Bee hive

Revision as of 09:53, 18 April 2025 by CaptainTofu (talk | contribs) (wording)

Bee hives are processors, which automatically create honeycombs depending on available flowers on the map.

Honeycomb production [1]

int soilCost = EClass._zone.GetSoilCost();
CS$<>8__locals1.flower = 5;
int num = Mathf.Min(100, 70 + (this.MaxSoil - soilCost));
int num2 = 0;
foreach (Thing thing3 in EClass._map.things)
{
    if (thing3.IsInstalled && thing3.trait is TraitBeekeep && !thing3.things.IsFull(0))
    {
        CS$<>8__locals1.flower -= 3 + EClass.rnd(5 + num2 * 4);
        num2++;
        if (CS$<>8__locals1.flower < 0)
        {
            break;
        }
        if (EClass.rnd(100) <= num)
        {
            Thing thing4 = ThingGen.Create("honey", -1, -1);
            thing4.SetEncLv(CS$<>8__locals1.lv / 10);
            thing4.elements.SetBase(2, EClass.curve(CS$<>8__locals1.lv, 50, 10, 80), 0);
            thing3.AddThing(thing4, true, -1, -1);
        }
    }
}

Every day a base is updated, the above code runs, which causes each beehive to process whether a honeycomb is produced or not depending on the number of flowers remaining on the map. To be eligible to run the code, the beehive must be installed on the map (rather than in a container or dropped on the floor) and it must have free slots in its inventory, otherwise it will be treated as if it does not exist. As a tent is not a 'base', beehives do not work within tents.

The base 'flower power' of each map is 5, to which the sum total of the Flower, Blue Flower, Yellow Flower, White Flower and Cotton plants on the map is added; i.e. three eligible flowers results in a 'flower power' of 8. Each successive hive deducts 3 + random (0 to 5 + 4(n-1)) 'flower power' to produce one honeycomb - so the first takes 3 to 8 'flower power', the second takes 3 to 12 'flower power', and so on and so forth.

Finally, eligible hives have a probability ([Available Fertility] + 70%) of creating honeycombs; hives on maps with 30 Fertility will have a 100% chance of producing honeycombs if enough 'flower power' is available, while maps with -70 Fertility have a close to 0% chance (the random number generated has to be exactly zero to produce a honeycomb). Because growing flowers takes Fertility in itself, adding flowers increases the maximum number of beehives that can potentially produce honeycombs at the same time it also reduces the probability each beehive actually produces any honeycombs. As the required 'flower power' increases with the number of hives on a map in a geometric manner but the fertility effect is linear, honeycomb production tends to be flower-limited at smaller numbers and Fertility-limited at large numbers.

When honeycombs are produced, their quality is dependent on the quality of the best eligible flower on the map; a single +70 flower in a field of +0 flowers will still result in all hives producing stacks of +7 honeycombs. Flowers can still contribute to honeycomb production even if defertilized (e.g. to survive winter without the usage of sun lamps).

Bee hives spawn neutral bees around them. Killing the bees has no effect on hives or honeycomb production, and there does not need to be a valid path from the beehive to the flowers for honeycombs to be produced.

See the table below for a summary of the number of flowers each hive requires as per the above formula. Remember to deduct the base 'flower power' of 5 from these numbers; for instance, 25 flowers has a non-zero chance of producing honeycombs from the 10th beehive.

 

Crafting Bee Hives

The recipe can be acquired by

  • dismantling bee hives (for example in Lumiest or Mysilia) with crafting 25 or higher
  • dream recipe with crafting 25 or higher
  • purchasing it from Nino in Tinker's Camp
  • as a random recipe drop in treasure chests

5 bricks, 1 queen bee (low drop chance in bee loot table) and 2 nails are required per beehive. The quality and material of the beehive does not affect honeycomb quality or quantity produced.

Legacy Changes

Elin formerly required 3 + random(0 to 4 + 4(n-1) 'flower power' to produce one honeycomb, which was the basis for the previous image. As such, this page may require updating if the honeycomb production code changes again in future.

For more info on furniture, see Creating; for more information on Fertility, see Farming.

References