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Copy of Games: Stardew Valley Farming - Automated

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This diagram models a complex agricultural and animal husbandry system within a game environment, incorporating resource generation, accumulation, conversion, and consumption with elements of probabilistic outcomes and conditional triggers. At its core, the system simulates a farm with various sources generating resources such as different types of animals (e.g., chicken, duck, rabbit) and plants. These resources flow through gates, either being consumed, stored in pools reflecting different entities (e.g., eggs, feathers, wool) and quality grades (normal, silver, gold), or converted into monetary values represented in gold through specific formulas in registers. The system accounts for variability and seasonality, as indicated by resource connections that simulate random events (e.g., the chance of obtaining large eggs or duck feathers) and conditional triggers aligned with seasonal changes affecting crop yields and animal products.

The game system's economic aspect is detailed through registers calculating gold earned from farming activities, including the sale of animal products and crops, with values influenced by quality grades. Conditional logic built into the simulation allows for automatic progression through seasons and years, with resources being drained or converted based on these conditions. Delays and drains are used to represent time-bound processes and resource attrition, respectively, adding a layer of strategy required in resource management and planning. This detailed simulation serves not only to entertain but also to educate on the complexities of farm management, resource allocation, and economic planning within a controlled environment, providing insights into sustainable practices and financial decision-making.

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Edited more than 1 year ago
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This diagram is a forked version, originally created by
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