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Talk:Crops

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Table of Contents

Just wanted to explain why I restored the Table of Contents after someone else hid it. The way the page is currently laid out there isn't much separation between the seasons. I ended up reading into Fall and started planning out what I was going to plant using the wrong information. The TOS is huge and unwieldy due to all the crops, but it's much easier to see what crop goes where. For my personal ideal I'd implement the "TOC hidden" template to make it there for navigation but default to closed. Unfortunately I don't actually know how to import templates since I'm used to coming in much later on wiki projects. The template is here for wikipedia if someone could grab that: https://en.wikipedia.org/wiki/Template:TOC_hidden Koriar (talk) 19:43, 29 February 2016

Value per day for multiharvest crops

I'd like to point out that there's currently a miscalculation, say Hot pepper is stated as (season: ~8.57g/d) (ROUNDDOWN(27-5/3)*40-40)/28

(ROUNDDOWN(27-5/3) implies that you're only getting 7 harvests per season, whereas there's one initial harvest and 7 after-harvests, total of 8.

Now ((ROUNDDOWN(27-5/3)+1)*40-40)/28 results in ~10g/d

Also, crops that yield multiple units per harvest such as potatoes are calculated as single unit. I'm going to test which do and what are chances. Since, say, green bean description states it does yield multiples, but so far I've only seen singles. --Elipod (talk) 05:35, 4 March 2016

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Someone has deleted Value per day off many crops. Even if the value is slightly off, this is essential information for gameplay. Corrective work is appreciated, but change when research is done, not before. A slightly off value is better than an empty space. If a crop has a random factor, just leave a note in the description if needed.
Please restore the values. Thanks. Kaldar5 (talk) 00:58, 16 March 2016 (EDT)
The first harvest is basically non-existent since it serves only to cover the initial expenses. Zohira (talk) 13:11, 17 March 2016 (EDT)
** I agree with Kaldar5 on this one, we need to get that data back on the page. We shouldn't consider the initial cost of the crop, especially of you use the Seed Maker, we should stick with the income if planted on the first day of the month and harvesting the lowest quality with no fertilizer. For example blueberries: First harvest is on day 13, then we have 16-19-22-25-28, for a total of 6 harvest. 6 harvest x 3 blueberries x 80g = 1440g/month (1440g / 28 days = ~51.43g/day). --Wicstar (talk) 12:10, 18 March 2016
After running the numbers on all crops in preparation for a series of monthly crop planners, I've discovered discrepancies in many of the gold per day values, especially with the multiharvest crops like you pointed out. Additionally, the current means of obtaining the average varies wildly between crops of a similar nature. I'm going to propose we follow the following format to make any recalculations easier, would the sale price or seed price change in the future. It follows the current goal as seen in single-harvest crop calculations of expressing the gold gained in a growing period per day of effort put in.
Single-Harvest crops' gold per day (currently) follows the formula of ((harvest yield * bin value) - cheapest seed price)/(watering days)
This is good as is. It accurately depicts the gold gained per day of effort put in.
Multi-Harvest crops' gold per day should follow the formula of ((total harvests obtainable * harvest yield * bin value)-cheapest seed price)/(watering days).
This represents more closely the idea of gold per time spent, as opposed to gold per full season.
The current formula uses 28 days in its calculation, which is inaccurate as only 27 days of watering are ever used, and even then, only three crops ever use the whole season to produce a maximum yield, excluding corn. Currently the "gold per day" number in this calculation differs in intent from the single-yield version. My calculations showing the result of the old and new formulae are here, if desired. Jstough (talk) 04:49, 24 March 2016 (EDT)


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Where exactly do you get your calculations from? Looking at the one-time crops, the formula used is (sale-buy)/growdays, which seems reasonable to calculate the pure profits. This should be similar for the regrowing crops (either we calculate everything with pure profit in mind, or we discount the buy-price, but the page right now is a weird mix). The formula for regrowing plants would then be

  ((((28-initial grow days)/regrowcycle)*saleprice)-buyprice)/28

For Blueberries, Cranberries, Corn and the Ancient Fruit, those would have to be adjusted, either by days or by factoring the yield in. And yes, the formula is a bit long. However, I've created an excel sheet based on that formula and will most likely make that available later in the day. Dustball (talk) 03:10, 28 April 2016 (EDT)

Here's the table. Multi-season crops have been adjusted, yield has been factored in. You're welcome to contact me with improvements. Dustball (talk) 12:03, 28 April 2016 (EDT)

Crop Types?

I feel like there should be some indication that a crop is a fruit/vegetable/flower/forage. I don't have a list for that on hand, but once I work it out would be better to just add it as a new column in the tables or group them as sub headers? As previous comments note, the Table of Contents is already a bit... aggressive. --PenguinTod (talk) 11:13, 4 March 2016 (EST)

--- Just new column, or maybe even use this data for different table/page. It's pointless to search for fruits/vegetables/flowers on this page, as it does not include all fruits/vegetables/flowers available in the game. Also, having separate table for each crop does not allow for sorting by different criteria. /[User:Elipod|Elipod]] (talk) 03:08, 5 March 2016

Trellis

In similar vein to the above, what -would- fit on this page and should be added is a column which shows whether a crop grows on a trellis or not. Just a simple column with Yes or No in it would suffice. --Frission (talk) 09:02, 9 March 2016

Or even better, make a new column titled "Special" or "Notes" and then in that column add "Trellis" and "Scythe" when appropriate to the crop. --Frission (talk) 09:14, 9 March 2016

Giant Crops spoilers?

