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For those wondering “What is Stardew Valley and why are sprinkler layouts relevant?”: 1) Stardew lets you grow crops, but it’s time consuming to water them 2)
by floatingatoll 7y ago
For those wondering “What is Stardew Valley and why are sprinkler layouts relevant?”:
1) Stardew lets you grow crops, but it’s time consuming to water them
2) Sprinklers water crops for you, but starter sprinklers water 4 squares only
3) Better sprinklers are your reward for growing lots of crops
4) So having an optimized basic sprinkler layout is time-efficient and useful
Scarecrows are necessary to keep crows from stealing crops, and have their own protection radius - similar to sprinklers, but wider.
The python script linked here is a useful programming exercise for trying to start developing these layouts by code, and many improvements could be made to improve the aesthetic - but if you just want to write a quick layout generator and grow some crops, it’s perfectly sufficient as-is for basic sprinklers. Once you progress to advanced sprinklers, you don’t need this algorithm as much as you need a tesselation pattern that fits within the game’s constraints, and that’s what shows up in the player-built maps linked above.
If a picture is worth a thousand words, then go to https://stardew.info/ https://stardew.info/ and scroll down to the “Useful” collection maps. The first map shown is a gloriously efficient honey farming operation: you have to plant a flower within the beehive’s radius, and you have to be able to walk up to the beehive, so this layout meets those rules, while doing so in a way that’s pleasing to the eye.
https://storage.googleapis.com/planner-renders/pink-mayfly-38.png https://storage.googleapis.com/planner-renders/pink-mayfly-3...
SimCity fans may remember “Magnasanti”, where the same rules and principles were applied: Tesselations of constructs designed for maximize people per square, with the bare minimum of infrastructure necessary to deliver that. Magnasanti was designed by a human being using graph paper and is optimized beyond imagining, just like those Stardew “Useful” maps. HN discussed Magnasanti before:
https://news.ycombinator.com/item?id=16933265 https://news.ycombinator.com/item?id=16933265
And I’d just like to highlight how much this image from Magnasanti map development could be an image from Stardew beehive map development:
https://rumorsontheinternets.files.wordpress.com/2010/10/magna21.jpg https://rumorsontheinternets.files.wordpress.com/2010/10/mag...
- excalibur 7y ago> The first map shown is a gloriously efficient honey farming operation: you have to plant a flower within the beehive’s radius, and you have to be able to walk up to the beehive, so this layout meets those rules, while doing so in a way that’s pleasing to the eye. Not sure if you're referring to the same map I'm seeing first: https://storage.googleapis.com/planner-renders/pink-mayfly-38.png https://storage.googleapis.com/planner-renders/pink-mayfly-3... It looks to me like there are a number of beehives that can't be accessed. Also some of them may be a bit far from the flowers. EDIT: Additionally, when collecting from the beehives on the inside you would be more or less guaranteed to pull up your flowers on accident once they were full grown.
- STRML 7y agoAssuming that you can access them diagonally -- not 100% if this is so - that layout should work.
- floatingatoll 7y agoYou can, yes.
- Raphmedia 7y agoI believe you can walk on flowers without damaging them.
- excalibur 7y agoYou can, it's just very difficult to grab items from several surrounding squares without accidentally grabbing the flower as well. The more you do it, the more likely you are to mess it up.
- floatingatoll 7y agoThere’s a 1.4 change that stops you from trying to eat fruit when feeding jars, as long as you keep the button held down as you move. I wonder if it’ll be fixed for crops vs. machines someday.
- floatingatoll 7y agoYeah, I have nowhere near enough control to manage that. I typically surround my centerpiece flower with 8 hives for the full season and accept inefficiency.