Spielerando

Crops that grow in random stages: when can the farmer count on a harvest?

If a seedling needs luck to move to each next stage, adding up the average days gives a date that is wrong for half the farmers, and rain makes it harder still. This shows how to compute the chance that a crop is ripe by a given day, including days that help growth.

Why this works

Each stage is its own wait, and the waits come one after another, so a crop is ripe only when it has made every step in time. Tracking what share sits in each stage, day by day, shows the real spread, and a helpful day just changes that day's chance.

When not to use it

Skip it when growth should be dependable and a pure matter of time, as in a relaxed farming game. A fixed number of days per stage is clearer, and luck would only frustrate players who plan their week around the harvest.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 31 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Crops that grow in random stages: when can the farmer count on a harvest?" (read_entry crop-ripe-by-day-stage-chances) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP