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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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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.
   −
To plant crops players must first till a patch of soil using a [[hoe]]. If they intend to use [[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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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.  
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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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{{:Farming/Skill}}
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===Effect of Coopmaster and Shepherd on Animal Product Quality Frequency===
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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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{|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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====Complete Formula====
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{|class="mw-collapsible mw-collapsed"
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|-
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!style="text-align: left;"|Details 
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|-
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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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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).
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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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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:
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<code>1.1333 / 2 = 0.56665 = '''56.665% iridium'''</code>
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<code>(1 - 0.56665) × (1.1333 / 2) = 0.24556 = '''24.556% gold'''</code>
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<code>1 - 0.56665 - 0.24556 = 0.18779 = '''18.779% silver'''</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:
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<code>=(0.56665 × 2) + (0.24556 × 1.5) + (0.18779 × 1.25)
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= 1.13330 + 0.36834 + 0.23474
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= 1.73638 = '''173.638%'''</code>
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|}
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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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==[[File:Farming_Skill_Icon.png|32px]] Farming Skill==
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Additionally, if the fertilizer is deluxe or better, then silver is the guaranteed minimum quality, and iridium is made possible.
The farming skill level can be viewed in the skill tab of the pause menu. Each level grants +1 [[Skills#Proficiency|proficiency]] to the [[Hoe]] and [[Watering Can]]. 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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{{:Farming/Skill}}
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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]], [[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]], [[Milk Pail|milking]] a [[cow]] or [[goat]], [[Shears|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 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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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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{|class="wikitable sortable" style="float: left; margin-right: 18px;"
 
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|-
{| class="wikitable"
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!colspan="2"|Spring
 
|-
 
|-
 
! Crop
 
! Crop
! Exp per harvest
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! XP
! Crop
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! Exp per harvest
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! Crop
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! Exp per harvest
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! Crop
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! Exp per harvest
   
|-
 
|-
! Coffee Bean
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|{{name|Coffee Bean}}
 
| 4
 
| 4
! Hops
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|-
| 6
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|{{name|Tulip}}
! Wheat
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| 7
| 6*
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|-
! Tulips
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|{{name|Unmilled Rice}}
 
| 7
 
| 7
 
|-
 
|-
! Parsnip
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|{{name|Carrot}}
 
| 8
 
| 8
! Green Bean
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|-
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|{{name|Parsnip}}
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| 8
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|-
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|{{name|Green Bean}}
 
| 9
 
| 9
! Hot Pepper
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|-
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|{{name|Blue Jazz}}
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| 10
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|-
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|{{name|Garlic}}
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| 12
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|-
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|{{name|Potato}}
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| 14
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|-
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|{{name|Kale}}
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| 17
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|-
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|{{name|Strawberry}}
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| 18
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|-
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|{{name|Cauliflower}}
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| 23
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|-
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|{{name|Rhubarb}}
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| 26
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|-
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|{{name|Ancient Fruit}}
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| 38
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|-
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|{{name|Cactus Fruit}}
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| 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"|Summer
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|-
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! Crop
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! XP
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|-
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|{{name|Coffee Bean}}
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| 4
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|-
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|{{name|Hops}}
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| 6
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|-
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|{{name|Wheat}}
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| 6
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|-
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|{{name|Hot Pepper}}
 
| 9
 
| 9
! Blue Jazz
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|-
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|{{name|Blueberry}}
 
| 10
 
| 10
 
|-
 
|-
! Corn
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|{{name|Corn}}
 
| 10
 
| 10
! Garlic
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|-
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|{{name|Tomato}}
 
| 12
 
| 12
! Tomato
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|-
| 12
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|{{name|Sunflower}}
! Eggplant
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| 14
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|-
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|{{name|Radish}}
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| 15
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|-
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|{{name|Summer Spangle}}
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| 15
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|-
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|{{name|Summer Squash}}
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| 9
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|-
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|{{name|Poppy}}
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| 20
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|-
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|{{name|Melon}}
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| 27
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|-
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|{{name|Red Cabbage}}
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| 28
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|-
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|{{name|Starfruit}}
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| 43
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|-
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|{{name|Ancient Fruit}}
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| 38
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|-
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|{{name|Cactus Fruit}}
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| 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;  margin-right: 18px;"
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|-
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!colspan="2"|Fall
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|-
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! Crop
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! XP
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|-
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|{{name|Wheat}}
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| 6
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|-
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|{{name|Corn}}
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| 10
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|-
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|{{name|Eggplant}}
 
