Graveyard Keeper Wiki
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Merge[]

This page should be for general information about farming, right now all the pages about the Gardens, Vineyard, and Kitchen Garden redirect to here but each should eventually have it's own page as well. Over all just try and keep in mind what people will be searching for generally when they're looking for a specific piece of information as always. Quadrapod (talk) 19:52, 6 June 2018 (UTC)

Fertilizer; Quality[]

Just documenting my findings here as a reference and for future implementation. I'm currently playing through GyK for a third time, while most of the data I acquired during tests made throughout my second play-through. Point being, there's a chance it's outdated, though most of my current findings seem to support it. Either/or, I've come to understand most of the variables that impact farming, in particular those surrounding fertilizer. For example, Boost was fairly straight-forward, reducing the maturation time by 20/40/60%, while also finding out that Fertility provided by the prayer for shoots and roots doesn't appear to do anything. I'd also argue that the Farmer perk doesn't appear to do anything either, but that's a discussion for another time.

For starters, the base-line rolls of each harvested crop are random, but are held to a specific range ...which also seems to differentiate based on the type of materials (seed vs produce) and the type of crop (basic vs complex). Furthermore, the Quality (star) fertilizer's impact each of these differently ...so, each has an equation, with each variable imparting a different value based on the tier of the fertilizer.

*(variable) = (star-tier fertilizer)*
Basic *x = 0/1/2/3
Complex *x = 0/1/1/2
Complex *y = 0/0/1/2 (upgraded)

Basic seeds: 1 + 1to2 + x
Basic produce: 5 + 1to3 + 2x
Basic summary; In short, the chosen fertilizer provides a sequential reward, which is doubled for produce; +1/+2, +2/+4, +3/+6.

Complex seeds: 1 + 1to3 + x + y
Complex produce: 2 + 1to3 + x + y
Complex summary; Complicated due to an extra variable for potential upgrades. The non-upgraded yield is shared between Peat and Q1, while Q2 offers a small improvement; +1/+1, +1/+1, +2/+2. Additionally, excluding Peat, Q1 and Q2 guarantee small upgraded yields, regardless of crop quality or the resulting non-upgraded yield; +0/+0, +1/+1, +2/+2. Lastly, when planting gold-quality seeds (which can't be upgraded further), the guaranteed upgrades of Q1 and Q2 are simply added to the non-upgraded bonus; +1/+1, +2/+2, +4/+4.

Now, what is currently in the article under quality fertilizers is a simple +1/+1, +2/+2, and +3/+3 ...simply put, this is wrong, given my findings above. The problem is, how can we possibly reflect this correctly on the wiki in a concise manner without making a complete mess of it? - we need to denote the obvious difference between basic and complex crops, as well as making a clear point regarding the potential for upgrading the complex. Should we make two tables, one each for basic and complex crops? ...or three tables, one for each type of quality fertilizer? I'm open to suggestions, just as long as it gets fixed and stops misleading users. Dsurian (talk) 07:01, 31 May 2020 (UTC)

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