When I was playing the game I managed to find a giant crop myself, I was astounded and amazed. Shortly after, looked them up, and I was immediately shown the other 2 giant crops. This made me sad, because I wanted to find out what they looked like myself. I reckon I'm not the only one in this. Now I realize that this is a wiki, and spoilers isn't really a thing on here, but do giant crops really need to be the very first thing at the page? And can't the images have some sort of spoiler tag? Alphasoldier (talk) 05:07, 11 March 2016 (EST)

I put the images in a collapsible table, so now you only see them if you go out of your way to hit expand. -- Kapra (talk) 06:10, 13 March 2016 (EDT)

Giant Crop Fertilization

Would it be advisable to fertilize the 8 squares around a crop that can grow giant, or leave them unfertilized, or it doesn't matter. If an answer is known, it should probably be on the page. -- Kapra (talk) 05:15, 13 March 2016 (EDT)

It seems that the giant crop requires ALL 3x3 squares to be the same crop - so not just one square with 8 empty squares surrounding, but 9 squares of crop. All fertilized or speedygro or whatever you want. --Gedrean (talk) 05:35, 13 March 2016 (EDT)

Wild Seeds

Added some basic info on wild seeds as a placeholder until I or someone else can get the tables and images and profits/day certain and organized -- VioletWeavile (talk) 12:45, 14 March 2016 (EDT)

Purpose of Quality

Okay, besides from being used in the Luau and the Quality Crop Bundle, is there any use for quality crops that lower quality crops can't fullfill (excluding sales price of course). NPC requests sometimes ask for crops, I assume the quality of the crop in those don't matter (correct me if I'm wrong and if the reward is actually better for better quality). What about in cooking, do quality of ingredients matter? If there is no other use, then this would imply that it would be better to hold onto lower quality crops for these rare uses and sell the high quality crops right away. -- Kapra (talk) 03:10, 15 March 2016 (EDT)

Your score when your display is judged during the Fair is partly dependant on the quality level of the displayed goods, independently of the actual price. When given as gifts higher quality level items seem to have a greater effect.--Metalax (talk) 19:43, 16 March 2016 (EDT)
See also the new Quality Stars article, and add to that as you are able. Butterbur (talk) 18:07, 22 March 2017 (UTC)

Left Out

Are crops that are left out (assuming they are harvested before the season is over) under risk for quality or quantity loss? If yes or no is known, it should probably go on the page. An application of this would be leaving flowers out for Honey production, would the flowers suffer for being out and unharvested? -- Kapra (talk) 04:18, 15 March 2016 (EDT)

As far as I've been able to determine, as long as crops are gathered before the withering at the start of the next season and scarecrow coverage is sufficient, no losses occur. Quality distribution seems to remain the same as well.--Metalax (talk) 19:47, 16 March 2016 (EDT)

Gold image

Although it's a minor detail, I think that the gold icon (Gold.png) should appear after the price and in the place of that "g". Ex.: 180Gold.png, instead of: Gold.png 180g Zohira (talk) 13:16, 17 March 2016 (EDT)

While I personally agree, what impact would this change have? How many pages currently use Gold.png 180g that would need to be changed? Jstough (talk) 05:32, 24 March 2016 (EDT)
You would only have to change the Price template and then every single page that uses it would be altered in one fell swoop. Personally I'm fine the way it is but have no strong opinion either way. But it wouldn't be something hard or labor heavy to change. -- Kapra (talk) 05:53, 24 March 2016 (EDT)

Wrong sell prices on Poppy, Bok Choy, and Coffee Bean?

The sell prices for silver and goldstar Poppy and Bok Choy in this list differ from those in their own pages. Does anybody know which are correct? --Gelu (talk) 19:01, 21 March 2016

Ditto for Coffee Bean. Butterbur (talk) 17:40, 21 January 2017 (UTC)
The prices listed on the item page is the right one because it's calculated used the template:Qualityprice from the base price. --Vg-tal (talk) 18:32, 21 January 2017 (UTC)

Agriculturalist and growth times

Crops have been growing for me counting the day of planting. Including my Agriculturalist special from Farming, I have had 4 day crops grow to full and harvest on the third day of the month without any fertilizer, and some 7 day crops seem to reach harvest in 5 days. Pending a more scientific study, these should be updated, including the reduction due to Agriculturalist. Pronkyou2 (talk) 21:29, 23 March 2016 (EDT)

Giant Crop Harvest

I've just harvested my first Giant Pumpkins(yay!) and I got 20 for each one. In the Giant Crop section it states that you get double the harvest so 18 instead of 9. As it happened with both pumpkins is this a glitch or has the yield changed? If so is it just pumpkins or all Giant Crops? DigDug (talk) 03:21, 6 July 2016 (EDT)

