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But stuff like extra ore from rocks, or extra wood from trees, I believe that's locked to the player.
The skill level of the acting player counts for that action. If no player is acting (automatic harvesting for example) the player that lives in the farmhouse, the host, is used.
Only bonuses for currently online players count.
Bonuses to sale price are in play for all players. I have Artisan, any goods-type item I sell or my friend sells is at 40% bonus.
Bonuses to specific actions affect the actions of that player only. My friend has Agriculturalist -- crops he plants grow 10% faster, crops I plant grow at their normal rate.
Profession bonuses never stack. Both I and my friend have Tiller -- we only get a 10% bonus to crop sale prices.
We use a lot of complementary skills. I can spot all the forage items, every forage he harvests is iridium quality. He gets extra ore from ore nodes (great in the volcano), I get extra geodes from rocks (great in the desert). He gets only fish from crab pots (he has to bait the pots), I make fish sell for more.
Note: I've always used shared money. I have no reason to think that these rules would change under individual funds.
well Atm with non shared money my friend makes more from selling crops than i do
hes host
He makes like 55 a blue berry [no star]
i make like 50 [no star] so i dont think the +50% he uses is giving to to me
and yes im selling with the box
unless thats something else giving him the bonus
Interesting. So with separate money, you are on your own and can't collaborate efficiently. An interesting design choice. It would work for competitive players, but it disadvantages cooperative players who want separate budgets.
some do work without shared cash some do.
the fishing ones were the big ones i was wondering about with the traps and stuff.