Farm Together

Farm Together

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Drexl Aug 17, 2019 @ 2:41am
New profit chart / compendium
https://docs.google.com/spreadsheets/d/1q_LfhneR9xfO8ajQyFcP_BecernA_ZR-URFIJ5tirXM/edit?usp=sharing

After playing FT for awhile I started looking for profit analysis resources online and found that they were all outdated, and didn't take into consideration some things I feel they should have. Since I couldn't find anything I decided to make it. This was made for my friends and myself, but I see no reason I can't share. In it's current state it's better than any other resource I've been able to find. I've independently verified all the information as much of the wiki data is incorrect (as of about a week ago).

I have plans to make it much better. Information about future changes can be found at the compendium's landing page. While I've been very careful to prevent any inaccuracies both in data entry and formulas, no one is perfect. I would appreciate feedback on any errors you find.

To anyone who works on the wiki: I strongly recommend updating it using my data. I've provided screenshots of everything to prove the data is accurate. They were all taken on normal mode (not flatland), and without any tables increasing the value. Flatland screenshots will come later. Nearly every category (Crops,Trees,Animals,Ponds,Flowers) has a large number of errors with the exception of tress which has only a few. I had originally planned to edit the wiki myself, and I still might, but all the data entry for this project was tedious. I don't have the energy to work on the wiki right now, especially since I still need to add all the flatland data.

Thanks for taking a look, and any feedback you have.
Oh, and if anyone knows the formula for how level effects different crops, trees, etc. please share. I'll be working through it the hard way eventually, but if anyone can save me the work I'd appreciate it. :)
Last edited by Drexl; Aug 17, 2019 @ 2:43am
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Showing 1-15 of 20 comments
Very Well Aug 17, 2019 @ 11:15pm 
Of course, a lot of time and effort was spent on this table, it deserves respect.

But, unfortunately, this table, like the other tables, does not answer the main question in the game: what is the most profitable to grow?

To answer this question, in any table there should be 2 MANDATORY columns:
1) how many coins are added with each new level of this culture? (for each culture, these are different numbers)
2) how many coins are added with each new table level for this culture? (for each culture, these are different numbers).
Only the answers to these 2 questions will determine the profitability of any culture.

All other data (profit at the first level, expenses, production time) is in the game.

For example: we have a culture that at level 1 makes a profit of 1000.
With each level she adds 100 coins.
Each table level adds 100 coins.
Culture is produced 3 hours.
At level 250, we will make a profit: 1000 + (100 * 249) = 25 900 coins.
If we pump the table for this culture to LVL 50, we will get a profit: 25 900 + (100 * 50) = 30 900.
30 900: 3 hours = 10 300 coins per hour, the profit of this culture.
Here's what you need to determine the profitability of crops.
Last edited by Very Well; Aug 18, 2019 @ 12:08am
Followlon Aug 18, 2019 @ 12:26am 
You have really worked hard with your spreadsheet, I have to admit.

Unfortunately, your spreadsheet is just a snapshot. You only used the values ​​from the shop. In your table, you always go from level 1 to every item, higher levels and the associated higher entries are not taken into account.
To make matters worse, that probably the fewest players know what a break-even point is.

The crops need to be watered only once and your calculation is no longer correct. Another irrigation changes the values ​​again. Sprinklers are not considered in your table, as are farm helpers.

And what about the animals? As soon as a pet feeder is used, you will pay for the food in kind, not gold coins. As a result, the calculation changes enormously.

For the flowers it is even more difficult to make a correct calculation.

As I mentioned earlier, it's far more complex than you imagine. Without the original formulas, such tables make little sense.
Drexl Aug 18, 2019 @ 10:06am 
Originally posted by Very Well:
snip...
Originally posted by Followlon:
snip...

Thank you for your comments. These are all valid criticisms. Both of you bring up issues that I'm already very aware of. As I mentioned in the roadmap found on the landing page of the spreadsheet, I have plans to expand on this resource greatly. It's just the first version I feel is good enough to put in the wild. I'm not blind to the issues you've mentioned, but any thinking person can realize, as you both have, the issues and work around them in their own farm. Just because something isn't perfect doesn't mean it isn't valuable or useful.