I've got 16 cauliflower from a giant on 2 occasions (with game v1.11). I don't know where the page info. comes from, and I also don't know where to look in the game code to prove or disprove it.  :/
Frankly, the frequency with which giant crops leave untilled plots behind makes me try to avoid them altogether. Margotbean (talk) 20:06, 14 December 2016 (UTC)

Missing Artichoke Stage

Artichoke Stage 7.png
I found this in the wiki files, in which position does this stage come?
Vg-tal (talk) 23:54, 28 September 2016 (BST)

Poppy Stage 5.png Starfruit Stage 7.png I actually found 2 other unused stage images in the wiki files Vg-tal (talk) 23:59, 28 September 2016 (BST)

Stage 7 is only for plants that continue to produce after harvest. (btw, I thought that was Stage 6, but no matter.)
I saw those in the sprite sheet and wondered about them too -- I guess CA planned at some point to have Artichokes and Starfruit continue to produce. Afaik, the images are unused in-game.
The poppy image is probably unused because it's missing its flower. In the sprite sheet, there are 2 parts that get combined before they're displayed on-screen. This is only the bottom half. Margotbean (talk) 19:56, 14 December 2016 (UTC)

Premium quality

"Premium quality delivers greater energy and health benefits when... used as ingredients in cooked foods." ?

Is this actually true? I have seen nothing from my own testing in game that cooked foods can differ from their base health and energy values based on the quality of ingredients used. I would edit this myself, but I thought I'd check to see before doing so.

Vallkyrion (talk) 21:05, 14 February 2017 (UTC)

Wow, I edited that section and totally missed that. Please, get rid of that statement, it's completely and utterly false!  :) margotbean (talk) 23:14, 14 February 2017 (UTC)

Profit Over Time vs. % ROI Over Time

Currently the main price calculation for this page is profit over time, which isn't necessarily the most useful way to look at crop economics. Instead (or in addition to), I propose the use of % return on investment over time. Basically this means dividing the profit by the seed cost to get the percent return on investment, then dividing that by the number of days to achieve that profit. This number tells you what percent return you'll see on invested money per day, rather than a flat gold value. This is especially valuable early in the game, when money is the limiting factor, rather than space or irrigation equipment. For instance, parsnips only make a modest 3.75 gold per day, but when you think of that as % ROI it becomes 19% per day, the highest of any spring crop (With the possible exception of strawberry, which I didn't calculate). Thus, by investing all your money in parsnips, you'll ultimately make the most money. The downside of this is that many of the most profitable crops have such low gold values that they require enormous numbers of plantings to achieve the same total profit. Case in point is wheat, which has a 38% per day ROI, but only costs 10g per seed, meaning that you need to plant vast fields of it. Below is a link to the chart of my calcs. Let me know what you all think of this idea!

% ROI Over Time Calcs

Carbonjack (talk) 23:32, 17 February 2017 (UTC)