| 12
 
| 12
 
|-
 
|-
! Potato
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|{{name|Broccoli}}
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| 13
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|-
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|{{name|Bok Choy}}
 
| 14
 
| 14
! Blueberry
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|-
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|{{name|Cranberries}}
 
| 14
 
| 14
! Bok Choy
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|-
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|{{name|Grape}}
 
| 14
 
| 14
! Grape
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|-
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|{{name|Sunflower}}
 
| 14
 
| 14
 
|-
 
|-
! Sunflower
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|{{name|Beet}}
| 14
  −
! Radish
  −
| 15
  −
! Summer Spangle
  −
| 15
  −
! Beet
   
| 16
 
| 16
 
|-
 
|-
! Kale
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|{{name|Amaranth}}
| 17*
+
| 21
! Strawberries
  −
| 18
  −
! Cranberries
  −
| 19
  −
! Poppy
  −
| 20
   
|-
 
|-
! Amaranth
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|{{name|Artichoke}}
| 21*
  −
! Artichoke
   
| 22
 
| 22
! Yam
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|-
 +
|{{name|Yam}}
 
| 22
 
| 22
! Cauliflower
  −
| 23
   
|-
 
|-
! Rhubarb
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|{{name|Fairy Rose}}
| 26
  −
! Melon
  −
| 27
  −
! Red Cabbage
  −
| 28
  −
! Fairy Rose
   
| 29
 
| 29
 
|-
 
|-
! Pumpkin
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|{{name|Pumpkin}}
 
| 31
 
| 31
! Ancient Fruit
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|-
| 43
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|{{name|Ancient Fruit}}
! Starfruit
+
| 38
| 44
+
|-
! Sweet Gem Berry
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|{{name|Sweet Gem Berry}}
 
| 64
 
| 64
 +
|-
 +
|{{name|Cactus Fruit}}
 +
| 14
 
|}
 
|}
: <nowiki>*</nowiki> ''Due to a bug with [[scythe]] harvesting, these crops don't give any experience points.''
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The experience points awarded are calculated using the formula <code>XP=||16 &times; ln(0.018 &times; PRICE + 1)||</code> with PRICE being the selling price of the crop's item. Because experience is based on selling value, gold and silver stars add a small amount to the experience value of harvested crops.
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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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| 12
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|}
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{{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:Items|ObjectInformation.xnb]]).  High quality crops grant the same amount of XP as normal-quality crops.
   −
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 3 Farming experience points and 2 [[Foraging]] experience points per plant.
   −
Experience level is increased after sleeping.
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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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| 15000
 
| 15000
 
|}
 
|}
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==Food==
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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.
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{{Recipes|Header}}
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{{:Complete Breakfast|RecipeRow}}
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{{:Hashbrowns|RecipeRow}}
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{{:Pepper Poppers|RecipeRow}}
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{{:Tom Kha Soup|RecipeRow}}
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{{:Farmer's Lunch|RecipeRow}}
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{{:Maple Bar|RecipeRow}}
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{{Recipes|footer}}
    
==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>
 +
</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|1.2.26|Farming level now affects crop yield prior to level 10.}}
 +
{{History|1.3.27|Fixed bug that prevented farming XP being granted when harvesting with Scythe.}}
    
{{NavboxSkillsStats}}
 
{{NavboxSkillsStats}}
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[[Category:Gameplay]]
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[[Category:Farming]]
[[Category:Skills]]
      +
[[de:Hofarbeit]]
 
[[es:Agricultura]]
 
[[es:Agricultura]]
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[[fr:Agriculture]]
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[[it:Fattoria]]
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[[ja:農業]]
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[[ko:농사]]
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[[hu:Kertészkedés]]
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[[pt:Cultivo]]
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[[ru:Фермерство]]
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[[tr:Çiftçilik]]
 
[[zh:耕种]]
 
[[zh:耕种]]
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