This wiki is a read-only version of the Stardew Valley Wiki. The official editable wiki maintained by ConcernedApe can be found at stardewvalleywiki.com

Talk:Fertilizer

From Stardew Valley Wiki
Jump to: navigation, search
This talk page is for discussing Fertilizer.
  • Sign and date your posts by typing four tildes (~~~~).
  • Put new text below old text.
  • Be polite.
  • Assume good faith.
  • Don't delete discussions.

Basic Fertilizer Quality Rates

I did some testing and added some approximate percentages of quality of crops and it seems to equate to roughly 33% of normal, silver, and gold quality crops for using basic fertilizer. If anyone else has any info on these rates or have any objections please let me know and we can go from there.Horus-ra (talk) 06:23, 11 March 2016 (EST)

Speed-gro applies at time of planting, not continuously

On this page, and on some other pages in the wiki, it says speed-gro can be placed before or after planting. However, looking at the code, the logic for speed-gro is applied once, at time of planting. Thus it seems very weird to say that speed gro can be placed after planting when it won't affect anything. You may well be able to place it, but it won't affect the current crop that is growing on that tile. Possibly it can affect the next one. I haven't tested this yet, only looked at the code. -- Zaz (talk) 13:41, 21 February 2018 (UTC)

There are bug notes about that on this page, and the Speed-Gro and Deluxe Speed-Gro pages. Perhaps it's time to make them more prominent. margotbean (talk) 14:39, 21 February 2018 (UTC)
The 1.4 patch notes note that "Speed-Gro and Retaining Soil can now be applied to crops anytime." and "Basic and Quality Fertilizers can be applied to seeds (but can’t be applied once a seed has sprouted)." So now the speed/retaining fertilizer (I assume Deluxe Speed-Gro and Quality Retaining soil work the same way as the base versions) can indeed be done even after sprouting. What I'm wondering is, if you apply e.g. (regular) Speed-Gro to a cauliflower after it had grown for 6 days, would it speed up the 12-day growth time to 10 days like if it had been placed on the day of planting (or before sprouting, if you didn't water then), or would it speed up the 'remaining' time, i.e. just cut off 1 day? Miscreantpanda (talk) 12:20, 19 April 2020 (UTC)
This begs the question of just what is the nature of the "bugs" Margot speaks of (and that the patch notes don't). There are two elements involved: first, the application of the fertilizers, and second, the effect of applying the fertilizers. And then there is also the question of when the effect is initiated: 1) any affect after planting? 2) from the time of planting (retroactively), or 3) from the time of application only. All of which also begs the question of just exactly what the nature of the intended behavior is supposed to be, so we know if all the elements of the bugs are fixed (when they are). And any word on that schedule? Anything to be done about clarifying the article now? I wouldn't know where to start! Butterbur (talk) 16:06, 19 April 2020 (UTC)
The bug was that Speed-Gro and Deluxe Speed-Gro could be applied to crops at any stage, but had no effect. With 1.4, the effect starts the day the fertilizer is applied. I'm not aware of any bug with water-retaining soil (quality or base), it may be a mis-type in the change notes, or it could be that I never used it in-game, so I didn't notice that it didn't keep soil watered.
I feel I must note caution here, that anyone thinking of adding massive lists or tables of the effect of speed-gro/deluxe speed-gro applied at all stages of growth should NOT make changes to the page itself, but create a mockup somewhere else first! I definitely don't have time to start that project myself right now, but wouldn't be morally opposed to it. margotbean (talk) 17:05, 19 April 2020 (UTC)
From looking at the code, it looks like that applying speedgro after the crop has been planted resets the growth so the crop acts as if it has just been planted. That means if you are able to apply speedgro days after, you lose those days worth of growth. Note that I haven't tested this ingame. HoeDirt::applySpeedIncreases, called when placing fertilizer in HoeDirt::plant BlaDe (talk) 22:41, 19 April 2020 (UTC)

Followup

Thanks much, Margot, for the clarifications! That covers my questions. And I would hope that tables for fertilized speeds of growth would, since application at planting maximizes their effect, be sufficient to cover min-maxers and enough to give others a good indicator of what to expect mid-stream.

One tiny thing the article still doesn't really say is about repeating crops planted in the greenhouse. Say, you plant ancient seeds in the greenhouse and fertilize them. Winter comes and wipes out the fertilizer. But now you re-fertilize (in winter). Spring comes. Is it fertilized again until next winter? I would speculate the answer is yes, but would I be wrong? It seems to me that re-fertilization ought to act just like any other fertilization after planting. Butterbur (talk) 00:44, 20 April 2020 (UTC)

Fertilizer and multi-season crops

I can't find anything in the source that handles fertilization in the green house in a specific way. Rather, it seems the rule (applies to all HoeDirt objects) is

  • on season change
  • if no crop is planted
  • or the planted crop is dead
  • or the planted crop won't grow in the new season

then the fertilizer in the soil will be removed.