For my 2¢, I like it! I would not delete or replace profit over time info, but add ROI in addition to it.
The only difficulty is that your spreadsheet makes ROI crystal clear, but chopping it up and adding the info. in compact form to each crop might be more difficult. I think the calculation needs an explanation (as does the profit per day, for that matter), but where to put it? Perhaps a new page called "Crop ROI" that contains the calculations used, explanations, etc. and a link to that page in each crop's ROI table cell (as a footnote-type link of some sort)? Is that something like you were thinking?
Bear in mind, if you add it, you should add it to each crop's page as well as this (the Crops) page.
Are you up for all that? (I can certainly help with formatting and creating a new page, if need be.)
Anyone else with thoughts? :) margotbean (talk) 07:08, 18 February 2017 (UTC)
Well, now that I've added the Gold per Day formula to the page, I think we could add the ROI formula to the page in the same way, no need for a separate page or footnote links.
I think we could also fit the ROI number somewhere in the crops tables without too much disruption.
The only problems are (1) You haven't calculated Strawberry, and (2) I can't see the underlying formulas for the last column of the spreadsheet -- it seems to be rounding up by a couple of integers in some cases. Also (3) I'm still not totally sure I understand what ROI is showing...
In your comment you said "many of the most profitable crops have such low gold values that they require enormous numbers of plantings to achieve the same total profit." Same total profit as what? Parsnips? Crops with higher sell values but greater initial investments? Crops with lower ROI numbers? If so, what is the value in knowing the ROI for those crops?
Clearly I'm not as crystal clear on your calculations as I previously indicated. Can you elaborate? margotbean (talk) 21:27, 3 March 2017 (UTC)
I also saw this ROI principle early on. In practice, applying it is not as straightforward as the math. You get your best results by growing a crop, selling the day of harvest, buying as many seeds as you can with the profits, and replanting the same day. The ROI is a measure of how much bigger your second crop is, and the idea is to go for geometric growth of investment. It only works well when you have few available resources, so that you can actually do the farming work on the full re-investment, such as at the very beginning of the game. It also works by far the best with the shortest-term crop you can get. So, my basic plan is to spend my 500g on Parsnip seeds (except for one green bean), and plant all 22 (+15 gift) seeds the first day. Harvest on the 5th, plough everything back into Parsnips. Reinvesting just the proceeds of the first harvest guarantees 64 plants in the second round (65 if you can come up with 5g more: who can't?). Now you're working harder (for early levels). You can go for round 3, but then you'll hit the Egg Festival on harvest day, and won't be able to turn your crops over same-day for lack of access to Pierre's. So on the the 9th, I switch to potatoes.
This is just about the right time to switch anyway, because with Parsnips, you get a smaller absolute return for the amount of work you do. This is what you need to balance ROI with. When you plant potatoes, they give a better return for effort. By the 9th, your investment has gained 75% on top of the initial 75% already, leaving you with over triple the 740g worth of the initial investment, and sinking it back into Parsnips will start to sink your character for lack of daily energy. Potatoes give a good avenue to invest the higher available funds profitably and work them without dissipating your efforts. It's a smaller ROI then, but it's more daily gold increase because it's within your abilities to get a return on all your available funds.
Well, one pulls in a lot more other funds from other sources, so in practice you begin to make these trade-offs earlier. However, there's a lot to buy early on, and one or two 1-2K purchases can drain your funds very fast and set you back to scratching for seed-buying funds again. I find most of Spring 1 to be a scramble to keep afloat and keep active, as well as progress. Parsnips are always a good choice for rounding out your current crops in cultivation, to maximize the push for more funds.
Working this system, ROI vs raw profit over time (plus profit per unit work), I managed to buy both the 24-slot backpack and a 2500g Coffee Bean from the Travel Cart on 12 Spring, and I still bought 15 Strawberries on the 13th! (I'm still a complete dud at fishing - not yet worth anything much to me financially). But I go up my farming and forage levels very fast - level 4 at both by 14 Spring. It helps considerably to increase my working stamina. And foraging is profitable. I make spring seeds and plant them for both foraging and financial benefit. By later in spring, I can craft tons of seeds at 35g each - I've generated 90 spring seeds after using 40 for planting and spending the returns of selling off 50 more (for 1750g). Meanwhile, I keep planting the Coffee Beans that begin to be produced. By midsummer, I've had over 150 coffee plants in the ground, and have started to harvest around 200 beans every two days (3000g worth). Even leaving off planting more, proceeds will climb almost to summer's end. It beats the highly-touted Blueberries. (I have some of them too.) The killer is that I have had to tend over 300 crops each day. I survive on Spring Onions and Salmonberries. (Forage 4 made it possible for me to accumulate 250+ of them.) Oh for rain!
By 25 Spring I was at Farming level 7, Forage 6, but replanting for summer slowed level 8 until 12 Summer - too few harvests while growing these long-developing crops. Coffee Beans would take me to level 9, though, in just a few more days. With the financial engine in full, and work capacity almost doubled, it's possible to delve more heavily into other skills. I felt pretty good about this first 6 weeks, but was also beginning to feel the pinch of imbalance - not too seriously though, and it is addressable.
I hope this experience gives you a little insight into the practice of applying the very useful math of crop profits. There are certainly sides and facets to plugging them into any practical strategy, and I'm sure now that I could do better yet with another try. That'll be fun too. :) Butterbur (talk) 08:59, 4 March 2017 (UTC)


Re-reading here, my comments may appear a little off-track, but I have done spreadsheet calculations for some of the same things, ROI in particular. It just became obvious to me that it's very powerful as a model and principle, but it's not possible to apply it for very long because of limits to player workload. Basically, ROI works best on fast-growing crops, and cheap crops, which often have a higher percentage increase of values, and that over a smaller length of time. Mathematically, that's terrifically powerful. But when you have few funds, you also want to keep working them, putting them into the ground. Sitting in the bank, those funds are not growing, or helping. But in the ground, they require lots of work, because buying cheap crops means you work lots of tiles. You get a great percentage (ROI) return, but it's a percentage of a small investment (relative to other crops). When a small investment is all you can do, that's fine. As soon as you cash in once or twice, you have more funds and want to invest all of them, but it's too much work continuing with best-ROI type crops. So you shift crops. Or you spend some money on something you need badly, and go back to the ROI effect for another round or two.
Did I make that clear before? And massive amounts of calculations are not going to help a whole bunch. At any one time, you really have a single best crop for ROI purposes: parsnips in Spring, wheat in Summer. Coffee Beans are great, but you want 5 or more weeks to turn one bean into a massive money-maker.
Strawberries seem to me to be a resource sink. Your initial investment is very high for your early limited funds. You can't plant until late night on the 13th, and you can harvest only twice in year 1. Not enough berries for sale, because you want to set your crops aside for seed generation when you get a seed maker, so you can plant on day 1 the next year and get a better return. You never get your investment back the first year. Ok for long term, I do that too, but I wouldn't pauperize myself with them. I think it would take until year 3 to really be able to do anything with them in a big way, and there are just too many other opportunities to make strawberries that high a priority.
It really doesn't require complex calculation to work these principles out, so I'm not sure how much detail will prove that useful to the Wiki - certainly not with strawberries. I think a show of what ROI can do with parsnips and wheat is useful, but the info needs to be embedded in practical application to make it useful. And don't neglect potatoes! They are next-best for ROI too in spring, and a necessary step in relieving the workload problems of ROI. Great big gold when they mature too. They can drive the timing of your shopping needs. In summer, blueberries. Nothing else produces so much so fast so profitably, and most everything has big lead times for planting. Wheat's the only thing you can apply ROI to, and there's no backup plant to sink the profits into. But with Coffee and the maximum planting of blueberries, you'll be getting big funds enough to fund all the melons and other stuff you need in the last two weeks of the season. There are just many fewer ROI opportunities in summer. Butterbur (talk) 09:40, 4 March 2017 (UTC)


