Vine growth
FarmingVine growth uses elapsed whole seconds divided by growTime+growTimePerBranch*max(0,branches-1), with queued catch-up attempts. Direction, width/height, closure and growth rolls precede collision/support sensors. Child vines inherit remaining catch-up iterations and adjusted initial berry timers. Berry availability requires nearby pickable collider count below its limit and more than one connected branch; existing pickable berries pass immediately. Unsupported vines are destroyed.
Scope of the calculation
Vine configuration 1
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Vine configuration 2
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Vine configuration 3
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Vine configuration 4
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Vine configuration 5
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Vine configuration 6
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Vine configuration 7
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Vine configuration 8
Rows 1–7 of 13Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

