Nothing planted yet
Check the day. Before day 23 nothing is cold and before day 30 nothing is dark, so plant by yield and grow time from the crops list and ignore the weather. From day 22 on, count the grow time against the next spell in the table below before you start anything with a long one.
Crops are in the pots
Find the next cold spell below and compare its cold to each crop’s resistance in the crops list. Anything under 3 dies on days 24, 44, 45, 46, 58, 60; anything under the spell’s own cold dies on its first day. Harvest early or clear the pot the day before, and replant with one of the 8 that take cold 3.
A cold wave was just announced
The warning comes 1 to 2 days before the wave, which is the time you have. The 3 cold waves start on days 23, 44, 58 and end on days 25, 47, 61. Clear what cannot take the cold, then read keeping the house warm, because the same days hit you as well as the crops.
A dark spell is on
Nothing dies. Every crop that needs light stops where it stands and resumes when the light returns, so the harvest comes 4 days late at most. Only the 9 crops that need no light keep growing: White Beech Mushroom, Shaggy Mane Mushroom, King Oyster Mushroom, Straw Mushroom and the rest of the mushrooms. Do not clear a pot for the dark.
Open the forecast list Every day of the schedule with its light and cold, and the crops that grow through it in each room.
The weather is not rolled. It runs to a fixed schedule for all 100 days, which means every dark spell and every cold snap in your run is already written down. 13 of those days lose the light completely, and 6 reach the hardest cold the game has. The list is short enough to plan around:
| What happens | Days |
|---|---|
| No light at all | days 30 to 32, days 38 to 41, day 59, day 61, day 77, day 80, day 83, day 96 |
| Any cold | days 23 to 24, days 44 to 46, day 58, day 60 |
| Hardest cold | 24, 44, 45, 46, 58, 60 |
What the schedule is made of
| Weather | Light it allows | Cold it brings | Share of the run |
|---|---|---|---|
| Clear | 2 | 0 | 31% |
| Cloudy | 1 | 0 | 29% |
| Rainy | 1 | 0 | 21% |
| Continuous Rain | 0 | 0 | 8% |
| Severe Cold | 1 | 3 | 6% |
| Heavy Rain | 0 | 0 | 4% |
| Moderate Cold | 1 | 2 | 1% |
The dark days
13 days drop to no light at all, in 8 spells. The longest is days 38 to 41, 4 days with no light in any room.
| Spell | Days |
|---|---|
| days 30 to 32 | 3 |
| days 38 to 41 | 4 |
| day 59 | 1 |
| day 61 | 1 |
| day 77 | 1 |
| day 80 | 1 |
| day 83 | 1 |
| day 96 | 1 |
Only the 9 crops that need no light at all keep growing through these: White Beech Mushroom, Shaggy Mane Mushroom, King Oyster Mushroom, Straw Mushroom and the rest of the mushrooms. Everything else stops where it stands and resumes when the light returns. A dark spell delays a harvest rather than destroying it: a crop planted just before days 38 to 41 finishes 4 days later than the crops list says.
The cold snaps
| Days | Cold | Crops that survive it |
|---|---|---|
| days 23 to 24 | 3 | 8 |
| days 44 to 46 | 3 | 8 |
| day 58 | 3 | 8 |
| day 60 | 3 | 8 |
At the hardest cold only 8 of the 34 crops survive: Spinach, Beet, Carrot, Onion, Chives, Garlic, Matsutake, Boston Ivy. Anything else in the ground on days 24, 44, 45, 46, 58, 60 is lost, so the planting decision is made days earlier: a crop that will still be growing on day 24 has to be one of those 8.
One crop survives both: no light needed and the hardest cold resisted. That is Matsutake, and it is the only thing you can plant and forget.
What each room is left growing
The room multiplies the light before the crop ever sees it, so the same day is a different day depending on where the pot is.
| Room | Light it gets | Crops still growing |
|---|---|---|
| Interior | 0 | 1 |
| Sunroom | 1 | 5 |
| Terrace | 1 | 5 |
| Cold Storage | 0 | 1 |
| Basement | 0 | 1 |
The Sunroom and the Terrace pass the weather’s light through unchanged, so they keep growing when the Interior has already gone dark. The Sunroom is the one of the two that is indoors, a step warmer and reached by a heater, which makes it the answer to both problems at once. Which room to use for what has the rest of what a room changes.
The talent that changes this
One permanent talent reduces what a cold snap takes from you, on the days named above.
| Talent | First level | All levels | At the top |
|---|---|---|---|
| Cold-Resistant Constitution | 20 pts | 90 pts | When affected by cold waves, Satiety/Morale/Vitality loss is reduced by 50%. |
Which talents to buy covers what the tree costs as a whole.
What to do
- Plant freely for the first 22 days. Nothing in the schedule threatens a crop before then.
- Before days 44 to 46, clear anything that cannot take cold 3 out of the pots and replace it with one of the 8 that can. Replanting during a snap is too late.
- Before days 38 to 41, do not start a crop that needs light. It will simply stand still for 4 days.
- Keep the Basement in mushrooms permanently. It is at no light whatever the weather, so it is unaffected by every dark spell in the schedule.
- Check the day you are on against the forecast before you plant anything with a long grow time.
Quick reference
- The schedule is fixed for all 100 days.
- Dark spells: days 30 to 32, days 38 to 41, day 59, day 61, day 77, day 80, day 83, day 96.
- Cold spells: days 23 to 24, days 44 to 46, day 58, day 60, worst at cold 3.
- First threat arrives on day 23.
- Survives the dark: 9 crops. Survives the worst cold: 8.
- Survives both: Matsutake.