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TS3/TSM: The Pudding => Facts & Strategery => Topic started by: cyperangel on 2009 June 04, 23:07:37



Title: Gardening and fertilizing
Post by: cyperangel on 2009 June 04, 23:07:37
Ok, I guess I have a thing for games where I can force some hapless avatar to tend plants for hours on end.
Due to this sadistic streak of mine, I've created a list of all the seeds and what types they are. I have decided to list it here, and ask for help.

Plant nameCommonUncommonRareSpecialComment
Apple TreeXYou get this type of seed by learning 1 in gardening skill. Found as seed randomly in parks and woodlands. Can also be harvested from townie gardens
GrapevineXDitto
LettuceXDitto
Tomato PlantXDitto
Lime TreeXFound as seed randomly in parks and woodlands. Can also be harvested from townie gardens
Onion PlantXDitto
Potato VineXDitto
Watermelon VineXDitto
Bell Pepper PlantXDitto
Garlic PlantXDitto
Death Flower PlantXDitto. Only found at the graveyeard though.
Flame Fruit PlantXDitto
Life Fruit PlantXFound as seed randomly in parks and woodlands
Money TreeXDitto, and drops Money Tree seeds randomly when full grown
Egg PlantX*Obtained from an opportunity
Cheese PlantX*Obtained from an opportunity
Burger Patty PlantX**Obtained from an opportunity
Steak PlantX**Obtained from an opportunity
Omni PlantX***Obtained from an opportunity
*Gained from opportunity that crops up when you get to high gardening skills, is still random. Opens up for next step in special plants.
**Gained from opportunity that shows up after you learn the egg plant and cheese plant skill. Once done promises to give another oportunity that will open up omni plant.
***Gained from opportunity that shows up after learning the steak and burger patty plant skill. You gain a few seeds and can now order more omni plant seeds via the mailbox.

You can feed the omni plant any veggies, and fish you can find. You can also feed it all books, with the exeption of the magic scroll books that go poof when read. (You can't reproduce the ambrosia recipe this way. Darn it!)
The omni plants looks pretty weird with 4 swordfish growing on it. Always worth a try ;-)

When you plant a plant from a veggie you already know the quality of, the new plant will be one better quality. E.g. Nice garlic planted gives a plant with Very Nice quality.

What I can't figure out, and need some help on, is wtf does fertilizing the plants do? As far as I have been able to determine, it does nothing at all, zip, zilch to the quality of the plant. Could it be that it instead prolongs the life cycle of the plant, or makes it sprout fruit/veggies more often, so you can harvest every day instead of every other or third day?
Any help on this issue is appreciated. Thank you in advance.


/Edit to fix lime seeds, tomatos and typos. Thank you


Title: Re: Gardening and fertilizing
Post by: Tibbi on 2009 June 04, 23:30:39
I can't answer your question, but I can add that you can find mystery seeds by rummaging in people's trashcans in the Law Enforcement career.  None of my Sims have gardening ability--so I'm not sure what they do.  I'm working on increasing the gardening, so I'll report back.


Title: Re: Gardening and fertilizing
Post by: Slymenstra on 2009 June 04, 23:56:31
**Edited to remove misinformation from the Prima Guide of Lies...  Answers later on in the thread found from others delving in the code.


Title: Re: Gardening and fertilizing
Post by: Insanity Prelude on 2009 June 05, 00:13:11
You don't get lime seeds for gardening level 1, only apple, grape and lettuce.


Title: Re: Gardening and fertilizing
Post by: BlueSoup on 2009 June 05, 00:15:07
You don't get lime seeds for gardening level 1, only apple, grape and lettuce.

And tomatoes.

But the
Rank 1
Cheese, Burger Patty, Egg, Lettuce, Tomato, Onion, Potato, Apple, Lime, Grapes
Anchovy, Goldfish, Alley Catfish

The prima guide seems to have a ton of errors, if it's claiming all those can be planted with only a level 1 gardening skill.


Title: Re: Gardening and fertilizing
Post by: jello on 2009 June 05, 00:27:13
Uh, it's ranking the quality of fertilizer.


Title: Re: Gardening and fertilizing
Post by: Zazazu on 2009 June 05, 00:51:58
The death flower is also found in the graveyard in Riverview.

Also, it's "potato vine", "watermelon vine", and "opportunity". Good reference!


Title: Re: Gardening and fertilizing
Post by: Czezechael on 2009 June 05, 01:40:53
All right, so as I was going to mention prior to my connection dropping its load and taking the whole ship with it:

Quality of fertiliser has an impact on how well it works for improving quality of end-result harvestables.  I've been regularly using perfect apples for fertiliser on first-generation plants and have been winding up with outstanding or perfect harvests as, I'm assuming, a result.

So if you've been cultivating perfect fruit from lower tiers, you may want to give this a go before you start shoving vampire fish into the soil.


Title: Re: Gardening and fertilizing
Post by: Slymenstra on 2009 June 05, 01:59:00
The guide says nothing about quality of the fertilizer, which to my thinking would be a huge factor.  But then it *is* the guide which is usually not accurate.  Then the green thumb trait might play a part. 

I started doing a whole bunch of testing but got really bored!  I just shove whatever I have in my pockets on the plants and eventually through planting and replanting higher quality fruit I end up with perfect plants.  Fertilizing with something that is higher quality of the plant definitely helps the fruits quality.

One nice side information I learned.  If you have a stack of seeds in your pocket and want to see if any of them are perfect quality you can click fertilize on a plant, you can see the seed quality there.  I then fertilize with the seeds that are below perfect and I am left with the perfect seeds.  Only works for uncommon and rare I believe.


Title: Re: Gardening and fertilizing
Post by: Sagana on 2009 June 05, 02:11:14
I believe fertilizing made my plants grow faster. I had 3 newly planted grapevines and a low level gardener (just got fertilizing). Fertilized the first with an excellent (or whatever the equivalent is for fish) fish, the 2nd with an okay fish, and didn't fertilize the 3rd at all. The first one turned up a harvest quickly, middle one just a day later and the last one it was several days before there was anything to harvest.


Title: Re: Gardening and fertilizing
Post by: Simgoose on 2009 June 05, 04:51:48
Not so much a gardening question per say, but is some what to do with food...
How does one mix foods? eg: Apple Cobbler and other wishes sims have. I have no idea.
Some one mentioned it in another thread, but didn't actually say how it was done.


Title: Re: Gardening and fertilizing
Post by: EdenNintyNine on 2009 June 05, 05:14:56
Not so much a gardening question per say, but is some what to do with food...
How does one mix foods? eg: Apple Cobbler and other wishes sims have. I have no idea.
Some one mentioned it in another thread, but didn't actually say how it was done.

Just make sure you have apples in the fridge; I find that different foods you can make will randomly select something in your fridge, though I am unsure if it will do the same should your fridge be empty.

On the note of gardening: what are peoples experiences with Death Flowers? I find I get one or two harvests off of them before they die, which strikes me as odd because that is quite short in comparison with other plants.


Title: Re: Gardening and fertilizing
Post by: BlueSoup on 2009 June 05, 05:25:47
Death flowers are only supposed to get one harvest, unless your Sim has the green thumb trait (whatever it's actually called), and then they can revive it once more.


Title: Re: Gardening and fertilizing
Post by: Simgoose on 2009 June 05, 05:33:39
Death flowers are only supposed to get one harvest, unless your Sim has the green thumb trait (whatever it's actually called), and then they can revive it once more.
Super Green Thumb

Just make sure you have apples in the fridge; I find that different foods you can make will randomly select something in your fridge, though I am unsure if it will do the same should your fridge be empty.
I've brought like 10 each of everything from the shop, and dumped it into my fridge, and still don't see these options.
I thought it was a matter of dropping the foods onto the blender or something... Hmm. Will try again, I guess.

On the note of gardening: what are peoples experiences with Death Flowers? I find I get one or two harvests off of them before they die, which strikes me as odd because that is quite short in comparison with other plants.
What is the purpose of the Death Flower? Can I feed it to my wife? Lulz


Title: Re: Gardening and fertilizing
Post by: iHateyou on 2009 June 05, 06:03:31
Simgoose, you don't have an option to select which fruit to use for a recipe that uses generic fruit. It will pick one for you based on what you have and it seems to go in a certain order.  For instance if you have apples, you'll always use apples for pancakes and other recipes. I had some of each fruit in the fridge, and first it used all the apples, then the grapes, then the limes, and then the watermelons. If you are trying to control which fruit you use in a recipe, make sure that fruit is the only fruit in your fridge. Have a different sim pull out all fruit you do not want to use and leave only the thing you do want to use.


Title: Re: Gardening and fertilizing
Post by: Simgoose on 2009 June 05, 06:06:57
Simgoose, you don't have an option to select which fruit to use for a recipe that uses generic fruit. It will pick one for you based on what you have and it seems to go in a certain order.  For instance if you have apples, you'll always use apples for pancakes and other recipes. I had some of each fruit in the fridge, and first it used all the apples, then the grapes, then the limes, and then the watermelons. If you are trying to control which fruit you use in a recipe, make sure that fruit is the only fruit in your fridge. Have a different sim pull out all fruit you do not want to use and leave only the thing you do want to use.
Awwww, I'm with you now... Awesome. So it must go in some sort of order. Cheers. Will play around with this later on and see if I can fulfill some of those wishes. Mind you I think I removed them all because I had no idea how to do it! Thanks though.


Title: Re: Gardening and fertilizing
Post by: EdenNintyNine on 2009 June 05, 06:21:14
Death flowers are only supposed to get one harvest, unless your Sim has the green thumb trait (whatever it's actually called), and then they can revive it once more.

This is what I noticed happened; though I was unsure why.

Revival also seems to have a 50% success rate, though I've only been given the option to use it on Death Flowers.


Title: Re: Gardening and fertilizing
Post by: cyperangel on 2009 June 05, 07:07:57
If you have a Deathflower in your sims inventory when he/she bites the bullet, The Grim Reaper will take the flower instead of your sim, as long as its not biting due to old age.
Basically its a "Don´t die from accidents" free pass.
The Deathfruit plant dies after 1 harvest, but sims with Super Green Thumb can try to revive it. This will only work some of the time, although it enables you to get 2 to 3 harvests in total from the plant, before it either disappears or goes barren.

Life Fruits will give your sim 1 day of life back if eaten.

Having a flame fruit in your inventory can give your sim a happy  moodlet about sitting near a campfire.

Usage of fruit and veggies from the fride goes in alphabetical order, as far as I have noticed. Apples before Grapes before limes etc.

Also, how do I read the list of fertilizers from the prima guide? Should I, to get the best result, always just use angelfish no matter what the quality of the plant?


Title: Re: Gardening and fertilizing
Post by: Slymenstra on 2009 June 05, 18:45:15
I did some testing.  My findings are:
Fertilizing with Rank 7 fish (Vampirefish) caused the plant to bear fruit several days earlier than Non fert. plant.
Fertilizing with Rank 7 fish allows you to not need to fertilize as often, compared to fertilizing with an Apple.  Bigger the fish more fertilizer...that is logical.

I found either no difference or just slight difference in the quality of fruit harvested.  I could not tell since it seems random to begin with.  I did not notice an increase of fruit being beared either.

I am testing perfect vampfish to normal vampfish and so far no difference.  My plants have not died yet, so I can not tell how this affects length of crop.

If you want less fertilizer maintenance then go with a bigger fish.

That is my findings.  Again someone who looks at the code would know best.


Title: Re: Gardening and fertilizing
Post by: simokon on 2009 June 05, 19:03:36
For what it's worth, I had a sim pull up a box with a death flower in it while fishing in the park.


Title: Re: Gardening and fertilizing
Post by: MasterDinadan on 2009 June 05, 20:42:51
I can't answer your question, but I can add that you can find mystery seeds by rummaging in people's trashcans in the Law Enforcement career.  None of my Sims have gardening ability--so I'm not sure what they do.  I'm working on increasing the gardening, so I'll report back.

Mystery seed can also come from exploring the catacombs.  I'm not sure either what it is.  I assumed it just meant that my gardening skill was not high enough to identify it, or maybe you don't know what it is until you plant it.  These are just guesses.


Title: Re: Gardening and fertilizing
Post by: BlueSoup on 2009 June 05, 20:46:06
They are always just seeds that are listed in the first post here, in the category (uncommon, rare or special).  They'll never be cheese, egg, steag, burger patty or omni however.  With the exception of the money tree (which you can tell because of the icon that shows up as soon as the mystery seed is in the growing state), you can't really tell what any of them are until they're mature.