Well, that certainly puts it into context. Thanks, Butterbur!
It does seem to me that the value of showing a raw ROI (or even a full calculation) is limited without also showing quite a bit of qualification/explanation. margotbean (talk) 19:17, 4 March 2017 (UTC)
You're welcome. I wouldn't say we'd need "qualification" so much as context/application. But now that I've written that pile above, I'd say the key point lies in balance. You plant short-term cheap crops when you're shorter on seed-buying funds in order to get the quick ROI-type gains. You branch into longer-term and more expensive crops when you have the funds to buy them and in order to keep working a greater portion of available assets. After all, money in the bank is fallow; money in the ground is growing. You want the best return you can get on the most amount of money, given the level of exertion you want to make. Now you're ready to make decisions for yourself.
That's the basic approach I'd take. Then I'd illumine it a little by giving an example of what a pure ROI approach would do in parsnips, over a set of 3 or 4 plantings, and then contrasting ROI with cauliflower over the same time span. Cauliflower has the best spring-crop daily return. You just can't use it well in year 1. Year 2 is a different story, and that can be part of the explanation too. Potatoes are in-between, though close to cauliflower in daily return, and not at all bad in ROI, especially given an average 1.2 yield per plant. They're also a great data point in comparing the two. And very practical as part of the balancing act. Other seasons require more expertise because they offer fewer opportunities for adjusting throughout the season. During those times, you need to have made a season-long plan and then you work it, for better or worse. Or at least 2 weeks or so at a time.
But calculation that's example-based is really the most informative, I think. Butterbur (talk) 21:48, 6 March 2017 (UTC)

ROI Again

Now that I think of it, the section above points out to me that we've really been talking about a different page: one on "Crops Management", a special topic related to "Farming". "Crops" is a details page about specifics of individual crop items, but ROI is about what to choose to plant, when, to what effect, choosing the right crop(s), and the right amount of them. It's not particularly about code and game implementation. It's about the actual playing of the game. And actually, the principles behind "daily" profits listed so often with all the crops is all a part of crops management just as much as ROI.

I think a new page is worthy of consideration, where these matters can be explored in and for themselves, and to which links can be created from a whole range of possibilities of other pages, to explain what in the world these profit measures are all about. I've found the numbers themselves to be particularly unenlightening all by themselves. Butterbur (talk) 22:01, 6 March 2017 (UTC)

Tip: Plant Wheat on the 25th of Summer

Just wanted to relate that in year 2 I found an opportunity to apply the new tip (in the article) to 207 tiles (more if I get some other prep done), saving a HUGE amount of effort in preserving land and fertilizer for other Fall plantings on the first. Nice harvest too, for flour and beer. Butterbur (talk) 20:17, 26 August 2017 (BST)

I think the Ancient Fruit profit is slightly incorrect.

I've been trying to figure out how the Ancient Fruit profit per day was calculated, and I can't seem to figure anything out. It's close, but not quite accurate, as far as I can tell.

The profit would be calculated by counting the number of harvests, multiplying by price of sale, and dividing by length of season. In this case, we're looking at the first harvest on the 28th day of spring, again on the seventh day of summer, 14, 21, 28, 7, 14, 21, 28. Total of 9 harvests.

Sale price: 550. 9*550=4950

Length of season = Spring, Summer, Fall = 84 days

4950/84=58.93/day.

However, the article has it listed as 57.14. Where is this discrepancy originating?

DemiserofD (talk) 21:39, 23 October 2017 (BST)