This would apply to any HoeDirt, regardless if it is in the greenhouse or not.

This means that if you plant a multi-season crop in the greenhouse, the fertilizer will stay in the soil across the season change if the season you change to is one that the crop will grow in anyway. I just tested this with ancient seeds growing in the greenhouse over the winter to spring season change, and the soil stayed fertilized on spring 1. If I had planted a crop that doesn't grow in spring, like cranberry, then the fertilizer would be removed. -- Zaz (talk) 14:09, 22 February 2018 (UTC)

The info on the page about the greenhouse was added in March of 2016, so it may have changed since then. Or, it may have been incorrect at that time, who knows?
I've looked at the game code, and tend to agree with your assessment. Since I can't execute the code, I have questions (where is the boolean parameter to HoeDirt::seasonUpdate ever set to true, does it matter that seasonUpdate is called from GameLocation.cs, etc etc), but the answers probably don't have any effect on fertilizer destruction.
Long story short, feel free to update the page. I'm probably not going to test in-game today (or in the immediate future), so the ball is in your court.  :) margotbean (talk) 16:20, 22 February 2018 (UTC)
seasonUpdate seems to be called with the parameter set to false when a season changes, and set to true when loading a save. -- Zaz (talk) 17:07, 22 February 2018 (UTC)

Fertilizer on Wild Seeds

Can the article be clarified to indicate whether fertilizer has any effect on wild seeds? I know plants from wild seeds are unaffected by crows (no need for scarecrow) and I'm wondering if the same holds true for fertilizer. There's some speculation here that it might be ineffective: https[colon-slash-slash]steamcommunity.com/app/413150/discussions/0/1620599015883562836/#c1620599015883650934 while a guy here insists it does work: https[colon-slash-slash]steamcommunity.com/app/413150/discussions/0/2119355556475072849/#c2119355556475587282 --Rkagerer (talk) 11:59, 28 February 2018 (UTC)

Done. margotbean (talk) 18:07, 28 February 2018 (UTC)

Inaccurate Crop Quality Ratios

I've made my own tool based on the logic in StardewValley/Crop.cs::harvest() that calculates crop quality ratios and seem to be getting very different results to what's here. Perhaps I've gone astray somewhere, and if I have I'd really appreciate being shown how/why, but here's the data I'm getting:

No fertilizer

0 [ '97', '2', '1' ]
1 [ '91', '6', '3' ]
2 [ '85', '10', '5' ]
3 [ '79', '14', '7' ]
4 [ '73', '18', '9' ]
5 [ '67', '22', '11' ]
6 [ '61', '26', '13' ]
7 [ '55', '30', '15' ]
8 [ '49', '34', '17' ]
9 [ '43', '38', '19' ]
10 [ '37', '42', '21' ]

Basic Fertilizer

0 [ '87', '9', '4' ]
1 [ '76', '16', '8' ]
2 [ '65', '23', '12' ]
3 [ '54', '31', '15' ]
4 [ '43', '38', '19' ]
5 [ '32', '45', '23' ]
6 [ '21', '53', '26' ]
7 [ '10', '60', '30' ]
8 [ '0', '67', '34' ]
9 [ '0', '75', '37' ]
10 [ '0', '75', '41' ]

Quality Fertilizer

0 [ '77', '15', '8' ]
1 [ '61', '26', '13' ]
2 [ '45', '37', '18' ]
3 [ '29', '47', '24' ]
4 [ '13', '58', '29' ]
5 [ '0', '69', '34' ]
6 [ '0', '75', '40' ]
7 [ '0', '75', '45' ]
8 [ '0', '75', '50' ]
9 [ '0', '75', '56' ]
10 [ '0', '75', '61' ]

Notice the 0s in the regular quality column. I'm using Math.max(0, 1 - goldChance - silverChance) there. I don't know what's best to display to users here, the percentage chance for a regular quality crop can't be figured out like that if the goldChance + silverChance > 1. The code I'm using to generate this is below:

function getCropQualityChances(fertilizer, farmingLevel) {
  const goldChance = 0.2 * (farmingLevel / 10.0) + 0.2 * fertilizer * ((farmingLevel + 2.0) / 12.0) + 0.01;
  const silverChance = Math.min(0.75, goldChance * 2.0);
  const regularChance = Math.max(0, 1 - goldChance - silverChance);

  return [regularChance, silverChance, goldChance];
}

for (let i = 0; i <= 10; i += 1) {
  console.log(i, getCropQualityChances(2, i).map(a => (a * 100).toFixed(0)));
}

Peace, Awiseoldman (talk) 16:23, 19 May 2018 (BST)

So... I missed a part in my code that caused me to believe the crop quality ratios were inaccurate. Turns out I was wrong. I've outlined how I was going wrong at User talk:Awiseoldman#Crop Quality. I'll leave this up here in case it helps anyone else with a similar issue. Awiseoldman (talk) 23:42, 19 May 2018 (BST)