Title: Re: Gardening and fertilizing
Post by: cuthbert on 2009 June 06, 09:38:52
Not so much a gardening question per say, but is some what to do with food...
How does one mix foods? eg: Apple Cobbler and other wishes sims have. I have no idea.
Some one mentioned it in another thread, but didn't actually say how it was done.


Sims always use up the ingredient in the inventory first. So if you want to make 'Apple Cobbler,' take an apple from the fridge, put the apple in the cook's inventory and then do the cooking.


Title: Re: Gardening and fertilizing
Post by: ElenaRoan on 2009 June 06, 22:15:26
Death flowers are only supposed to get one harvest, unless your Sim has the green thumb trait (whatever it's actually called), and then they can revive it once more.

This is what I noticed happened; though I was unsure why.

Revival also seems to have a 50% success rate, though I've only been given the option to use it on Death Flowers.

My sim has the super green thumb trait but hasn't got an option to revive the now dead Death Flower, does it have to be planted after the sim aquires the trait?  Or is there something else I should be clicking on?


Title: Re: Gardening and fertilizing
Post by: BlueSoup on 2009 June 06, 22:44:21
It's not super green thumb reward. It's the TRAIT when you first make your Sim (or add it later with Pescado's mod).


Title: Re: Gardening and fertilizing
Post by: ElenaRoan on 2009 June 06, 22:51:55
Ah.  Now I feel dumb, must have missed it in the 50 thousand traits you can pick from


Title: Re: Gardening and fertilizing
Post by: cyperangel on 2009 June 06, 23:13:10
Also, you can only revive a dead plant, not a barren one. They kind'a look the same, but there is the subtle difference that one has a chance of flowering again if revived.


Title: Re: Gardening and fertilizing
Post by: sloppyhousewife on 2009 June 08, 13:39:59
**Gained from opportunity that shows up after you learn the egg plant and cheese plant skill. Once done promises to give another oportunity that will open up omni plant.

Does anyone know what happens if you accidently decline this specific opportunity? Will you get a second chance, or are you just screwed (double screwed given that this opportunity seems to be mandatory for the omniplant one)?


Title: Re: Gardening and fertilizing
Post by: VegaBlack on 2009 June 09, 10:51:14
Anyone know how to make the quality of a plant worse? I had a sim get an opportunity to bring 10 bad apples to work, but when he planted the bad apple, it became of very nice quality. Probably due to the fact that he has the green thumb trait and/or level 10 gardening skill.


Title: Re: Gardening and fertilizing
Post by: cyperangel on 2009 June 09, 12:08:17
My guess would be to not weed it, or let a sim with puny gardening skills do the actual gardening to make the bad apples, and then just hand them to the one who has to hand them in. That works as well.


Title: Re: Gardening and fertilizing
Post by: redwards on 2009 June 09, 14:03:10
Could try leaving the apples on the counter for a few days, too. Will they rot?


Title: Re: Gardening and fertilizing
Post by: Slymenstra on 2009 June 09, 15:31:19
Found the Putrid Apple seed when my Sim Rummaged in several Garbage cans.  I also had a sim running around the Central Park area and I saw an Apple seed that said Putrid Quality.  I guess planting that would make it go up one to Bad?

Another note..I also saw in a wooded area to the right of the (EDITED) City Hall, across the road (behind this sign) there are tons of Excellent, Outstanding and sometimes Perfect Lettuce, Apple, Grape and Watermelon seeds back there.


Edited:  Sorry was City Hall not the Library
Edited again to add new found seed.


Title: Re: Gardening and fertilizing
Post by: infamy on 2009 June 09, 18:38:58
Could try leaving the apples on the counter for a few days, too. Will they rot?

No dice - they seem to be immortal.  I left a bunch scattered about my Sims' front porch for weeks to no avail.


Title: Re: Gardening and fertilizing
Post by: Rothchild on 2009 June 17, 13:47:25
Because I was a freak and bought the Prima Guide...according to the section under fertilizer:
As always, Prima had some errors.  Here is the exact data from GameplayData.package, the numbers stand for "Fertilizer_Value"-"Fertilizer_Days", and if the item has an asterisk (*) it means you can't purchase that item from a store.

25-6 = Lifefruit*
25-4 = Angelfish*
25-3 = Vampirefish*
20-4 = Shark*
20-3 = Lobster
15-6 = Garlic
15-4 = Steak, Bell Pepper, Flame Fruit*, Blowfish*,  Piranha*, Red Herring*, Siamese Catfish*, Tragic Clownfish*
12-3 = Black Goldfish, Salmon, Swordfish
10-5 = Watermelon
10-4 = Jellyfish*, Minnow*
10-3 = Tuna
8-3 = Rainbow Trout
5-6 = Lime, Onion
5-5 = Potato
5-4 = Burger Patty, Cheese, Egg, Apple, Lettuce, Tomato
5-3 = Grapes, Alley Catfish, Anchovy, Goldfish
-200-4 = Deathfish*

Based on that, out of the things you can purchase, Lobster is the best thing you can fertilize with, but Garlic is close and lasts twice as long.

NOTE: Could this thread be moved to the Facts & Strategery forum, since it has many useful facts.


Title: Re: Gardening and fertilizing
Post by: sloppyhousewife on 2009 June 17, 14:08:39
NOTE: Could this thread be moved to the Facts & Strategery forum, since it has many useful facts.

Seconded.


Title: Re: Gardening and fertilizing
Post by: cyperangel on 2009 June 17, 14:23:24
Thirded.   ;D

Oh and eh, according to the list two posts above, as far as I can see, aren't life fruit the best fertilizer, both when it comes to value and longevity? Better than both lobster and garlic?
I know you can use the lifefruit to extend a sims life, but 3 bushes can give a supply large enough for 5 sims, as well as fertilizing a few other plants. At least that is how it works in my sim's garden


Nope, I just cant read. Life fruit still beats the snot out of the store bought fertilizers though.


Title: Re: Gardening and fertilizing
Post by: Hanlon Razor on 2009 June 17, 14:31:23
Just some more info. Master Farmer (Journal Challenge) gets an extra two days out of any fertilizer. Great, Excellent, and Outstanding all give an extra one day, Perfect gives two.

Quality of fertilizer has a multiplier, 0.6, 0.7, 0.8, 0.9, 1.0, 1.1, 1.2, 1.4, 1.6, 1.8, 2.

1.0 is normal, 2 is perfect, fill in the blanks. So a Perfect Life Fruit used as fertilizer by a Master Farmer yields 50 performance, and 10 days of fertilization.



Title: Re: Gardening and fertilizing
Post by: Rothchild on 2009 June 17, 14:37:54
That is awesome!  I was trying to figure out if quality made a difference.


Title: Re: Gardening and fertilizing
Post by: Hanlon Razor on 2009 June 17, 14:47:46
All that is from S3_0333406C_00000000_D2DAA8B8E789F61A_Plant_0xd2daa8b8e789f61a%%+UNKN.bnry in the GamplayData.package. There's even more info and variables, but without access to the formulas, it's impossible to say exactly how they play out.

For instance,
<kGreenThumbPlantOffspringQualityBonus value="0.03">
<!--Range: Positive floats.  Description: The additional boost in the gaussian quality curve that Green Thumb trait Sims have when plants they planted create offspring.-->

0.03 doesn't sound very great, but having played with and without green thumb, their harvestables are much greater quality than without.

So to sum up gardening, lobsters until life fruits, get green thumb and super green thumb.

I'm planning on running the farm family in Riverview, see if they can become self sufficient.


Title: Re: Gardening and fertilizing
Post by: Hanlon Razor on 2009 June 17, 14:54:45
Double post since I cant edit.

More info to clear up some misinformation/uncertainty from earlier in the thread.

Weight of fish does not affect quality or days.

All fertilizer does is speed growth. Unsure if it speeds time to second, third, etc harvest. Fertilizer has no effect on harvestable quality.


Title: Re: Gardening and fertilizing
Post by: Gus Smedstad on 2009 June 17, 18:17:51
That fertilizer table is highly useful.  Particularly since there's no in-game way to predict which items will be more effective.  While the Life Fruit, Lobster, and Death Fish results are intuitive, there's simply no way you'd know that Garlic is better than Bell Pepper.

It's worth noting that if you haven't found any Life Fruit seeds, fishing is your only source for high-quality fertilizer.  However, this is only a very early game issue.  Once any of your households manages to grow a life fruit vine, other households can forage for life fruit easily without having to take a chance on an unknown Special seed.

 - Gus


Title: Re: Gardening and fertilizing
Post by: Trinity on 2009 June 17, 22:58:33
Anyone know how to make the quality of a plant worse? I had a sim get an opportunity to bring 10 bad apples to work, but when he planted the bad apple, it became of very nice quality. Probably due to the fact that he has the green thumb trait and/or level 10 gardening skill.

I was finally able to complete this challenge, my sim got it a few times and could not grow "bad" apples, he's a green thumb and level 10 gardener too. I had some omni plant seeds and planted them one of them was of "putrid" quality and another was "horrifying", so I feed them some "very nice" apples, when I harvested it I got apples of "bad" and "foul" quality, it took 2 harvests but he had 10 "bad" or worse apples.


Title: Re: Gardening and fertilizing
Post by: IgnorantBliss on 2009 June 18, 08:33:17
I assumed this was my place to go to for information about fertilizing, and I was right. This explains why the option to fertilize a certain plant comes up less often now that my sim has been using garlic a lot (as opposed to using apples). It's also good to know that the fertilizer doesn't actually affect the quality of the produce at all, because that's the opposite of what I'd assumed.


Title: Re: Gardening and fertilizing
Post by: Gus Smedstad on 2009 June 18, 11:37:07
I can see why fertilizing doesn't affect produce quality.

Produce quality is far more important in game terms than quantity, unless you're selling produce for profit, which is a marginal activity.  If fertilizer affected quality, that would swamp skill, traits, and perks.  Earlier in this thread Czezechael claimed to get perfect plants by fertilizing with perfect apples.  If this were so, the "grow 8 perfect species" lifetime want would be trivial - harvest 8 perfect apples from some earlier Sim's garden, plant 8 species, success.  You'd need enough skill to plant Uncommons, but you wouldn't need skill 7 for Rares.

It's apparent that both skill and traits affect produce quality, and the boost in quality you get from planting.  A low-skill Sim will get a Normal plant from planting a Normal seed, but a high-skill Sim will get Nice.  Or possibly better, I should experiment at some point to see if multiple grade boosts are possible.

 - Gus


Title: Re: Gardening and fertilizing
Post by: sloppyhousewife on 2009 June 18, 13:36:50
Or possibly better, I should experiment at some point to see if multiple grade boosts are possible.

They are - I've had several excellent (or even great) plants jump to perfect after being planted by a level 10 gardener (with the super green thumb perk, but not the green thumb trait). I think that it depends on the plant level, too. It takes several rounds of steak planting to get a perfect plant, whereas low-level stuff like lettuce improves really fast.




Title: Re: Gardening and fertilizing
Post by: Kyna on 2009 June 19, 00:11:29
If this were so, the "grow 8 perfect species" lifetime want would be trivial - harvest 8 perfect apples from some earlier Sim's garden, plant 8 species, success.  You'd need enough skill to plant Uncommons, but you wouldn't need skill 7 for Rares.

It still can be trivial.  Instead of 8 perfect apples to fertilise with, they just need to harvest 8 different perfect plants from some earlier sim's garden to plant.


Title: Re: Gardening and fertilizing
Post by: Gus Smedstad on 2009 June 19, 02:54:19
Good point.

I just ran the "have 13 perfect fish in fishbowls" lifetime wish.  Easiest one I've done so far, but planting perfect fruit would be even easier than that.

Fishing deathfish is grotesquely overpowered.  It's not hard to farm $4K-$6K a night.

 - Gus


Title: Re: Gardening and fertilizing
Post by: J. M. Pescado on 2009 June 19, 03:17:06
Could be easier. I mean, what if we had "Fish Using.../Hand Grenade".


Title: Re: Gardening and fertilizing
Post by: Mimic on 2009 June 19, 04:36:11
With or without pin?


Title: Re: Gardening and fertilizing
Post by: J. M. Pescado on 2009 June 19, 04:57:41
It wouldn't do much unless it could explode and stun the fish.


Title: Re: Gardening and fertilizing
Post by: minidoxigirli on 2009 June 19, 21:46:10
Could be easier. I mean, what if we had "Fish Using.../Hand Grenade".

The animation for that could be epic.


Title: Re: Gardening and fertilizing
Post by: J. M. Pescado on 2009 June 19, 22:10:07
Reminds me of a recent newsstory of two stupid Turks who managed to make themselves eligible for the Darwin award by going dynamite fishing... :D
Let me guess, they used too much, or they just sat around waiting for it to explode instead of finding cover? That makes them dumber than my dog, because even my dog will run and hide when I do that. If I throw something, he will find a place behind me to hide and cover his ears.


