Documentation / Fields & crops

🌾 Fields & crops 田地同作物

What it does 做乜嘢

Six plots to start, buyable with coins on an escalating curve up to sixty. Seventeen crops unlock by level, from Wheat at level 1 (2 minutes to grow) through Vanilla at level 80 (20 hours). Plant-all and harvest-all are single actions. 初始有六塊田,用金幣以遞增曲線買,最多買到六十塊。十七種作物按等級解鎖,由 1 級嘅小麥(種兩分鐘)到 80 級嘅雲呢拿(種二十個鐘)。全種同全收都係一個動作搞掂。

How it works 點運作

Crops grow on wall-clock timers — nothing withers, and nothing is lost by being away. Rushing a crop's remaining timer costs cash under the standard rush-cost formula, or a village helper can shave time for free on a cooldown. Grown crops feed directly into factory recipes (wheat into the Mill and Bakery, sugarcane into the Sugar Mill, and so on), so a field plan is really a supply-chain decision. 作物跟真實時鐘生長——唔會枯萎,唔喺線都唔會蝕。想快啲收成可以用標準趕時間公式俾 Cash,或者用村莊助手免費慳時間(有冷卻)。收成嘅作物會直接餵去工廠配方(小麥去麵粉廠同麵包店,蔗糖去糖廠,如此類推),所以點樣種田其實係一個供應鏈決定。

Failure modes 失敗情況

Plant-all and harvest-all report honest partial results when the barn fills partway through a sweep, rather than silently succeeding or silently failing the whole batch — the interface states exactly how many plots were affected. 如果全收途中倉滿咗,全種同全收會誠實話你部分成功,唔會靜雞雞當全部搞掂或者全部失敗——介面會清楚講幾多塊田受影響。

What is not yet implemented 仲未整好嘅部分

The published v0.1.0-22 desktop baseline is available (see the changelog). The crop table, grow times and plot-purchase curve are balance data validated by a standalone checker (see the Architecture section of the project's design plan) that proves no recipe is unreachable and no unlock is orphaned before anything ships. 已發佈嘅 v0.1.0-22 桌面基準而家可以下載(睇更新日誌)。作物表、生長時間同買田曲線都係平衡數據,會用獨立嘅驗證工具(睇項目設計計劃嘅「架構」部分)喺出街之前確認冇解唔到嘅配方,亦冇孤兒解鎖。