:Agricultura]]
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[[fr:Agriculture]]
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[[it:Fattoria]]
 
[[ja:農業]]
 
[[ja:農業]]
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[[ko:농사]]
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[[hu:Kertészkedés]]
 
[[pt:Cultivo]]
 
[[pt:Cultivo]]
 
[[ru:Фермерство]]
 
[[ru:Фермерство]]
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[[tr:Çiftçilik]]
 
[[zh:耕种]]
 
[[zh:耕种]]
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