Title: Re: Gardening and fertilizing
Post by: Marhis on 2009 June 20, 00:05:45
If I throw something, he will find a place behind me to hide and cover his ears.

That's a Pavlov's conditional reflex.


Title: Re: Gardening and fertilizing
Post by: witch on 2009 June 20, 00:43:15
If i were around Pescado, I would be doing the same.   ::)


Title: Re: Gardening and fertilizing
Post by: J. M. Pescado on 2009 June 20, 00:47:28
Apparently they just sat in their little boat and just dropped the explosives off the side. Natural selection at work!
In such a circumstance I would be surprised if the explosion didn't kill them outright, and the concussion would certainly damage the boat, possibly beyond seaworthy condition. You have to THROW the explosives, and preferrably not be in the water at all!


Title: Re: Gardening and fertilizing
Post by: dragoaskani on 2009 June 20, 19:02:17
Mr tyrannosaur you do know that to be eligible for the darwin award you have to do something stupid that kills you right?


Title: Re: Gardening and fertilizing
Post by: blackcat on 2009 June 20, 19:26:16
And leave no spawn behind thus freeing humanity from stupid genes, hense Darwin award.


Title: Re: Gardening and fertilizing
Post by: sara_dippity on 2009 June 21, 23:33:47
What does talking do? It didn't seem to improve my fruit quality.

Oh, and the sprinklers will water your plants, you can even upgrade them to go off automatically. I include this information for other morons like myself that saw in the description that it was for playing in, and therefore passed over it many times.


Title: Re: Gardening and fertilizing
Post by: Roflganger on 2009 June 22, 00:03:54
I think talking just raises the Sim's social motive.  I have not seen any benefit for the plants.


Title: Re: Gardening and fertilizing
Post by: J. M. Pescado on 2009 June 22, 00:55:04
Mr tyrannosaur you do know that to be eligible for the darwin award you have to do something stupid that kills you right?
First, are you seriously suggesting I don't know what a Darwin Award is? Second, technically, you don't have to actually DIE, just remove yourself from the gene pool. Blowing your own nuts off works pretty well for that.


Title: Re: Gardening and fertilizing
Post by: tonje on 2009 June 23, 01:10:06
What about the soil?

I`ve read somewhere (don`t remember where) that there are different soils.. like dry and wet.
Whenever I plant water melon it dries up and almost dies every day.. soo sick of this.

Also.. I havent figured out how to make the sprinkler automatic water the plants at night.
So far I`ve only played with 2 households, - they are both located close to the beach.


Title: Re: Gardening and fertilizing
Post by: BlueSoup on 2009 June 23, 04:04:19
You read wrong about the soil, there's no dry or wet.  As for the automatic sprinklers, they work automatically from 4-7 am, and there is no night option.


Title: Re: Gardening and fertilizing
Post by: tonje on 2009 June 23, 05:57:47
ty for your reply.


Title: Re: Gardening and fertilizing
Post by: edalbformat on 2009 June 23, 08:34:40
I think talking just raises the Sim's social motive.  I have not seen any benefit for the plants.

Do you think that a creature that can live from 0 to more than 1000 years would lose time paying attention to your bla-bla-bla? They just hide behind Pescado and close the ears.


Title: Re: Gardening and fertilizing
Post by: Roflganger on 2009 June 23, 11:40:10
Do you think that a creature that can live from 0 to more than 1000 years would lose time paying attention to your bla-bla-bla? They just hide behind Pescado and close the ears.

I have no clue what this means.


Title: Re: Gardening and fertilizing
Post by: curious on 2009 June 23, 14:41:38
Anyone know what happens to your plants when you move your family to another house? Can you still go back to the old lot to tend and harvest?


Title: Re: Gardening and fertilizing
Post by: Gus Smedstad on 2009 June 23, 15:10:01
You can go back to your old house and harvest, but you can't tend.  The plants cease to need watering or weeding, and don't seem to go barren, so tending isn't that important.  If you have a lot of high-quality plants, you can abuse this a bit by moving next door, so the travel time is minimal.

 - Gus


Title: Re: Gardening and fertilizing
Post by: justerin on 2009 June 23, 16:56:59
Quote
Gained from opportunity that crops up

/chuckle.



Title: Re: Gardening and fertilizing
Post by: curious on 2009 June 23, 17:03:00
So they'll just keep yielding produce? Cool! I have quite a few perfect and special plants that i didn't want to lose. Thanks.


Title: Re: Gardening and fertilizing
Post by: phnxflyng on 2009 June 25, 03:57:22
Is there any way to keep plants from dying/going barren? They seem to die even when they are good quality, tended by level 10 gardeners in my game.
There's a guy on TS3 forum who claims you can cross-pollinate... anyone do anything like that?


Title: Re: Gardening and fertilizing
Post by: Gus Smedstad on 2009 June 25, 04:09:19
Dying and going barren are two different states.  Dying is pretty rare, you have to really neglect a plant to kill it ... except for the Death Flower, which always dies when it blooms.  The Green Thumb trait (not the reward) allows you to revive a plant, once.  So a Green Thumb Sim can get two Death Flowers.  Everyone else gets just one.

"Going barren" is unavoidable, and not reversible.  It's part of the game balance.  The idea is that you get a limited amount of produce from each planting cycle before you must go through the investment of planting and waiting through the initial growth.

Telling a Sim to clean up dead plants is fine if they're an amateur gardener, but prohibitively time consuming if they're a real farmer.  Each trip goes to the lot garbage can, and won't target small trash containers.  If you have a dozen or plants finish at once, which is common if you're planting in volume, you might as well just delete them manually in Build mode.

 - Gus


Title: Re: Gardening and fertilizing
Post by: phnxflyng on 2009 June 25, 04:17:36
"Going barren" is unavoidable, and not reversible.  It's part of the game balance.  The idea is that you get a limited amount of produce from each planting cycle before you must go through the investment of planting and waiting through the initial growth.

Telling a Sim to clean up dead plants is fine if they're an amateur gardener, but prohibitively time consuming if they're a real farmer.  Each trip goes to the lot garbage can, and won't target small trash containers.  If you have a dozen or plants finish at once, which is common if you're planting in volume, you might as well just delete them manually in Build mode.

Thanks, this is helpful.

Do you know about this cross-pollination question? It's possible supposedly, to cross two plants. I wonder if he was just fertilizing one plant with the produce of another... he claims to be a gardening badass who knows his stuff and is writing a guide (haven't seen it yet).


edit: fixed grammar


Title: Re: Gardening and fertilizing
Post by: BlueSoup on 2009 June 25, 04:27:32
Do you know about this cross-pollination question? It's possible supposedly, to cross two plants. I wonder if he was just fertilizing one plant with the produce of another... he claims to be a gardening badass who knows his stuff and is writing a guide (haven't seen it yet).

I don't think that's true.  I've had my Sims do tons of gardening constantly, and I've never once seen any plant bear anything other than the sort of plant it is - with the obvious exception of the omni plant.


Title: Re: Gardening and fertilizing
Post by: Gus Smedstad on 2009 June 25, 12:04:34
he claims to be a gardening badass who knows his stuff and is writing a guide (haven't seen it yet).
He's either an idiot or a liar.  The latter could be intentional humor, along the lines of the Diablo I "cow level" hoax, but sadly it's far more likely that he's just stupid.  Only the Omni plant generates more than once kind of produce, and it only copies what you feed it.

 - Gus


Title: Re: Gardening and fertilizing
Post by: Leticron on 2009 June 25, 15:32:58
Secret Cow level in D1 ROFLMAO Good times...goooood times  ;D ;D
I am so looking forward to get D3 but that's a different story.
Back to topic: Crosspollination...yeah right!! I believe that "gardening badass" rather forgot, what he planted where.
BTW: My level 10 gardener (with the green thumb trait plus the "super green thumb life time award" can revive Death-flowers more than once.
Not sure if that's a bug/glitch or a feature. Death flowers keep piling up in his inventory and I didn't find any appr. use for them yet
(besides working as a trade off whenever a sim dies by accident...which hasn't happen in my game yet)

-le


Title: Re: Gardening and fertilizing
Post by: GayJohnScarritt on 2009 June 25, 17:11:49
Whenever I plant water melon it dries up and almost dies every day.. soo sick of this.

Also.. I havent figured out how to make the sprinkler automatic water the plants at night.

From my experiences, Watermelons (and the Money Tree) show the effects of needing water differently than the other plants, tho they'll all show as 'wilting'

As for the automatic sprinklers, they work automatically from 4-7 am, and there is no night option.

You'll also need a sim with a high enough 'Handiness' skill, to upgrade the sprinklers to 'Auto-water'.  I have yet to have a sprinkler actually break tho, when starting out a family and leaving them running 24/7.


Title: Re: Gardening and fertilizing
Post by: Gus Smedstad on 2009 June 25, 19:50:40
It's not clear that auto-water is even needed.  You can just turn the sprinkler on and leave it on, with no apparent ill effects.  Personally, I turn the sprinklers on briefly and then off whenever something obviously needs watering, just because constant watering bothers my frugal soul.

 - Gus


Title: Re: Gardening and fertilizing
Post by: fatkitty on 2009 June 25, 20:21:44
I thought that using the sprinklers added to the household bills.


Title: Re: Gardening and fertilizing
Post by: phnxflyng on 2009 June 26, 08:47:56
Back to topic: Crosspollination...yeah right!! I believe that "gardening badass" rather forgot, what he planted where.

Yeah... I think he's full of fertilizer.

Quote
BTW: My level 10 gardener (with the green thumb trait plus the "super green thumb life time award" can revive Death-flowers more than once.
Not sure if that's a bug/glitch or a feature. Death flowers keep piling up in his inventory and I didn't find any appr. use for them yet
(besides working as a trade off whenever a sim dies by accident...which hasn't happen in my game yet)

-le

One of my sims who is a green thumb and has the super green thumb, but it not level 10 (he's like, 7, I think), also seems to be able to revive death plants over and over. I haven't tried after the fourth time, though, since I have no use for all these death flowers. Everyone in the fambly has two at least. So I let the plant die and tossed it.

I also have a veritable orchard of money trees. On a good harvest day I bring in $10K in money bags. It's nice. They've started dropping seeds, too.

Some plants do wilt every day. It's no big deal, just sprinkler or tend... I did have the dad of the gardening sim I mentioned upgrade the sprinklers... I don't know if I could leave them on, I guess it's hardwired in me not to waste water, even virtual water.  :-\

Does anyone know if flame fruits have any effect other than the moodlet you get after picking them?
I was sort of hoping that my sim would burst into flames after eating one, but no, he chops them up and puts them on his pancakes.


edit: added flame fruit question



Title: Re: Gardening and fertilizing
Post by: Gus Smedstad on 2009 June 26, 18:49:41
Aside from the +5 mood for carrying one, Flame Fruit is an ingredient in Angel Food Cake, which gives a larger warmth bonus (+15 if I recall) after you eat it, beyond the regular food quality bonuses.

Despite that, I feel compelled to feed Sims a "healthy," time-appropriate diet, so I almost never end up eating the stuff.  Even though it's arguably the best food in the game, better than Lobster.  Desserts are kind of strange, since they're essentially just another meal.  If it were me, I'd have tweaked the design to get behavior much like real desserts, i.e. Sims would eat dinner and a small serving of dessert, and the bonuses would stack, but doing so meant fat.

 - Gus


Title: Re: Gardening and fertilizing
Post by: Roflganger on 2009 June 26, 20:44:31
Does anyone know of an existing Flame Fruit plant in Riverview?  My poor Sim has had a wish to grow one for about 3 Sim weeks, but I can't seem to find one, and I'm not getting lucky with the seeds.


Title: Re: Gardening and fertilizing
Post by: mindtempest on 2009 June 27, 13:38:56
One of my sims who is a green thumb and has the super green thumb, but it not level 10 (he's like, 7, I think), also seems to be able to revive death plants over and over. I haven't tried after the fourth time, though, since I have no use for all these death flowers. Everyone in the fambly has two at least. So I let the plant die and tossed it.
Direct contradiction to ingame XML. Ingame XML, as well as empirical testing, show clearly 2 harvests before barren, so there is NO possibility you could revive the same death plant four times.
I thought that using the sprinklers added to the household bills.
Apparently they do, and so do the spotlights. Bills jumped from ~1k to ~3k after I started leaving the 10 sprinklers for the massive farm on auto-water and 4 spotlights permanantly on.
Does anyone know of an existing Flame Fruit plant in Riverview?  My poor Sim has had a wish to grow one for about 3 Sim weeks, but I can't seem to find one, and I'm not getting lucky with the seeds.
Just find Unknown Special Seeds and plant them, you have a 1/4 chance of getting a flame fruit bush. In a good night with the Finder one can find up to 12 special seeds.


