In our default setting, resource items of 250 resource types are distributed in 24500 patches with 1200 items each. There are 50 patch types, and a patch type is characterized by the presence of five resources types that only occur in that patch type (as in trees with fruit, leaves, flowers etc). In order to generate variation across patches of a given type, each patch of a given type is defined by three resource types which are randomly selected from the five resource types that characterize that patch type. While these parameter values typically underestimate the diversity of natural environments, we strike a pragmatic balance between model complexity and simulation environments that are too simple, and where learning hardly plays a role . We compare this ecological context with randomly distributed resources without patches, and pure patches where each patch type has only one resource type.