Regardless, I will address some of your points.

Break-even point
This sheet, as I mentioned, was designed first and foremost for myself and my friends. If others don't know what a break-even point is that's fine. They will either ignore it, Google it and become educated, or ask and I will educate them. Not really a big deal.

Watering Crops
Of course watering crops changes everything. Most of what I've done so far is simple data entry as you pointed out. This will be coming eventually. At the very least if you keep your crops fully watered with sprinklers then the *relative* values are still accurate. I can't say that for certainty, because I've not tested it extensively, but I'm reasonably certain that watering cuts the same % off of each crop. If I'm wrong about that I'll find out when I get to it. The relative profit values are what's really important in the end as far as I'm concerned.

Culture levels
You both brought this up, but @Very Well, I've already responded to a topic you made about this issue, agreeing with you at that, so I had hoped *you* at least would have realized I'm not blind to this issue. Regardless, I'm working on it. Unless @WaaghMan sees fit to release the formula himself (which would be very much appreciated) there are a couple brute force methods I can think of to get a very close approximation of the formula. Good enough for a spreadsheet about a video game at least.

Animals and Feeders
Another obvious one. And another thing I'll be getting to. Admitedly this wasn't on my spreadsheet's roadmap, but that doesn't mean I had not considered it. When I put data on that roadmap I was extremely tired and just wanted to finish for the night and release the first version to the public. As I'm sure you are aware though, this is hardly an insurmountable problem by any means, and is in fact one of the easier ones to solve out of everything listed here. It'll come in due time.

Flowers
Unless I'm missing something flower value appears to plot linearly with the amount they are watered, and even my first release version of this spreadsheet allows you to set the water value of flowers which gets considered when determining value. That's not a perfect solution by any means, but I think you get the theme of this post by now... improvements are coming.

Last edited by Drexl; Aug 18, 2019 @ 10:08am
Very Well Aug 18, 2019 @ 11:16am 
There is a very simple solution to the problem - how to determine the profitability of each culture.
When you open the window of any crop in the store, there is some information: buy, sell, feed.

So, if the developers put additional data there, for example:
1) price increase for each level of culture,
2) the increase in price for each level of the table, which increases the level of this culture
3) reduction in the time of ripening of vegetables after each watering, in percent, in minutes, in hours, no difference
4) increase in the cost of flowers after each watering in coins, percent, no difference

then all your math tables with calculations will not be needed.

And the developers I definitely have information about, because they have some sort of algorithm for determining the value of all crops at each stage of its development (raising the level, raising the table level, watering, feeding).
Drexl Aug 18, 2019 @ 1:43pm 
I highly doubt they will ever add this. If I were developing the game I know I wouldn't. That might seem odd as I'm currently trying to reverse engineer the algorithm myself, but I think it's better for the health of the game that detailed information of that sort isn't available *in-game*. It's fine as an external resource for those who are keen to figure it out, but you don't want the average player to just be told what is best. Nor is this the forum for further discussion on the nuances of game design or design-theory. I'd prefer to leave further discussion of that sort out of this topic if possible so as not to derail it's original purpose.
Drexl Aug 18, 2019 @ 7:56pm 
As best as I can tell crop value goes up very near linearly, which is pretty darn convenient for my purposes. As an example, if you plot every data point from lv 1 to 250 on watermelon you get V=8.1L+792 where V is value and L is level. If you keep only the lv 1 and 250 data points you get V=8.11L+792. That results in a .5 gold difference in the *display value* of lv 250 watermelon. The latter might actually be the exact formula used. It's hard to say given that the game truncates the displayed gold value.
In any case, I'd rather avoid getting 247(cultures not including DLC/event)*250(levels)=61750 data points, and it seems like the monumental effort involved for such a small degree of additional accuracy isn't worth it. Therefore I'd wager you can expect the compendium to be updated with level relevant data soon(tm).