Title: Re: Gardening and fertilizing
Post by: IgnorantBliss on 2009 June 28, 04:33:01
Quote

From my experiences, Watermelons (and the Money Tree) show the effects of needing water differently than the other plants, tho they'll all show as 'wilting'

I think watermelons and some other plants show as wilting because they are more sensitive to the ground getting dry. Somewhere around the forum ( here: http://www.moreawesomethanyou.com/smf/index.php/topic,15363.msg441788.html#msg441788 (http://www.moreawesomethanyou.com/smf/index.php/topic,15363.msg441788.html#msg441788)) someone posted some details about the plants they found, and there was something about watermelons going into negative when the ground is just "neutral", while most plants still stay in the positive aka non-wilted.


Title: Re: Gardening and fertilizing
Post by: phnxflyng on 2009 June 28, 05:57:36
One of my sims who is a green thumb and has the super green thumb, but it not level 10 (he's like, 7, I think), also seems to be able to revive death plants over and over. I haven't tried after the fourth time, though, since I have no use for all these death flowers. Everyone in the fambly has two at least. So I let the plant die and tossed it.
Direct contradiction to ingame XML. Ingame XML, as well as empirical testing, show clearly 2 harvests before barren, so there is NO possibility you could revive the same death plant four times.

Well, the plant kept coming back to life with the green light and everything. Why would I lie?


Title: Re: Gardening and fertilizing
Post by: J. M. Pescado on 2009 June 28, 06:34:19
Despite that, I feel compelled to feed Sims a "healthy," time-appropriate diet, so I almost never end up eating the stuff.
"Healthy, time appropriate diets" are, in fact, healthy and unnatural, as the Sims neatly demonstrates. If you try to make your sims eat like "normal people", they become *FAT*, like NORMAL PEOPLE, which just goes to show that NORMAL PEOPLE are DOING IT WRONG.


Title: Re: Gardening and fertilizing
Post by: IgnorantBliss on 2009 June 28, 06:43:15
What the sims need is portion control. You can eat all sorts of crap without gaining weight as long as you watch how much you eat. Is it healthy, probably not.


Title: Re: Gardening and fertilizing
Post by: J. M. Pescado on 2009 June 28, 07:55:00
You can eat all sorts of crap without gaining weight as long as you watch how much you eat. Is it healthy, probably not.
The truth that few people are apparently smart enough to grasp, yes. People seem to really struggle with this "conservation of mass" concept. The idea that the amount of weight you gain can be readily calculated simply by subtracting the amount you poop out from the amount you eat is nothing short of magic to some people.


Title: Re: Gardening and fertilizing
Post by: simmilk on 2009 June 29, 15:05:26
Forcing bulimia doesn't seem to reverse the weight gain from over eating either.   :(


Title: Re: Gardening and fertilizing
Post by: caitlyn on 2009 June 29, 15:20:09
So they'll just keep yielding produce? Cool! I have quite a few perfect and special plants that i didn't want to lose. Thanks.

Yes, a definite exploit.  I saved a lot full of perfect fruit/veggies/money trees and plop it down as a community lot in non-challenge neighborhoods.  They can go daily and harvest without having to do anything for it.


Title: Re: Gardening and fertilizing
Post by: phnxflyng on 2009 July 08, 12:31:27
Back to topic: Crosspollination...yeah right!! I believe that "gardening badass" rather forgot, what he planted where.

Yeah... I think he's full of fertilizer.

So... I was wandering around Riverview and my sim was hungry, so I had her harvest what I thought was an apple tree on the McDermott farm. Strangely, when I checked her inventory, she also had limes. I hovered over the tree and it said it was a lime tree. But she did get apples from it.

I am going to try to duplicate this as I am starting to think maybe he's not so full of fertilizer after all... ???


Title: Re: Gardening and fertilizing
Post by: Faizah on 2009 July 08, 21:49:42
If you click 'harvest', the sim will proceed to harvest anything they can, until they either run out of harvestables on that lot or are directed to stop. It's possible the sim harvested an apple tree and a lime tree.


Title: Re: Gardening and fertilizing
Post by: skelley on 2009 July 09, 15:33:40
I have a Sim who is a Mad Scientist. He will occasionally bring home "leftover" items from experiments at work, including seeds and a deathflower.

He also has the Transmogrify interaction with eatables in his inventory. He can turn apples into flame fruits that way.


Title: Re: Gardening and fertilizing
Post by: Motoki on 2009 July 09, 16:35:21
I have a Sim who is a Mad Scientist. He will occasionally bring home "leftover" items from experiments at work, including seeds and a deathflower.

He also has the Transmogrify interaction with eatables in his inventory. He can turn apples into flame fruits that way.

Hmm, odd. I don't have the transmogrify interaction though I do have the "perform experiment on" one. Did transmogrify come from an opportunity or does it just appear at level 10 science and maybe my sim is just bugged? *sigh*

Also, I read you can bring the death plant back to life once you harvest it if you have the green thumb trait. Well I do but I never get the interaction to do it. It's not barren, the death plant just ends up regular dead once you harvest.


Title: Re: Gardening and fertilizing
Post by: IgnorantBliss on 2009 July 09, 16:42:10


Hmm, odd. I don't have the transmogrify interaction though I do have the "perform experiment on" one. Did transmogrify come from an opportunity or does it just appear at level 10 science and maybe my sim is just bugged? *sigh*



From what I've read on the forums, the offspring of firemen sometimes or always have the ability to turn any fruit into a flame fruit.


Title: Re: Gardening and fertilizing
Post by: fatkitty on 2009 July 09, 16:45:20
Also, I read you can bring the death plant back to life once you harvest it if you have the green thumb trait. Well I do but I never get the interaction to do it. It's not barren, the death plant just ends up regular dead once you harvest.

You have to have high enough gardening skill as well.  I believe it's level 6.


Title: Re: Gardening and fertilizing
Post by: skelley on 2009 July 09, 16:47:24


Hmm, odd. I don't have the transmogrify interaction though I do have the "perform experiment on" one. Did transmogrify come from an opportunity or does it just appear at level 10 science and maybe my sim is just bugged? *sigh*



From what I've read on the forums, the offspring of firemen sometimes or always have the ability to turn any fruit into a flame fruit.

This Sim is the grandson of a firefighter, so maybe that's where it came from. I didn't notice it until he was already a mad scientist.


Title: Re: Gardening and fertilizing
Post by: Motoki on 2009 July 10, 16:15:17
Also, I read you can bring the death plant back to life once you harvest it if you have the green thumb trait. Well I do but I never get the interaction to do it. It's not barren, the death plant just ends up regular dead once you harvest.

You have to have high enough gardening skill as well.  I believe it's level 6.

I have several sims past 6 and gardening and seem not ever have gotten the revive ability. *shrug*


Title: Re: Gardening and fertilizing
Post by: Gus Smedstad on 2009 July 10, 17:13:45
Revive requires the Green Thumb trait.  Not the perk, the personality trait.

 - Gus


Title: Re: Gardening and fertilizing
Post by: FrickinIdjit on 2009 July 10, 17:46:31
What factors, if any, affect the chances of success when reviving a barren deathflower?  My - admittedly short - experiments with it show a 50/50 chance of success on any given day.


Title: Re: Gardening and fertilizing
Post by: Motoki on 2009 July 11, 03:24:35
Revive requires the Green Thumb trait.  Not the perk, the personality trait.

 - Gus

Ah okay. The ones I tried just had the perk. I have a new sim that just aged up to YA and I gave him the personality trait but he just got to level 6 so I'll work him up to 10 and see if I can do it.

Is it redundant to have the perk and the personality trait or do the benefits stack?


Title: Re: Gardening and fertilizing
Post by: J. M. Pescado on 2009 July 11, 03:27:02
I believe they stack.


Title: Re: Gardening and fertilizing
Post by: holly on 2009 July 19, 14:30:05
I have been reading this thread with interest as I was researching fertilizing.

However I now feel compelled to report that I have also been able to revive Death Plants at least 3 times. The sim in question is Green Thumb, Super Green Thumb and has Level 10 Gardening Skill.

I don't know anything about Xml codes or whatever I can only tell you what happened in my game.


Title: Re: Gardening and fertilizing
Post by: FrickinIdjit on 2009 July 19, 19:07:12
What percentage of attempts does that represent, Holly?  My sim - with the same trait, skill, and perk - is running at 50% success.


Title: Re: Gardening and fertilizing
Post by: cyperangel on 2009 July 19, 21:22:04
4 tries, 3 of which are succesful, and the fourth that kills the plant completely. That, as far as my math goes, is a succesrate of 75%.


Title: Re: Gardening and fertilizing
Post by: fatkitty on 2009 July 19, 23:06:29
My sim who also has green thumb, super green thumb as is a level 10 gardener has always been able to revive the death plant once.  Second try and it dies.  This is out of about 100 death plants thus far.


Title: Re: Gardening and fertilizing
Post by: holly on 2009 July 22, 18:08:30
That sim in question has never failed to revive the Death Plant. I'd guess that is just dumb luck

He had 4 plants that he did 3 times. After that I got bored and deleted the plants.


Title: Re: Gardening and fertilizing
Post by: DentedLemons on 2009 July 22, 22:41:43
I've never, ever had a Death Plant revive more than once either. Gotta be up around 60 of them by now.

I grow them now just to see if they'll revive more than once :p


Title: Re: Gardening and fertilizing
Post by: J. M. Pescado on 2009 July 23, 02:53:44
Death Plants can't revive more than once, because they are set to produce one death flower, then die. If resurrected, they can produce one MORE death flower, but then they go barren, which is like "All Dead", whereas the first time it was just "Mostly Dead".


Title: Re: Gardening and fertilizing
Post by: Aaroc on 2009 July 23, 05:29:48
Pescado, you might want to inform my game about that then, because I've had one of my sims revive one twice and had the option to revive it a third time, but I just deleted it because he had already harvested quite enough death flowers for each member of the household. Not that they really needed it or anything though, since you really have to try to get an 'accidental' death, thus making death flowers overall pretty useless.


Title: Re: Gardening and fertilizing
Post by: Madame Mim on 2009 July 23, 05:54:56
I've had multiple revivals on them too. I know it is linked to trait GreenThumb, but there must be some other variable because this has not happened to all Sims with GreenThumb, only some. Maybe is bug?


Title: Re: Gardening and fertilizing
Post by: Aaroc on 2009 July 24, 05:47:24
Maybe is bug?

That's about what I'm thinking.


Title: Re: Gardening and fertilizing
Post by: Tangie on 2009 July 29, 00:56:21
I didn't see this mentioned in this thread, and I did a search and didn't find anything specifically addressing this elsewhere, so hopefully this isn't a repeat of something similar that's already been already posted.

The other day I was sorting through the seeds in a Sim's inventory, and when I grabbed one I noticed that the money symbol next to the pics of her inventory said §37. I took that one out and put it on the ground, since you can't see how much a seed is worth until you grab it and look at the money symbol. The next one I grabbed from the stack in her inventory was worth §27. So then I began to wonder if the price of the seed affected the type and/or quality of the produce grown and I started taking all the seeds out of her inventory (and she had a lot of them) and laying them out on the ground so I could see what they were all worth (yeah, rly - don't ask me why I started doing this tedious task; I think my Sim was painting, I was bored, and I decided to have her plant something after she finished). I started working on the Special seeds and after pulling out a few more seeds priced at §27 dollars, the next one I grabbed was worth …choke… §12,000!!! Holy Schmoly! Another one after that was worth §9,000. The next day I sent her seed hunting again with the Collection Finder and she ended up with 2 more Special seeds worth §15,000 each and 3 seeds priced at §20,000!!! By golly the Sim girl is rich! She's a level 10 gardener with the green thumb trait and the green thumb perk and is doing a hell of a lot better financially than her Rock Star husband, who only brings in a measly few thousand simoleans a week (for a Rock Star! - how lame is that?!). Altogether, not even counting the seeds worth less than 6,600k, she could have sold them and had around §129,000. Amazing! Yet another way to get rich, it seems. Oh, and I think most of them came from the area around the Science Building. I'll have to experiment with where the higher priced seeds are found, too, to see if there is any relationship there.