The discrepancy is because the calculation uses 8 total harvests. I used the spreadsheet linked to waaay up on the page, but updated it for the crops that are missing (https://docs.google.com/spreadsheets/d/1fz4nVTKWIT-97CjkNDVm0EUpG8M4OqCO2tSN9B8x4Xg/edit#gid=0). I don't have a copy of the updated sheet to share with you, since it lives on my hard drive only, but you can go ahead and change the number on the page. Thanks for finding that! margotbean (talk) 22:40, 23 October 2017 (BST)
Ahem. The yield is 8 harvests, unless you use fertilizer to speed up growth. The plant normally takes 28 days to mature, which means its first yield occurs on the first of summer, not the 28th of spring.
I might also point out that the calculation does not consider the cost of acquiring the seed to plant. Naturally, that can be a complicated issue, since seeds can come either from artifacts or from harvested fruit, and the fruit may vary as to quality (and sell price). So evading that issue is simple, but gives skewed results. It would be better to use some assumptions as a base condition, like two seeds from the seedmaker that is fed a regular quality fruit. That at least gives a fairly median case, without getting too complicated.
Another factor is what happens when you grow multiple-yield crops in the greenhouse. It is then better to figure the rate for the first harvest, accounting for the growing time, and then another rate for repeat harvests (4 times greater for ancient fruit, and somewhere from 3 to 5 times for many other crops). Since the greenhouse will produce an unlimited number of repeats, and since ancient fruit in particular is a highly desirable candidate for growing there, it is this repeat rate that is of greatest interest. But to properly compare with other crops, it's necessary to compute the numbers for them by the same process. Unfortunately, we're now getting beyond any simple means of presenting such numbers. But it is nevertheless true that those numbers are of much greater significance, and considerably different from the ones obtained for crop-growing on outside farm land. Butterbur (talk) 09:26, 25 October 2017 (BST)
Thanks for fixing that, Butterbur! margotbean (talk) 16:43, 25 October 2017 (BST)
Even in that case, that's still the wrong number. Assuming 8 harvests, then you take 8*550/84=52.38, even further from 57.14. Where the dickens is that number coming from? DemiserofD (talk) 07:51, 1 November 2017 (UTC)
The "growing days" used is 77, not 84.
If you download the spreadsheet linked to, you can see the calculations. Or, you can refer to the equation listed on the page: Growing Days = Days to Maturity + ((Max Harvests − 1) × Days to Regrow)
77 = 28 + ((8 - 1) * 7)
-- margotbean (talk) 12:11, 1 November 2017 (UTC)

Could we have only one table for each season?

I've made an example at User:Kpa/Crops.

Advantages:

Disadvantages:

  • harder to lookup a plant by picture. (do people do that?) Stages could be added back, but the table would get pretty wide.
  • doesn't match Fruit_Trees (which might benefit from the same treatment?)

It's using my template User:Kpa/Template:QualityHealthGrid, which I think should replace Template:QualityHealthGrid in most places. If people agree, how should that happen? Add an extra parameter "orientation" to Template:QualityHealthGrid? Create a Template:QualityHealthGridVertical?

I'm probably done here, so somebody else can make these changes if they like the results. Kpa (talk) 23:51, 2 November 2017 (UTC)

The table is way too wide (as are the fish, cooking, and gifts tables), and I don't think it's a good idea to get rid of the stages images. Additionally, you can sort on everything but health/energy on the individual seasons pages already. Adding health/energy to the seasons pages isn't a bad idea.
I'm not opposed to changing the template to be vertical, but the sheer number of pages that use it (in 7 languages) would require hours of work. If someone strongly prefers this change, comment here and we can work on it together. Thanks, margotbean (talk) 14:07, 8 November 2017 (UTC)
I have created a vertical template: Template:Qualityenergy --margotbean (talk) 00:13, 6 March 2018 (UTC)
Replaced by Template:EdibilityGrid --margotbean (talk) 22:35, 2 January 2020 (UTC)

Why Did My Parsnip Die?

I expect I must be overlooking something. On harvest day, Thu 18 Spring, one (out of 36) parsnips decided to turn up dead in the morning. It had been watered just like all the rest (not that that should matter). It was within range of not just one, but two scarecrows. And it was obviously not past the end of its season. There was no nighttime passage of the witch (but she doesn't do that anyway, right?). No meteor, just wilt. What's left? Anyone know? (Was the garlic it was next to too strong?) ;) Butterbur (talk) 04:43, 1 February 2018 (UTC)

I certainly don't know why this happens but I have had it happen to me probably a half-dozen times. XaqNautilus (talk) 14:15, 1 February 2018 (UTC)

Spring NPV Table

Here's a NPV table from finance for spring. It makes several assumptions, including 5% discount rate. Feel free to critique. Asperous (talk 19:10, 11 August 2018

I've moved it to your talk page because it's extra-wide, contains multiple empty cells, multiple cells that contain "0%" and I had to look up what "NPV" was. Feel free to comment and/or edit at the new location. margotbean (talk) 00:37, 12 August 2018 (BST)
Essentially gold per day isn't how you'd want to chose which crop is the best in terms of money. ROI discussed above is also not the best. My understanding that the NPV approach is technically the best way to make this decision to maximize your wealth in game. NPV stands for "net present value", and takes into account the fact that when you get the actual money from your crops is important. The sooner you get paid the sooner you can buy more seeds with that money, etc. It is able to handle crops that aren't consumed. I'm not suggesting that the tables are put in the article, but it would be nice if people knew which ones are winners and losers.

Cactus Fruit g/Day

Calculations were made as shown below:

Planting Season

Max Harvests = 6
Sell Price per Harvest = 75g
Seed Price = 150g
Growing Days = 12 + ((6-1) * 3) 
             = 27
Gold per Day = ((6 * 75) - 150) / 27
             = 11.1111111111

Each season thereafter

If seeds are planted on the 1st Day of a season, they will be ready to harvest on the 3rd day of the following season.

Max Harvests = 9
Sell Price per Harvest = 75g
Seed Price = 0
Growing Days = 28
Gold per Day = ((9 * 75) - 0) / 28
             = 24.1071428....