I had originally planned to do this much later since it's not particularly important to me, but since you both are so passionate about this I'll do it now. :)
Last edited by Drexl; Aug 18, 2019 @ 8:20pm
Drexl Aug 18, 2019 @ 9:59pm 
The ability to adjust the level of all cultures except ponds is now live, and it will come later (probably tomorrow sometime). This is a first pass, and I still need to test it against other people's farms. I'm fairly confident it's accurate though. At the very least I know the crops are. It should be accurate to within a few coins at max level assuming I didn't type in a value wrong. If you find a problem let me know.
Last edited by Drexl; Aug 19, 2019 @ 1:03am
WaaghMan  [developer] Aug 19, 2019 @ 2:35am 
Hello,

Just wanted to say: The calculations are correct, they match what we have in our internal data charts, except for crops (because of watering). Also, data for Tropical Fish is wrong (fishing interval is 30 minutes, not 20).
Drexl Aug 19, 2019 @ 2:47am 
@WaaghMan, Thanks for the "catch".. sorry bad pun. :)
That was very kind of you to verify that for me. Much appreciated! ^_^

I'll get to factoring in water for crops eventually.
Last edited by Drexl; Aug 19, 2019 @ 2:51am
Drexl Aug 19, 2019 @ 4:18pm 
Update: Added "Highlights" sheet. This is a much more condensed view showing only profit info. Pond level scaling is still pending. It should be live by the end of the day. Then I'll probably start adding DLC cultures. DLC cultures added.
Last edited by Drexl; Aug 20, 2019 @ 1:28am
Drexl Sep 13, 2019 @ 11:31am 
Updated through to game update 57. Although I don't have the new DLC (Oregano Pack) added yet. I plan to add hard mode values next, but I've been taking a break to actually play games. :D After the hard mode values are in I consider the compendium more or less feature complete. The rest of the stuff on the roadmap are nice-to-haves that I'll get to eventually, unless someone else decides to do it before me.
Oltimega Feb 26, 2020 @ 4:30pm 
Thanks for this sheet, it has been super useful. I wanted to let you know that in Highlights, under Trees, in the Harvest and Profit /Hour columns you are not correctly filtering, you need to change all of the B columns to G in the formula. Also, you are rendering the amount of XP instead of Gems in the Trees Profit/Hour section, you need to change the AA to AB in that column.
Drexl Feb 26, 2020 @ 9:08pm 
Originally posted by Oltimega:
Thanks for this sheet, it has been super useful. I wanted to let you know that in Highlights, under Trees, in the Harvest and Profit /Hour columns you are not correctly filtering, you need to change all of the B columns to G in the formula. Also, you are rendering the amount of XP instead of Gems in the Trees Profit/Hour section, you need to change the AA to AB in that column.

Thanks. I've not worked on this in quite some time. Partly because all my friends stopped playing, and partly because the update cadence by the developer was too much for me too keep up with. I'll take a look at it later and make any needed corrections I've made those corrections. I'm glad it's been helpful for you! It was a lot of work. ^_^
Last edited by Drexl; Feb 26, 2020 @ 9:25pm
콜린 랜돌프 Apr 28, 2020 @ 8:00am 
@Drexl, I had noticed that there was a stationary value on the Money Tree, Break-Even location AD26 that said "Never" then I looked at the other values in that column and I wanted to make a suggestion to that cell as well as the others with a more steady formula if they wanted to make their own versions of the spreadsheet more updated. =IF(K26="","N/A", (IFERROR(CONCATENATE(ROUNDUP((K26/R26),0)," harvests"),"Never")))
Gage_JA May 4, 2020 @ 4:47pm 
Hi Drexl, thank you very very much. You are awesome.

My only issue is that sorting by column Z does not work for the profits per hour for trees. Confirmed it with a friend tonight both seeing same issue. At least up until level 9.

If you don't fix it I won't complain though.

@Oltimega I tried to do your fix and I broke everything. Any guidance how to do that?
Last edited by Gage_JA; May 4, 2020 @ 4:54pm
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Date Posted: Aug 17, 2019 @ 2:41am
Posts: 20