I didn't sell any of them right away, though, I just left them lying on the ground near their garden. One strange thing I noticed is that when I grabbed them again to move them a few hours later, all three 20k seeds were suddenly only worth 18k and the two 15k seeds were now worth 13,500. The other higher priced seeds didn't change (two at 9k and one at 6,600.) Tonight when I checked them again, the seeds are now worth 16k and 12k. Is this a feature or a bug? Too early to tell, really. <shrugs>

But back to my original thought: does seed price = quality and/or type of plant? Since she's got so many gardening perks and quality can be affected by fertilizer etc., I figured it wasn't likely that I could see any connections between quality and seed price, but there are several types of plants possible for each classification (Uncommon, Rare, and Special), so I wondered, is each type represented by a certain priced seed? So far I have planted 5 uncommon seeds, all worth §27 and they are all lime trees except for two watermelon plants (unless those were errors on my part and different seeds slipped in there, but I don't think so). (Just FYI, four limes are great quality and two are very nice; I don't know yet about the watermelons.) Tonight I planted one of the most expensive seeds and finally decided to sell one of them before risking that they go down further in price. My family has been sinking all their cash into building their beautiful legacy home overlooking the ocean (and there's still work to do on it!) and they didn't even have a car yet - thanks to that no good Rocker hubby who can't seem to get any lucrative record deals at all.  :P

Anyone else found anything from experimenting with something similar to this? I'll keep experimenting with the seeds that I have and update my post with results, for anyone who might be interested.


Title: Re: Gardening and fertilizing
Post by: Gus Smedstad on 2009 July 29, 03:09:09
I started taking all the seeds out of her inventory (and she had a lot of them) and laying them out on the ground so I could see what they were all worth
There's an easier way.  If you have a stack of anything, seeds, vegetables, food, whatever, you can click on the triangle in the upper left corner of the inventory icon.  You'll open up a new window where you can examine each item in the stack individually.

Items are always sorted by quality in this window, with the highest quality items first.  This makes it easy to select the highest or lowest quality items (depending on what you want to do) - just pick the first or last items in the window.

 - Gus


Title: Re: Gardening and fertilizing
Post by: Tangie on 2009 July 29, 22:01:37
I started taking all the seeds out of her inventory (and she had a lot of them) and laying them out on the ground so I could see what they were all worth
There's an easier way.  If you have a stack of anything, seeds, vegetables, food, whatever, you can click on the triangle in the upper left corner of the inventory icon.  You'll open up a new window where you can examine each item in the stack individually.

Items are always sorted by quality in this window, with the highest quality items first.  This makes it easy to select the highest or lowest quality items (depending on what you want to do) - just pick the first or last items in the window.

 - Gus

Thanks for this. I knew I could click the triangle and drag all the items wherever I wanted, but I wasn't aware of that window thingy.

Have you (or anyone else) found seeds this valuable? Is this a reflection of having a level 10 gardener with green thumb trait + perk, is this pretty common, or is is common once a certain level of gardening is reached? I guess I had never paid much attention before this to the value of the seeds, so I have no idea if this is unusal or not. But I about fell outta my chair when I came across that first seed worth 12k!


Title: Re: Gardening and fertilizing
Post by: fatkitty on 2009 July 30, 04:53:20
I'll have to check the seeds out next time I play.  My sim is level 10+green thumb+super green thumb and her husband is only at level 6, without the trait or perk.  I'll have them both collect seeds and see how much they are worth.
I've never paid any attention before.  I always plant the special seeds and sell (in one fell swoop) the rare, uncommon, etc...  Anything but the special seeds end up messing with the fishing bait list anyways so I never keep them.


Title: Re: Gardening and fertilizing
Post by: Heinel on 2009 July 30, 05:22:48
Pescado, you might want to inform my game about that then, because I've had one of my sims revive one twice and had the option to revive it a third time, but I just deleted it because he had already harvested quite enough death flowers for each member of the household. Not that they really needed it or anything though, since you really have to try to get an 'accidental' death, thus making death flowers overall pretty useless.

You might have an xml hack that modified the number of harvest for death plant, probably, or your game is bugged.


Title: Re: Gardening and fertilizing
Post by: phnxflyng on 2009 August 01, 14:04:12
Pescado, you might want to inform my game about that then, because I've had one of my sims revive one twice and had the option to revive it a third time, but I just deleted it because he had already harvested quite enough death flowers for each member of the household. Not that they really needed it or anything though, since you really have to try to get an 'accidental' death, thus making death flowers overall pretty useless.

You might have an xml hack that modified the number of harvest for death plant, probably, or your game is bugged.

I can't speak for Aaroc but the only cc in my game (and I mean ONLY) is Awesomemod, and I had the chance to revive a 4th time (but didn't--same reason as Aaroc). I understand that the wise ones who know programming are saying that's not possible, so... probably it's a bug?  :-\


Title: Re: Gardening and fertilizing
Post by: Mental Hobbit on 2009 September 12, 03:18:03
There's a simple way to find out both type and quality of uncommon and rare seeds by exploiting a flaw in the "choose bait"-dialog for fishing. If a sim has both fruit and seed of the same plant in his inventory, only the seed will appear as a bait.

So if your sim has a heap of uncommon seeds in his inventory, and you want to plant only the best one of each of the four possible types of fruit, do the following:

Dig a tiny water hole somewhere on your lot.
Make sure your sim has (at least) one piece of each uncommon fruit in his inventory.
Grab the entire stack of uncommon seeds (the trinagle corner) and lay them out on the ground in a line from left to right. Now you have the most valuable seeds (by §§) on the left end.
Put the leftmost seed in inventory. Hover over the water hole to bring up the "choose bait" dialog. Scroll to the seed to read it's quality. Now check which of the four uncommon fruit is not offered as a bait. That's the type of your seed. Take that seed out of inventory and put it somewhere else for later planting.
Put the next seed from the left of your line in inventory and repeat. If it's the same type of plant, sell it, otherwise put it away for planting.
Repeat until you've found one seed of each plant.
Now you can sell all other seeds, as they are lower quality than  the four you sorted out.

The same method works for rare seeds too.




Title: Re: Gardening and fertilizing
Post by: HazelEyes on 2009 September 12, 09:13:03
Are death flowers always perfect? My observation has been that they are, and I assumed this was because they're not ingredients and can't change the quality of food, but my sample size is pretty small.


Title: Re: Gardening and fertilizing
Post by: Mental Hobbit on 2009 September 12, 09:52:40
My sample size is pretty big, and I've never seen a less than perfect death flower either. So I guess they're always perfect.


Title: Re: Gardening and fertilizing
Post by: LVRugger on 2009 September 12, 09:57:39
There's a simple way to find out both type and quality of uncommon and rare seeds by exploiting a flaw in the "choose bait"-dialog for fishing. If a sim has both fruit and seed of the same plant in his inventory, only the seed will appear as a bait.

That's an awful lot of work for something you can already plant. If you have the fruit, you don't need the seeds. Getting a Green Thumb gardener to plant the fruit and you will get a better quality plant. A few generations of this and you'll have perfect plants. Unknown seeds are useless after you get one of each plant.


Title: Re: Gardening and fertilizing
Post by: Mental Hobbit on 2009 September 12, 10:15:15
That's an awful lot of work for something you can already plant.

Actually it's about two minutes realtime, saving your sim many, many hours wasted for tending several generations of slow growing plants. Maybe it sounds more complicated than it is.


Title: Re: Gardening and fertilizing
Post by: michaelrym on 2009 September 25, 18:34:52
With the exception of the money tree (which you can tell because of the icon that shows up as soon as the mystery seed is in the growing state), you can't really tell what any of them are until they're mature.

That's not quite true. There are 4 special plants, and you can tell all of them apart as soon as they sprout. As you pointed out, the money tree sprout is very distinct; so is the flame fruit, it's the only ground-hugging plant of the four specials. That leaves two stake plants - the death flower and the life fruit. You can identify the life fruit plant because it starts to wilt the moment it's planted, just like the money tree. But of course the plant sprout is different.

What I do is move all wilt-upon-planting specials into a single row. All the stake plants in that row will be life fruit plants. I keep those, and destroy the money trees (I allow myself just one. The game throws so much money at one that it gets boring).

You might have well found this one out in the meantime, as this is an old thread. If so, my apologies for boring you. Well, maybe I'll throw in another tip, hopefully useful: If you want plants and trees that never turn barren, plant them, nurture them to the harvest stage, and move out to a new home. I've been harvesting life fruit like that at my old address in my current game for something like 6 weeks now - one needs a constant supply of those things and repeatedly planting them gets tedious.


Title: Re: Gardening and fertilizing
Post by: J. M. Pescado on 2009 September 25, 23:16:11
Are death flowers always perfect? My observation has been that they are, and I assumed this was because they're not ingredients and can't change the quality of food, but my sample size is pretty small.
My sample size is pretty big, and I've never seen a less than perfect death flower either. So I guess they're always perfect.
Death Flowers are SUPPOSED to always be perfect, but occasionally a bug will generate one of lesser quality.


Title: Re: Gardening and fertilizing
Post by: michaelrym on 2009 September 26, 01:40:29
Death Flowers are SUPPOSED to always be perfect, but occasionally a bug will generate one of lesser quality.

Interesting. Whenever I grow a death flower from a seed found fishing, it's Normal quality.  Happened about a dozen times so far.


Title: Re: Gardening and fertilizing
Post by: J. M. Pescado on 2009 September 26, 02:05:02
That might be one of the causes of lesser-quality deathflowers, yes.


Title: Re: Gardening and fertilizing
Post by: mindtempest on 2009 September 28, 10:48:35
That might be one of the causes of lesser-quality deathflowers, yes.
Actually, the only deathflowers I have managed to obtain (fishing and Unknown Special Seed) gave me normal and random high quality deathflowers.
In addition, all those who claimed to have three revives for the death plant have misjudged your number of revives. As an experiment, I planted and harvested 120 separate death plants using life fruit fertiliser and constant watering using sprinkler, and NOT ONE of them produced more than 2 death flowers.
If you bother looking into game data, it is obvious the death plant produces a max of 2 flowers before going barren.


Title: Re: Gardening and fertilizing
Post by: phnxflyng on 2009 September 28, 20:10:59
That might be one of the causes of lesser-quality deathflowers, yes.
In addition, all those who claimed to have three revives for the death plant have misjudged your number of revives. As an experiment, I planted and harvested 120 separate death plants using life fruit fertiliser and constant watering using sprinkler, and NOT ONE of them produced more than 2 death flowers.
If you bother looking into game data, it is obvious the death plant produces a max of 2 flowers before going barren.

I thought we'd figured out that the more-than-2 revives was a bug.


Title: Re: Gardening and fertilizing
Post by: IgnorantBliss on 2009 November 25, 20:40:01
Has anyone dug up the growing and fertilizing details for the new plants and fish from WA?


Title: Re: Gardening and fertilizing
Post by: snabul on 2009 November 29, 10:17:45
Fertilizing is more simple, now, and the quality of fertilizer is shown in the menu.
As I am using AM, and did not read its growing list of benefits, I do not know if it is a game feature or a mods function.


Title: Re: Gardening and fertilizing
Post by: IgnorantBliss on 2009 November 29, 11:38:39
It's a game feature, and it is quite helpful. As a pedant, though, I'm still curious to see some actual numbers.


Title: Re: Gardening and fertilizing
Post by: mindtempest on 2009 November 29, 13:43:22
It's a game feature, and it is quite helpful. As a pedant, though, I'm still curious to see some actual numbers.
This.
Strangely, perfect life fruit/vampire fish/angelfish(50 fertiliser power) still shows as "Outstanding". Since the fertiliser power quality modifier is considered in the fertiliser grade, this is unusual, as they are undoubtedly the most powerful fertilisers. It could be that one of the new plants (maybe the red grapes?) has higher fertiliser power, but this is unlikely.

-edit- Found the data, in the same file, just in the WA GameplayData.package. Seems that farming most of the EP plants gives inordinate amounts of experience, due to 500 exp per harvest and 2-5 harvests for most plants.

