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Farming

1,726 bytes added, 12:12, 4 August 2018
Quality Crop Frequency: Describing complete formula for determining quality
====Soil with Quality Fertilizer====
{{#lsth:Fertilizer|Soil with Quality Fertilizer}}
====Complete Formula====
{|class="mw-collapsible mw-collapsed"
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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:
 
<code>
P(gold) = 0.01 + 0.2 * (lvl/10 + q * (lvl+2)/12)
</code>
 
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:
 
<code>
P(gold) = (1+2*lvl)/100 + q * (lvl+2)/60
</code><br/><code>
P(gold) = (3+10*q)/300 + lvl * (6+5*q)/300
</code>
 
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:
 
<code>
P(silver | not gold) = MIN(2*P(gold), 0.75)
</code>
 
But because sometimes the crop ''is'' gold quality, the true probability that the crop is silver quality is a little bit less:
 
<code>
P(silver) = MIN(2*P(gold),0.75) * (1-P(gold))
</code>
 
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.
 
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:
 
<code>
P(normal) = 1 - P(silver) - P(gold)
</code>
|}
==Experience Points==

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