The normal formula for Growing Days as listed on the Crops page subtracts 1 day for planting the seed, but this does not apply to "Each season thereafter".

--margotbean (talk) 19:54, 15 May 2018 (BST)

Also, every 3rd (or 4th) season after planting, there is an extra harvest (10 instead of 9). This doesn't change the gold/day by enough to make special note of it, imo. margotbean (talk) 19:27, 22 May 2018 (BST)

Giant crop spawning

I was having a look at the giant crop code today. I agree with the crop needing to be watered, fully grown, and one of the 3 types. I see the 1% chance (also seeded off the tile location, but maybe not worth mentioning). I see the check for the 8 surrounding tiles, and the check that the surrounding tiles contain a crop of the same type. What I don't see is a requirement that these surrounding crops need to be fully grown. Can I get some people to double check and either confirm this, or point out what I am missing? BlaDe (talk) 03:41, 26 April 2019 (BST)

You've not missed anything; the surrounding crops don't need to be fully-grown. I looked at the code, then ran a test farm to make sure, and only the middle tile needs to be fully-grown. I'll change the page. Thanks! margotbean (talk) 19:55, 26 April 2019 (BST)
Also, for anyone else reading this, I checked the code and tested in-game, and only the center tile needs to be watered. margotbean (talk) 20:12, 26 April 2019 (BST)

Extra Hops

The data file Crops.xnb hasn't changed from v1.2 to v1.3, but I'm getting an extra hop from one particular plant on a fairly regular basis with a save started with v1.3.36. The chance of that ought to be "0", since the ChanceForExtraHarvest field contains true 1 2 6 0. Explanations, anyone? margotbean (talk) 21:10, 31 May 2019 (BST)

A memory corruption where the zero is replaced by something else? Such a corruption could also be saved away in a file between game invocations. Do your source files check out? Butterbur (talk) 21:43, 31 May 2019 (BST)
Or a coding error in one given place where the wrong element of the array is accessed? Butterbur (talk) 21:46, 31 May 2019 (BST)

Grow Times

Using the current Steam version (July 2019 1.3.7114), I ran some multi-day tests morning and night and verified that Parsnips do indeed grow in 4 days (harvest = plant + 4) regardless of time of day planted. But on two separate runs, I have experienced finding none of my parsnips mature on Spring 5 and all of my parsnips mature on Spring 6. My research notes below. I've also noticed confusion in forums and Reddit apparently arising from this behavior. Is this a behavior that can be documented here?

Day of Spring Time(s) 1 Parsnip planted Harvest note
1 7:00a, 10:10p
2 6:20a
3 6:30a, 8:30p
4 6:20a, 9:30p
5 8:00a, 10:30p Harvested both from 1
6 6:40a, 9:40p Harvested from 2
7 8:00a, 10:00p Harvested both from 3
8 7:00a Harvested both from 4

Tom Haws (talk) 02:42, 13 July 2019 (UTC)

Crop processing occurs overnight, so time of day shouldn't matter. I suspect you'd hit this bug whenever you planted the crops. margotbean (talk) 14:47, 13 July 2019 (UTC)
I concur. Is the behavior of the bug documented? Or has it yet to be pinned down? Tom Haws (talk) 18:42, 13 July 2019 (UTC)
This is the first I've heard of it. I've heard of the occasional crop being a day late, but never an entire field. margotbean (talk) 23:10, 14 July 2019 (UTC)

Strawberry g/d incorrect?

Strawberries planted on day 1 of Spring are given a g/d of 20.83, but following the formula provided on the page I got a g/d of 22.14. Am I just bad at math? I'm confused. Somohexuals (talk) 18:16, 6 October 2019 (UTC)

Growing Days = Days to Maturity + ((Max Harvests − 1) × Days to Regrow)
= ((8 + (5 - 1) × 4) = 24
Minimum Gold per Day = ((Max Harvests × Sell Price per Harvest) − Seed Price) / Growing Days
=((5 × 120) − 100) / 24
=20.833333333
--margotbean (talk) 22:23, 6 October 2019 (UTC)
Ohhh. Thanks for replying. I thought Max Harvests would be 6 (1 after the initial 8 days + 5 from regrowth), but you don't count the first at all? I assumed subtracting 1 from the Max Harvests in the formula was to get rid of that initial harvest.
Somohexuals (talk) 18:58, 10 October 2019 (UTC)
I think you are correct about everything except that there are only 5 harvests total (without any modifiers like Agriculturist profession or speed-gro). If you look at the Crop Growth Calendar on the Strawberry page, there are 5 harvests, if planted on day 1 of a season. So, 5-1 instead of 6-1. margotbean (talk) 19:39, 10 October 2019 (UTC)
Ohhhh! On the 8th day the crop matures, but it doesn't actually produce a strawberry until the 9th day. I'm dumb, thanks for clearing that up. :D Somohexuals (talk) 14:51, 13 October 2019 (UTC)
No quite. You're counting the first day as the day of planting. You need to count the days *after* planting. 8 days after = the "9th day". The plant is not actually mature until the day it yields a crop. (That's true for all crops.) The "first day" (the day of planting) is not a day of growing. Butterbur (talk) 21:55, 30 November 2019 (UTC)