Quote from: Plants
<PlantList>
  <PlantName>Grape Vine Char</PlantName>
  <LocalizationKeyPlantName>GrapeVineChar</LocalizationKeyPlantName>
  <LocalizationKeySeedName>GrapeSeedChar</LocalizationKeySeedName>
  <LocalizationKeyDescription>GrapeCharDescription</LocalizationKeyDescription>
  <CodeVersion>EP1</CodeVersion>
  <Rarity>Common</Rarity>
  <SkillPointsPlant>175</SkillPointsPlant>
  <SkillPointsHarvest>125</SkillPointsHarvest>
  <PerfThresholdAvgToGood>95</PerfThresholdAvgToGood>
  <PerfThresholdGoodToGreat>105</PerfThresholdGoodToGreat>
  <PerfBonusDrySoil>-50</PerfBonusDrySoil>
  <PerfBonusNeutralSoil>-5</PerfBonusNeutralSoil>
  <PerfBonusWetSoil>80</PerfBonusWetSoil>
  <WaterDecay>3</WaterDecay>
  <WeedProblem>0.1</WeedProblem>
  <HarvestStateDurationMin>2</HarvestStateDurationMin>
  <HarvestStateDurationMax>4</HarvestStateDurationMax>
  <NumLifetimeHarvestables>30</NumLifetimeHarvestables>
  <NumHarvestablesMin>2</NumHarvestablesMin>
  <NumHarvestablesMax>4</NumHarvestablesMax>
  <MedatorName>PlantSmallVine</MedatorName>
 </PlantList>
<PlantList>
  <PlantName>Grape Vine Mer</PlantName>
  <LocalizationKeyPlantName>GrapeVineMer</LocalizationKeyPlantName>
  <LocalizationKeySeedName>GrapeSeedMer</LocalizationKeySeedName>
  <LocalizationKeyDescription>GrapeMerDescription</LocalizationKeyDescription>
  <CodeVersion>EP1</CodeVersion>
  <Rarity>Common</Rarity>
  <SkillPointsPlant>175</SkillPointsPlant>
  <SkillPointsHarvest>500</SkillPointsHarvest>
  <PerfThresholdAvgToGood>95</PerfThresholdAvgToGood>
  <PerfThresholdGoodToGreat>105</PerfThresholdGoodToGreat>
  <PerfBonusDrySoil>-50</PerfBonusDrySoil>
  <PerfBonusNeutralSoil>-5</PerfBonusNeutralSoil>
  <PerfBonusWetSoil>80</PerfBonusWetSoil>
  <WaterDecay>3</WaterDecay>
  <WeedProblem>0.1</WeedProblem>
  <HarvestStateDurationMin>2</HarvestStateDurationMin>
  <HarvestStateDurationMax>4</HarvestStateDurationMax>
  <NumLifetimeHarvestables>30</NumLifetimeHarvestables>
  <NumHarvestablesMin>2</NumHarvestablesMin>
  <NumHarvestablesMax>4</NumHarvestablesMax>
  <MedatorName>PlantSmallVine</MedatorName>
 </PlantList>
<PlantList>
  <PlantName>Grape Vine Blanc</PlantName>
  <LocalizationKeyPlantName>GrapeVineBlanc</LocalizationKeyPlantName>
  <LocalizationKeySeedName>GrapeSeedBlanc</LocalizationKeySeedName>
  <LocalizationKeyDescription>GrapeBlancDescription</LocalizationKeyDescription>
  <CodeVersion>EP1</CodeVersion>
  <Rarity>Uncommon</Rarity>
  <SkillPointsPlant>225</SkillPointsPlant>
  <SkillPointsHarvest>500</SkillPointsHarvest>
  <PerfThresholdAvgToGood>60</PerfThresholdAvgToGood>
  <PerfThresholdGoodToGreat>65</PerfThresholdGoodToGreat>
  <PerfBonusDrySoil>-50</PerfBonusDrySoil>
  <PerfBonusNeutralSoil>-5</PerfBonusNeutralSoil>
  <PerfBonusWetSoil>40</PerfBonusWetSoil>
  <WaterDecay>3</WaterDecay>
  <WeedProblem>0.1</WeedProblem>
  <HarvestStateDurationMin>2</HarvestStateDurationMin>
  <HarvestStateDurationMax>3</HarvestStateDurationMax>
  <NumLifetimeHarvestables>30</NumLifetimeHarvestables>
  <NumHarvestablesMin>2</NumHarvestablesMin>
  <NumHarvestablesMax>4</NumHarvestablesMax>
  <MedatorName>PlantSmallVine</MedatorName>
 </PlantList>
<PlantList>
  <PlantName>Grape Vine Blue</PlantName>
  <LocalizationKeyPlantName>GrapeVineBlue</LocalizationKeyPlantName>
  <LocalizationKeySeedName>GrapeSeedBlue</LocalizationKeySeedName>
  <LocalizationKeyDescription>GrapeBlueDescription</LocalizationKeyDescription>
  <CodeVersion>EP1</CodeVersion>
  <Rarity>Uncommon</Rarity>
  <SkillPointsPlant>225</SkillPointsPlant>
  <SkillPointsHarvest>500</SkillPointsHarvest>
  <PerfThresholdAvgToGood>60</PerfThresholdAvgToGood>
  <PerfThresholdGoodToGreat>65</PerfThresholdGoodToGreat>
  <PerfBonusDrySoil>-50</PerfBonusDrySoil>
  <PerfBonusNeutralSoil>-5</PerfBonusNeutralSoil>
  <PerfBonusWetSoil>40</PerfBonusWetSoil>
  <WaterDecay>3</WaterDecay>
  <WeedProblem>0.2</WeedProblem>
  <HarvestStateDurationMin>2</HarvestStateDurationMin>
  <HarvestStateDurationMax>3</HarvestStateDurationMax>
  <NumLifetimeHarvestables>30</NumLifetimeHarvestables>
  <NumHarvestablesMin>2</NumHarvestablesMin>
  <NumHarvestablesMax>4</NumHarvestablesMax>
  <MedatorName>PlantSmallVine</MedatorName>
 </PlantList>
<PlantList>
  <PlantName>Grape Vine Cab</PlantName>
  <LocalizationKeyPlantName>GrapeVineCab</LocalizationKeyPlantName>
  <LocalizationKeySeedName>GrapeSeedCab</LocalizationKeySeedName>
  <LocalizationKeyDescription>GrapeCabDescription</LocalizationKeyDescription>
  <CodeVersion>EP1</CodeVersion>
  <Rarity>Rare</Rarity>
  <SkillPointsPlant>325</SkillPointsPlant>
  <SkillPointsHarvest>500</SkillPointsHarvest>
  <PerfThresholdAvgToGood>60</PerfThresholdAvgToGood>
  <PerfThresholdGoodToGreat>70</PerfThresholdGoodToGreat>
  <PerfBonusDrySoil>-50</PerfBonusDrySoil>
  <PerfBonusNeutralSoil>-20</PerfBonusNeutralSoil>
  <PerfBonusWetSoil>30</PerfBonusWetSoil>
  <WaterDecay>4</WaterDecay>
  <WeedProblem>0.2</WeedProblem>
  <HarvestStateDurationMin>2</HarvestStateDurationMin>
  <HarvestStateDurationMax>2</HarvestStateDurationMax>
  <NumLifetimeHarvestables>30</NumLifetimeHarvestables>
  <NumHarvestablesMin>2</NumHarvestablesMin>
  <NumHarvestablesMax>4</NumHarvestablesMax>
  <MedatorName>PlantSmallVine</MedatorName>
 </PlantList>
<PlantList>
  <PlantName>Grape Vine Pin</PlantName>
  <LocalizationKeyPlantName>GrapeVinePin</LocalizationKeyPlantName>
  <LocalizationKeySeedName>GrapeSeedPin</LocalizationKeySeedName>
  <LocalizationKeyDescription>GrapePinDescription</LocalizationKeyDescription>
  <CodeVersion>EP1</CodeVersion>
  <Rarity>Rare</Rarity>
  <SkillPointsPlant>325</SkillPointsPlant>
  <SkillPointsHarvest>500</SkillPointsHarvest>
  <PerfThresholdAvgToGood>60</PerfThresholdAvgToGood>
  <PerfThresholdGoodToGreat>70</PerfThresholdGoodToGreat>
  <PerfBonusDrySoil>-50</PerfBonusDrySoil>
  <PerfBonusNeutralSoil>-20</PerfBonusNeutralSoil>
  <PerfBonusWetSoil>30</PerfBonusWetSoil>
  <WaterDecay>4</WaterDecay>
  <WeedProblem>0.3</WeedProblem>
  <HarvestStateDurationMin>2</HarvestStateDurationMin>
  <HarvestStateDurationMax>2</HarvestStateDurationMax>
  <NumLifetimeHarvestables>30</NumLifetimeHarvestables>
  <NumHarvestablesMin>2</NumHarvestablesMin>
  <NumHarvestablesMax>4</NumHarvestablesMax>
  <MedatorName>PlantSmallVine</MedatorName>
 </PlantList>
<PlantList>
  <PlantName>Pomegranate Tree</PlantName>
  <LocalizationKeyPlantName>PomegranateTree</LocalizationKeyPlantName>
  <LocalizationKeySeedName>PomegranateSeed</LocalizationKeySeedName>
  <LocalizationKeyDescription>PomegranateTreeDescription</LocalizationKeyDescription>
  <CodeVersion>EP1</CodeVersion>
  <Rarity>Uncommon</Rarity>
  <SkillPointsPlant>225</SkillPointsPlant>
  <SkillPointsHarvest>500</SkillPointsHarvest>
  <PerfThresholdAvgToGood>60</PerfThresholdAvgToGood>
  <PerfThresholdGoodToGreat>65</PerfThresholdGoodToGreat>
  <PerfBonusDrySoil>-40</PerfBonusDrySoil>
  <PerfBonusNeutralSoil>-5</PerfBonusNeutralSoil>
  <PerfBonusWetSoil>40</PerfBonusWetSoil>
  <WaterDecay>2</WaterDecay>
  <WeedProblem>0.1</WeedProblem>
  <HarvestStateDurationMin>2</HarvestStateDurationMin>
  <HarvestStateDurationMax>3</HarvestStateDurationMax>
  <NumLifetimeHarvestables>50</NumLifetimeHarvestables>
  <NumHarvestablesMin>2</NumHarvestablesMin>
  <NumHarvestablesMax>5</NumHarvestablesMax>
  <MedatorName>PlantLargeTree</MedatorName>
 </PlantList>
<PlantList>
  <PlantName>Plum Tree</PlantName>
  <LocalizationKeyPlantName>PlumTree</LocalizationKeyPlantName>
  <LocalizationKeySeedName>PlumSeed</LocalizationKeySeedName>
  <LocalizationKeyDescription>PlumTreeDescription</LocalizationKeyDescription>
  <CodeVersion>EP1</CodeVersion>
  <Rarity>Uncommon</Rarity>
  <SkillPointsPlant>225</SkillPointsPlant>
  <SkillPointsHarvest>500</SkillPointsHarvest>
  <PerfThresholdAvgToGood>60</PerfThresholdAvgToGood>
  <PerfThresholdGoodToGreat>65</PerfThresholdGoodToGreat>
  <PerfBonusDrySoil>-50</PerfBonusDrySoil>
  <PerfBonusNeutralSoil>-5</PerfBonusNeutralSoil>
  <PerfBonusWetSoil>40</PerfBonusWetSoil>
  <WaterDecay>3</WaterDecay>
  <WeedProblem>0.1</WeedProblem>
  <HarvestStateDurationMin>2</HarvestStateDurationMin>
  <HarvestStateDurationMax>3</HarvestStateDurationMax>
  <NumLifetimeHarvestables>50</NumLifetimeHarvestables>
  <NumHarvestablesMin>2</NumHarvestablesMin>
  <NumHarvestablesMax>5</NumHarvestablesMax>
  <MedatorName>PlantLargeTree</MedatorName>
 </PlantList>
<PlantList>
  <PlantName>Pomelo Tree</PlantName>
  <LocalizationKeyPlantName>PomeloTree</LocalizationKeyPlantName>
  <LocalizationKeySeedName>PomeloSeed</LocalizationKeySeedName>
  <LocalizationKeyDescription>PomeloTreeDescription</LocalizationKeyDescription>
  <CodeVersion>EP1</CodeVersion>
  <Rarity>Rare</Rarity>
  <SkillPointsPlant>500</SkillPointsPlant>
  <SkillPointsHarvest>500</SkillPointsHarvest>
  <PerfThresholdAvgToGood>60</PerfThresholdAvgToGood>
  <PerfThresholdGoodToGreat>70</PerfThresholdGoodToGreat>
  <PerfBonusDrySoil>-50</PerfBonusDrySoil>
  <PerfBonusNeutralSoil>-5</PerfBonusNeutralSoil>
  <PerfBonusWetSoil>30</PerfBonusWetSoil>
  <WaterDecay>2</WaterDecay>
  <WeedProblem>0.2</WeedProblem>
  <HarvestStateDurationMin>2</HarvestStateDurationMin>
  <HarvestStateDurationMax>2</HarvestStateDurationMax>
  <NumLifetimeHarvestables>50</NumLifetimeHarvestables>
  <NumHarvestablesMin>2</NumHarvestablesMin>
  <NumHarvestablesMax>5</NumHarvestablesMax>
  <MedatorName>PlantLargeTree</MedatorName>
 </PlantList>
<PlantList>
  <PlantName>Cherry Tree</PlantName>
  <LocalizationKeyPlantName>CherryTree</LocalizationKeyPlantName>
  <LocalizationKeySeedName>CherrySeed</LocalizationKeySeedName>
  <LocalizationKeyDescription>CherryTreeDescription</LocalizationKeyDescription>
  <CodeVersion>EP1</CodeVersion>
  <Rarity>Rare</Rarity>
  <SkillPointsPlant>500</SkillPointsPlant>
  <SkillPointsHarvest>500</SkillPointsHarvest>
  <PerfThresholdAvgToGood>60</PerfThresholdAvgToGood>
  <PerfThresholdGoodToGreat>70</PerfThresholdGoodToGreat>
  <PerfBonusDrySoil>-40</PerfBonusDrySoil>
  <PerfBonusNeutralSoil>-5</PerfBonusNeutralSoil>
  <PerfBonusWetSoil>30</PerfBonusWetSoil>
  <WaterDecay>2</WaterDecay>
  <WeedProblem>0.2</WeedProblem>
  <HarvestStateDurationMin>2</HarvestStateDurationMin>
  <HarvestStateDurationMax>2</HarvestStateDurationMax>
  <NumLifetimeHarvestables>50</NumLifetimeHarvestables>
  <NumHarvestablesMin>2</NumHarvestablesMin>
  <NumHarvestablesMax>5</NumHarvestablesMax>
  <MedatorName>PlantLargeTree</MedatorName>
 </PlantList>

MOAR data from "FertilizerComponent_0x2724..."

