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| Six boxes will be added to the cave where certain types of [[Foraging|mushrooms]] will randomly grow. Five different types will appear, including all four that are required to craft the [[Life Elixir]]. Even though [[Common Mushroom]]s, [[Morel]]s, and [[Chanterelle]]s are the ones that most commonly appear, this is still the best way to craft the elixir as often as possible. This makes the Mushroom option a great one for those who love to go into [[The Mines]], especially since most mushrooms can be hard to find otherwise. This is also a good choice for players that have grown, or plan to grow, fruit trees and do not need the extra [[Fruits|fruit]] provided by the fruit bats. | | Six boxes will be added to the cave where certain types of [[Foraging|mushrooms]] will randomly grow. Five different types will appear, including all four that are required to craft the [[Life Elixir]]. Even though [[Common Mushroom]]s, [[Morel]]s, and [[Chanterelle]]s are the ones that most commonly appear, this is still the best way to craft the elixir as often as possible. This makes the Mushroom option a great one for those who love to go into [[The Mines]], especially since most mushrooms can be hard to find otherwise. This is also a good choice for players that have grown, or plan to grow, fruit trees and do not need the extra [[Fruits|fruit]] provided by the fruit bats. |
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− | Cave mushroom production takes one to two days. Unlike other processing, the time when mushrooms are ready for harvest depends upon the time when the player goes to sleep: processing is faster if the player goes to sleep later.<ref name="mushroomtime" /> The earliest mushrooms can be ready is 12:40pm, if the player goes to sleep at 2am. If the player goes to sleep at or before 6pm, mushrooms will not be ready until two days later, resulting in a missed day of production. These processing times apply both to newly-placed mushroom boxes and to existing ones that were just harvested. | + | Cave mushroom boxes produce every day.<ref name="mushroomtime" /> Mushrooms grown in the cave are always of normal quality, even if the [[Foraging#Foraging Skill|Botanist Profession]] is chosen. Harvesting mushrooms from the Cave does not award the player with any [[Foraging]] experience points. |
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− | Mushrooms grown in the cave are always of normal quality, even if the [[Foraging#Foraging Skill|Botanist Profession]] is chosen. Harvesting mushrooms from the Cave does not award the player with any [[Foraging]] experience points, however the [[Foraging#Foraging Skill|Gatherer]] Profession does award double mushrooms but this could be a bug. | |
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| {| class="wikitable sortable" | | {| class="wikitable sortable" |
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| <ref name="fruitchances">Fruit spawning is controlled in the game code by <tt>FarmCave::DayUpdate</tt>. The code loops repeatedly, with a 34% chance of the loop terminating on each iteration. Otherwise, the spawn location is randomly selected from one of 90 tiles. Fruit only spawns if the selected tile is a valid location. 40 of the tiles are never valid (in the cave walls); existing fruit, equipment, or flooring in the cave will also make tiles invalid.</ref> | | <ref name="fruitchances">Fruit spawning is controlled in the game code by <tt>FarmCave::DayUpdate</tt>. The code loops repeatedly, with a 34% chance of the loop terminating on each iteration. Otherwise, the spawn location is randomly selected from one of 90 tiles. Fruit only spawns if the selected tile is a valid location. 40 of the tiles are never valid (in the cave walls); existing fruit, equipment, or flooring in the cave will also make tiles invalid.</ref> |
| <ref name="mushroomchances">See <tt>Object::DayUpdate</tt> in the game code.</ref> | | <ref name="mushroomchances">See <tt>Object::DayUpdate</tt> in the game code.</ref> |
− | <ref name="mushroomtime">The mushroom processing times are controlled by the game code in <tt>Object::DayUpdate</tt> <tt>case 128</tt>. For any empty mushroom box, the processing time is set to <tt>3000 - Game1.timeOfDay</tt> minutes. Because this code is triggered when the player goes to sleep, <tt>Game1.timeOfDay</tt> ends up being the time when the player goes to sleep (e.g., going to sleep at 1:30 am (2530) means processing takes 3000-2530=470 minutes). However, no processing happens during the first night (the code handles all overnight-processing updates before calling <tt>Object::DayUpdate</tt>), meaning the processing start time is 6am the next morning.</ref> | + | <ref name="mushroomtime">Mushroom processing times are controlled by the game code in <tt>Object::DayUpdate</tt> <tt>case 128</tt>.</ref> |
| </references> | | </references> |
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