Yield Changes in 1.4

In my scavange hunt to cover changes in 1.4, I compared the data files from <1.4 to 1.4 (like I e.g. did for the likes/dislikes). There are quite some changes to e.g. if a crop has a chance to give an extra piece of yield. I will investigate further, but we might be looking at more changes in that area. TheBlackOne (talk) 12:01, 30 November 2019 (UTC)

Yes, I also did notice some code changes in Crop::harvest. Please check as well to make sure, but I looked at the Data/Crops.xnb file, and all crops had minHarvest and maxHarvest values that were the same. All of them also had a maxHarvestIncreasePerFarmingLevel of 0 (besides Rice, but its minHarvest and maxHarvest values are both 1), so I don't think this will change anything. Who knows, ConcernedApe might have fudged something up unintentionally though. Ivordir (talk) 15:45, 30 November 2019 (UTC)
From my reading of it, rice at farming level 10 has a chance of 1-2 extra crops, under level 10 will have 1 extra. The code around extra did get fixed, but the values for the extra crops means the change is moot. BlaDe (talk) 23:01, 30 November 2019 (UTC)

Sunflower gold per day with seed reclamation

I think there should be some gold per day calculation that accounts for reclaimed seeds. I added a third figure, "Gold.png6.87g/d* ... *JojaMart with 80% long term seed reclamation", but that was reverted by Margotbean claiming it was "too involved for this page". I disagree but am open to simpler ways of phrasing it, or even adding the details to the Sunflower page and linking to it in the footnote.

For now I've added "not accounting for reclaimed seeds" to the footnotes for the current figures.

--TexasDex (talk) 04:47, 19 April 2020 (UTC)

I would agree, if the number of reclaimed seeds were constant. Unfortunately, it varies from 0 to 3, so even taking some kind of average would be innacurate and require too much explanation for the page. Noting that the number doesn't account for reclaimed seeds is good. margotbean (talk) 16:40, 19 April 2020 (UTC)

Extra crops chance - Potatoes

Yes, the crops file specifies an extra chance of 0.2. However, this is a rolling check. If you get 1 extra, then there is a 20% for 2nd extra, then 20% for a 3rd etc. Taking this into account brings the average potatoes received from a harvest to 1.25 Crop::harvest

   if ((double) (NetFieldBase<double, NetDouble>) this.chanceForExtraCrops > 0.0)
   {
     while (random.NextDouble() < Math.Min(0.9, (double) (NetFieldBase<double, NetDouble>) this.chanceForExtraCrops))
       ++num1;
   }

BlaDe (talk) 00:13, 14 August 2020 (UTC)

Yeah, it explains this correctly on the potatoes page already so I revised it on the crops page to match. It's a minor detail but it's been bugging me for a while since this does increase the g/d of potatoes enough to put it above crops like cauliflower. But seems like my edit's been reversed. Daiby (talk) 00:51, 14 August 2020 (UTC)
I agree, too, that the average for potatoes is 25%.
As for other crops, it's bothered me for a while that nearly all the other possible bonus crops only say "a small random chance", so I've started adding some of the other values (e.g., on Blueberry. For most of them the integrate-over-multiple loops factor isn't important, because the base chances in Crops.xnb are so much smaller. For example, blueberry has 0.02 in Crops.xnb, which integrates out to an average of 0.02041 more berries. Cranberry seeds and rice shoots are the only two with a noticeable effect: Crops.xnb says 0.1 (10%), overall average works out to 0.1111 (11%). Nebulous Maestress (talk) 01:30, 14 August 2020 (UTC)

Iridium Quality

With the deluxe fertilizer, it is now possible to get iridium quality crops, so this needs to be be added to the sell price template, though I have no idea how to go about doing that. Rain (talk) 00:58, 9 January 2021 (UTC)

Formulas are needlessly complicated

The formulas used on this page are way more complicated than they should be. Gold / day is simply (profit per harvest) / (days spent growing). Profit is gotten by (sell price of product * average number of products per plant) - (seed cost). For multi harvest plants days spend growing is 28. I made a spreadsheet containing all this, as well as RIO and other useful stuff, but it won't let me add it. (google docs url) /spreadsheets/d/10NnsOFqYVVFi2iJLfRTZpmWzhotso0f6eLXzjmK8xUM . Can someone make sure I'm not missing anything? Because if not I'll update the page with all my formulas. They seem to line up with what's there while being way simpler. Esnardo (talk) 14:02, 12 January 2021 (UTC)

The formula you described seems exactly as complicated as what's on the page, no more, no less. Please don't change the formula section, as it was used to exactly calculate the values on the page. margotbean (talk) 18:21, 12 January 2021 (UTC)
Specifically, the formula for growing days is unneeded. It will always be the days to maturity for single harvest plants and setting it to 28 for multi harvest plants is more accurate anyway. Only a few rare cases like coffee would need anything different. Also, mine is far less complicated, only using 3 operations compared to 6. Edit: My formula produces exactly the same results as what is on the page, with only slight variations for multi harvest plants.Esnardo (talk) 21:10, 12 January 2021 (UTC)