Quote
<?xml version="1.0" encoding="utf-8"?>
<base>
  <Current_Tuning>
    <kFertilizerEffectivenessThresholds value="0, 5, 10, 15, 20">
      <!--The boundaries of Fertilizer Effectiveness. Units of measure = (Fertilizer Value as defined in spreadsheets) x (Ingredient Quality multiplier).  Format: (boundaryNeutralToNice, boundaryNiceToGreat, boundaryGreatToExcellent, boundaryExcellentToOutstanding).-->
    </kFertilizerEffectivenessThresholds>
  </Current_Tuning>
</base>
This explains why lifefruit is only Outstanding.50>20 hence Outstanding. Weird why they didn't program in a Perfect level.

... Double posting due to length restriction


Title: Re: Gardening and fertilizing
Post by: mindtempest on 2009 November 30, 01:12:43
In addition, here are the new fish fertiliser values:

Quote from: Fishing
<Fish>
  <Name>MummyFish</Name>
  <Description>MummyFishDesc</Description>
  <Hex>MummyFish</Hex>
  <WaterTypes>2</WaterTypes>
  <Bait>Pomegranate</Bait>
  <Level>8</Level>
  <MinWeight>25</MinWeight>
  <MaxWeight>80</MaxWeight>
  <OverMax>True</OverMax>
  <MinPrice>50</MinPrice>
  <MaxPrice>280</MaxPrice>
  <SkillPoints>1200</SkillPoints>
  <MedatorName>fishMummyFish</MedatorName>
  <EffectSize>Medium</EffectSize>
  <Ingredient_Key>MummyFish</Ingredient_Key>
  <Model_Name>fishMummy</Model_Name>
  <Fertilizer_Value>25</Fertilizer_Value>
  <Fertilizer_Days>3</Fertilizer_Days>
  <CanBuyFromStore>False</CanBuyFromStore>
  <FishBowlMaterialState>fishBowlVampirefish</FishBowlMaterialState>
  <CodeVersion>EP1</CodeVersion>
  <RequiredWorld>Egypt</RequiredWorld>
 </Fish>
<Fish>
  <Name>Crocodile</Name>
  <Description>CrocodileDesc</Description>
  <Hex>Crocodile</Hex>
  <WaterTypes>7</WaterTypes>
  <Bait>SiameseCatfish</Bait>
  <Level>4</Level>
  <MinWeight>1</MinWeight>
  <MaxWeight>400</MaxWeight>
  <OverMax>True</OverMax>
  <MinPrice>14</MinPrice>
  <MaxPrice>40</MaxPrice>
  <SkillPoints>220</SkillPoints>
  <MedatorName>fishCrocodile</MedatorName>
  <EffectSize>Large</EffectSize>
  <Ingredient_Key>Crocodile</Ingredient_Key>
  <Model_Name>fishCrocodile</Model_Name>
  <Fertilizer_Value>5</Fertilizer_Value>
  <Fertilizer_Days>3</Fertilizer_Days>
  <CanBuyFromStore>True</CanBuyFromStore>
  <FishBowlMaterialState>fishBowlPiranha</FishBowlMaterialState>
  <CodeVersion>EP1</CodeVersion>
  <RequiredWorld>Egypt</RequiredWorld>
 </Fish>
<Fish>
  <Name>Crawfish</Name>
  <Description>CrawfishDesc</Description>
  <Hex>Crawfish</Hex>
  <WaterTypes>7</WaterTypes>
  <Bait>Frogs</Bait>
  <Level>5</Level>
  <MinWeight>0.1</MinWeight>
  <MaxWeight>3</MaxWeight>
  <OverMax>False</OverMax>
  <MinPrice>15</MinPrice>
  <MaxPrice>45</MaxPrice>
  <SkillPoints>245</SkillPoints>
  <MedatorName>fishCrawfish</MedatorName>
  <EffectSize>Small</EffectSize>
  <Ingredient_Key>Crawfish</Ingredient_Key>
  <Model_Name>fishCrawfish</Model_Name>
  <Fertilizer_Value>5</Fertilizer_Value>
  <Fertilizer_Days>3</Fertilizer_Days>
  <CanBuyFromStore>True</CanBuyFromStore>
  <FishBowlMaterialState>fishBowlLobster</FishBowlMaterialState>
  <CodeVersion>EP1</CodeVersion>
  <RequiredWorld>France</RequiredWorld>
 </Fish>
<Fish>
  <Name>Frogs</Name>
  <Description>FrogsDesc</Description>
  <Hex>Frogs</Hex>
  <WaterTypes>3</WaterTypes>
  <Bait>Grapes Char</Bait>
  <Level>0</Level>
  <MinWeight>0.1</MinWeight>
  <MaxWeight>1</MaxWeight>
  <OverMax>False</OverMax>
  <MinPrice>6</MinPrice>
  <MaxPrice>13</MaxPrice>
  <SkillPoints>145</SkillPoints>
  <MedatorName>fishFrogs</MedatorName>
  <EffectSize>Small</EffectSize>
  <Ingredient_Key>Frogs</Ingredient_Key>
  <Model_Name>fishFrog</Model_Name>
  <Fertilizer_Value>5</Fertilizer_Value>
  <Fertilizer_Days>3</Fertilizer_Days>
  <CanBuyFromStore>False</CanBuyFromStore>
  <FishBowlMaterialState>fishBowlTuna</FishBowlMaterialState>
  <CodeVersion>EP1</CodeVersion>
  <RequiredWorld>France</RequiredWorld>
 </Fish>
<Fish>
  <Name>DragonFish</Name>
  <Description>DragonFishDesc</Description>
  <Hex>DragonFish</Hex>
  <WaterTypes>2</WaterTypes>
  <Bait>TanchoKoi</Bait>
  <Level>9</Level>
  <MinWeight>40</MinWeight>
  <MaxWeight>150</MaxWeight>
  <OverMax>True</OverMax>
  <MinPrice>60</MinPrice>
  <MaxPrice>300</MaxPrice>
  <SkillPoints>1300</SkillPoints>
  <MedatorName>fishDragonFish</MedatorName>
  <EffectSize>Large</EffectSize>
  <Ingredient_Key>DragonFish</Ingredient_Key>
  <Model_Name>fishDragon</Model_Name>
  <Fertilizer_Value>25</Fertilizer_Value>
  <Fertilizer_Days>3</Fertilizer_Days>
  <CanBuyFromStore>False</CanBuyFromStore>
  <FishBowlMaterialState>fishBowlTragicClownfish</FishBowlMaterialState>
  <CodeVersion>EP1</CodeVersion>
  <RequiredWorld>China</RequiredWorld>
 </Fish>
<Fish>
  <Name>DoitsuKoi</Name>
  <Description>DoitsuKoiDesc</Description>
  <Hex>DoitsuKoi</Hex>
  <WaterTypes>3</WaterTypes>
  <Bait>Pomelo</Bait>
  <Level>0</Level>
  <MinWeight>1</MinWeight>
  <MaxWeight>25</MaxWeight>
  <OverMax>False</OverMax>
  <MinPrice>7</MinPrice>
  <MaxPrice>14</MaxPrice>
  <SkillPoints>140</SkillPoints>
  <MedatorName>fishDoitsuKoi</MedatorName>
  <EffectSize>Medium</EffectSize>
  <Ingredient_Key>DoitsuKoi</Ingredient_Key>
  <Model_Name>fishKoiDoitsu</Model_Name>
  <Fertilizer_Value>5</Fertilizer_Value>
  <Fertilizer_Days>3</Fertilizer_Days>
  <CanBuyFromStore>True</CanBuyFromStore>
  <FishBowlMaterialState>fishBowlGoldFish</FishBowlMaterialState>
  <CodeVersion>EP1</CodeVersion>
  <RequiredWorld>China</RequiredWorld>
 </Fish>
<Fish>
  <Name>KawarimonoKoi</Name>
  <Description>KawarimonoKoiDesc</Description>
  <Hex>KawarimonoKoi</Hex>
  <WaterTypes>3</WaterTypes>
  <Bait>Plum</Bait>
  <Level>3</Level>
  <MinWeight>1</MinWeight>
  <MaxWeight>25</MaxWeight>
  <OverMax>False</OverMax>
  <MinPrice>14</MinPrice>
  <MaxPrice>28</MaxPrice>
  <SkillPoints>185</SkillPoints>
  <MedatorName>fishKawarimonoKoi</MedatorName>
  <EffectSize>Medium</EffectSize>
  <Ingredient_Key>KawarimonoKoi</Ingredient_Key>
  <Model_Name>fishKoiKawarimono</Model_Name>
  <Fertilizer_Value>5</Fertilizer_Value>
  <Fertilizer_Days>3</Fertilizer_Days>
  <CanBuyFromStore>True</CanBuyFromStore>
  <FishBowlMaterialState>fishBowlSalmon</FishBowlMaterialState>
  <CodeVersion>EP1</CodeVersion>
  <RequiredWorld>China</RequiredWorld>
 </Fish>
<Fish>
  <Name>OchibaKoi</Name>
  <Description>OchibaKoiDesc</Description>
  <Hex>OchibaKoi</Hex>
  <WaterTypes>3</WaterTypes>
  <Bait>Pomelo</Bait>
  <Level>5</Level>
  <MinWeight>1</MinWeight>
  <MaxWeight>50</MaxWeight>
  <OverMax>False</OverMax>
  <MinPrice>20</MinPrice>
  <MaxPrice>65</MaxPrice>
  <SkillPoints>250</SkillPoints>
  <MedatorName>fishOchibaKoi</MedatorName>
  <EffectSize>Medium</EffectSize>
  <Ingredient_Key>OchibaKoi</Ingredient_Key>
  <Model_Name>fishKoiOchiba</Model_Name>
  <Fertilizer_Value>5</Fertilizer_Value>
  <Fertilizer_Days>3</Fertilizer_Days>
  <CanBuyFromStore>False</CanBuyFromStore>
  <FishBowlMaterialState>fishBowlRainbowTrout</FishBowlMaterialState>
  <CodeVersion>EP1</CodeVersion>
  <RequiredWorld>China</RequiredWorld>
 </Fish>
<Fish>
  <Name>TanchoKoi</Name>
  <Description>TanchoKoiDesc</Description>
  <Hex>TanchoKoi</Hex>
  <WaterTypes>3</WaterTypes>
  <Bait>Plum</Bait>
  <Level>7</Level>
  <MinWeight>1</MinWeight>
  <MaxWeight>50</MaxWeight>
  <OverMax>False</OverMax>
  <MinPrice>25</MinPrice>
  <MaxPrice>90</MaxPrice>
  <SkillPoints>340</SkillPoints>
  <MedatorName>fishTanchoKoi</MedatorName>
  <EffectSize>Medium</EffectSize>
  <Ingredient_Key>TanchoKoi</Ingredient_Key>
  <Model_Name>fishKoiTancho</Model_Name>
  <Fertilizer_Value>5</Fertilizer_Value>
  <Fertilizer_Days>3</Fertilizer_Days>
  <CanBuyFromStore>False</CanBuyFromStore>
  <FishBowlMaterialState>fishBowlAlleyCatfish</FishBowlMaterialState>
  <CodeVersion>EP1</CodeVersion>
  <RequiredWorld>China</RequiredWorld>
 </Fish>
<Fish>
  <Name>Snails</Name>
  <Description>SnailsDesc</Description>
  <Hex>Snails</Hex>
  <WaterTypes>7</WaterTypes>
  <Bait>Grapes Mer</Bait>
  <Level>3</Level>
  <MinWeight>0.1</MinWeight>
  <MaxWeight>1</MaxWeight>
  <OverMax>True</OverMax>
  <MinPrice>8</MinPrice>
  <MaxPrice>20</MaxPrice>
  <SkillPoints>175</SkillPoints>
  <MedatorName>fishSnails</MedatorName>
  <EffectSize>Small</EffectSize>
  <Ingredient_Key>Snails</Ingredient_Key>
  <Model_Name>fishSnail</Model_Name>
  <Fertilizer_Value>5</Fertilizer_Value>
  <Fertilizer_Days>3</Fertilizer_Days>
  <CanBuyFromStore>False</CanBuyFromStore>
  <FishBowlMaterialState>fishBowlRobotfish</FishBowlMaterialState>
  <CodeVersion>EP1</CodeVersion>
  <RequiredWorld>France</RequiredWorld>
 </Fish>

Easily seen that Dragon fish and Mummy fish are equivalent to Vampire fish for purposes of fertiliser. Other fish all SUCK.


Title: Re: Gardening and fertilizing
Post by: Lorina on 2010 July 12, 07:05:57
Which fertilizer is the best? Life fruit? I read it can fertilize by 6 days but they are not soy easy to grow and fertilize a big garden... what should I use considering quality but days too? I usually use Lobster, is vampire fish better?


Title: Re: Gardening and fertilizing
Post by: The_Goddess on 2010 July 12, 07:23:17
Which fertilizer is the best? Life fruit? I read it can fertilize by 6 days but they are not soy easy to grow and fertilize a big garden... what should I use considering quality but days too? I usually use Lobster, is vampire fish better?

Garlic. 


Title: Re: Gardening and fertilizing
Post by: Lorina on 2010 July 13, 04:00:40
Thanks, I'll try, but the grade maybe too low...


Title: Re: Gardening and fertilizing
Post by: trenchmouth on 2011 April 12, 02:44:00
Edited for updates from Pets, Showtime, and Supernatural.

Thread necro to update Rothchild's easy to read list for WA and LN.  Other information I found but isn't definitively posted here follows.

It's worthwhile to note that with LN installed, Plasma Fruit replaces Lobster as the highest strength fertilizer available from the grocery store.  With Supernatural installed, Truffles join Plasma Fruit as the new best from your grocer fertilizer.

The numbers stand for "Fertilizer_Value"-"Fertilizer_Days":
  25-6 = Lifefruit*
  25-4 = Angelfish*, Sea Sludge (LN)*
  25-3 = Vampirefish*, Dragonfish (WA:C), Mummyfish (WA:E)
  20-6 = Glow Orbs (SN-M)#
  20-4 = Shark*, Plasma Fruit (LN)$, Truffles (SN-M), Ninja Starfish (ST)*
  20-3 = Lobster
  15-6 = Garlic
  15-4 = Steak, Bell Pepper, Flame Fruit*, Blowfish*,  Piranha*, Red Herring*, Siamese Catfish*, Tragic Clownfish*, Cherries (WA:C), Spotlight Mushrooms (SN-M)#
  15-3 = Renoit (WA:F)+, Meloire (WA:F), Sewer Trilobite (LN)*, Ghost Chili (SN), Purple starfish (ST)*
  12-5 = Pomelo (WA:C), Mycenas (SN-M)#
  12-3 = Black Goldfish, Salmon, Swordfish
  10-6 = Red Toadstool (SN-M)*
  10-5 = Watermelon
  10-4 = Jellyfish*, Minnow*, Porcinis (SN-M), Fairy Damsel (SN)*
  10-3 = Tuna, Cranerlet Nuala (WA:F)+, Cherimola Blan (WA:F)+, Wolfsbane (SN)#, Horse Fertilizer (Pets)*?, Orange Starfish (ST)
   8-3 = Rainbow Trout, Plum (WA:C)
   7-3 = Pomegranate (WA:E)
   5-6 = Lime, Onion, White Caps (SN-M), Banana (ST), Carrot (Pets)
   5-5 = Potato
   5-4 = Burger Patty, Cheese, Egg, Apple, Lettuce, Tomato
   5-3 = Grapes, Alley Catfish, Anchovy, Goldfish, Gralladina Fran (WA:F), Avornalino (WA:F), Snails (WA:F), Kissing Gourami (LN), Koi (All) (WA:C), Frogs (WA:F), Crawfish (WA:F), Crocodile (WA:E),
      Red Valerian (SN)#, Mandrake (SN)#, Luminous Salamander (SN)*, Toad (SN)*
-200-4 = Deathfish*

Expansion Pack info should be self-explanatory.
* = Can not be purchased from a store.
@ = Growing Plasma Fruit for fertilizer is inefficient as the plants yield only two single fruit harvests before going barren.
+ = Can be purchased from the Special Merchant; while everyone knows this by now, I've included it for accuracy.
# = May appear in alchemy consignment shop.
? = This is base value for a horse without the reward Gardener's Delight, for which I can't find the information.  However, the box stall's XML indicates that additional weight is given towards producing nice, very nice, and great quality fertilizers.

For Supernatural, mushrooms are noted as (SN-M).  I have made this distinction because of how mushrooms restart their growth cycle when harvested, which makes them poor choices to grow for use as fertilizer.

My apologies if I have the names of the starfish from Showtime wrong, I don't have it installed, so I was simply working from the lines in the gameplaydata.package.

Other useful gardening information I found in the Gameplaydata.package while updating the list:

The "Revive Plant" interaction has a 70% chance of success, and is available at gardening skill 5.

The gardening XML doesn't indicate that weeds actually kill plants, they reduce the performance by 50%.  This can contribute to the wilting state (particularly for plants that suffer in neutral soil), but if weeds affect plant neglect in the scripting, I can't find it.  In other words, if growth time/quality isn't an issue, you can neglect weeding plants so long as they get watered.

Provided this holds true, the state of the soil (dry, neutral, wet) is all that really matters for plant neglect:

Soil is Dry at -50 and lower.
Soil is Neutral from -49 to 49.
Soil is Wet from 50 to 100

Additionally, most plants grow faster in wet soil over neutral, and take a growth penalty in dry soil.  The amount varies by plant, and I'm not compiling it into something easy to read without others expressing an interest.

The Botanical Boss and Master Farmer challenges have the following effects on watering and fertilizing:

Master Farmer adds 2 days to fertilizer duration.
Master Farmer waters plants to 175 instead of the normal 100.

Botanical Boss allows plants to survive until their performance reaches -175 (normally they die at -100).

Note that while completing both skill challenges effectively nearly doubles the amount of water in the soil, plants "consume" water at different rates, so YMMV.

When digging up the new numbers, I noticed a reference in the GameplayData.package file for an EAxis store Lemon Tree, but since I don't have the tree, I don't have the information for where it falls in the list.


Title: Re: Gardening and fertilizing
Post by: Madame Mim on 2011 April 12, 04:06:55
I'd be interested in knowing what sprinklers do as to water value, if the presence of a master farmer in the household increases watering value for sprinklers and whether (for any plants at all) optimum wetness would be better acheived by 'manually' using the sprinkler in the evening as well as it doing an auto-water in the morning.


Title: Re: Gardening and fertilizing
Post by: Eeyore on 2011 April 12, 04:35:51
I'd be interested in knowing what sprinklers do as to water value, if the presence of a master farmer in the household increases watering value for sprinklers and whether (for any plants at all) optimum wetness would be better acheived by 'manually' using the sprinkler in the evening as well as it doing an auto-water in the morning.

What I've notice about weeds (which seems like it would also apply for water) is that the gardening challenge benefits effect plants that have been planted by the sim who has completed the challenge, regardless of who tends the garden.


Title: Re: Gardening and fertilizing
Post by: trenchmouth on 2011 April 12, 05:23:42
I can't find a fixed value for what level the sprinkler waters to, but it's a safe assumption that it only waters to the default 100, similar to how self-cleaning objects only seem to clean to the default 0, versus the neat trait's "clean until pristine" (which is usually 30).  However, since plants only update their growth state once a day, and the sprinkler starts watering an hour before the update and continues for two hours after, it should adequately keep most plants in the better growing "wet" state without additional watering.  This may be a case of a low-level upgrade trumping a skill challenge, as sims don't seem to water a plant until the water level falls below a certain threshold (the -50 for dry, I think), while the sprinkler waters everything in range every day.

As an example (I admit my knowledge of the scripts is severely lacking, so anyone with a better knowledge of the formula should feel free to correct and spork me):

Code:
<PerfThresholdAvgToGood>95</PerfThresholdAvgToGood>
  <PerfThresholdGoodToGreat>105</PerfThresholdGoodToGreat>
  <PerfBonusDrySoil>-30</PerfBonusDrySoil>
  <PerfBonusNeutralSoil>45</PerfBonusNeutralSoil>
  <PerfBonusWetSoil>90</PerfBonusWetSoil>
  <WaterDecay>2</WaterDecay>
  <WeedProblem>0.1</WeedProblem>
  <HarvestStateDurationMin>3</HarvestStateDurationMin>
  <HarvestStateDurationMax>8</HarvestStateDurationMax>
  <NumLifetimeHarvestables>40</NumLifetimeHarvestables>
  <NumHarvestablesMin>3</NumHarvestablesMin>
  <NumHarvestablesMax>5</NumHarvestablesMax>

This is assuming no fertilizer or weeds and a sim that hasn't completed any skill challenges.
The apple tree gains 45 performance in neutral soil, and 90 in wet soil.  It loses 30 performance in dry soil.  It consumes water at a rate of 2 (I'm assuming per sim-hour).  All plants get a base performance of 10.  It takes 25.5 hours for a freshly watered apple tree to go "neutral", and another 51 to go dry.  Because the update occurs every 24 hours, the tree will grow best on the first update, less the second, and need watering on the fourth update to maintain its performance, which resets the cycle.  By adding a perfect life fruit as fertilizer, an apple tree could potentially maintain positive (if only average) growth until it died of neglect from going 6 days without water.  What I'm not sure of is how the thresholds work, although I assume that they determine how well a plant has to be doing to grow faster, and once mature, how much better the produce is at harvest time.

Interestingly, while looking this part up, it seems that the tomato vine is the only common base game plant that requires fertilizer to achieve its optimal growth Common plants need any fertilizer of at least normal quality will do the trick.   Exceeding their "great" growth threshold may be what pushes improvements in produce quality, but if all that matters is reaching the threshold, then exceeding it is wasting fertilizer better used on the more difficult plants.  It also seems like it would be best to water plants later in the day (if you're not using a sprinkler upgraded to automatically water), so that they're guaranteed to have wet soil in their morning update.

Eeyore: That's true for the botanical boss challenge which lets their plants survive until the performance reaches -175, which should be an extra 2 days for my apple tree example.  As noted above, a sim that isn't a master farmer will only water to 100.  I'm still trying to find the data for how the master planter challenge and super green thumb reward affect plants, so I can't provide better than anecdotal information on how they affect behavior.

Edited twice because I'm a nimrod.


Title: Re: Gardening and fertilizing
Post by: cwykes on 2011 June 15, 02:46:44
So given all this wonderfully helpful information....... how do you succeed at the bad apple challenge?  The restaurant gives you one bad apple and you have to produce 10 fairly quickly.  Basically you need to lower the quality of produce rather than increasing it.

1. If your sim has access to a putrid/horrifying quality omni plant, you can feed your bad apple to it and hope it produces more bad apples. What are the odds?  Would not watering the omni plant make any difference?  Fertilising is essential and doesn't affect quality.  Are you saying that tending makes no difference to quality either?

2. If there's no putrid omni plant and your sim (or a house mate) has no/(low?) gardening skill, can you just plant the bad apple and treat it badly as above?  Getting 10 bad fruit in the time is hard, so you'd probably need to hunt for bad quality seeds and plant those as well.

3. If your sim has good gardening skill, but no putrid omni plants, what then?  This is situation normal for me, given that you can't re-order omni seeds and can only buy normal plants in debug.  Planting the bad apple gives a normal plant, so what then?  I had a couple of ideas - probably impractical.....
a. send your sim trash rummaging and hope they find bad, horrifying or putrid apples.  Is it likely?  NB I suspect the supreme commander may helpfully dispose of them for you, so trash rummaging manually is indicated!
b. Send your sims seed hunting for putrid or horrifying quality apple seeds.  Do they exist?   I'm playing custom hoods and not seeing them.  Do they get spawned by the "common seed 1" spawner?