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* [[Gift]]s per year is 33 total; 2days x4weeks x4seasons  plus birthday.
 
* [[Gift]]s per year is 33 total; 2days x4weeks x4seasons  plus birthday.
 
* Exotic fruits/seeds: [[Starfruit Seeds]] (Oasis), [[Sweet Gem Berry]]/[[Rare Seed]], [[Ancient Seeds]]
 
* Exotic fruits/seeds: [[Starfruit Seeds]] (Oasis), [[Sweet Gem Berry]]/[[Rare Seed]], [[Ancient Seeds]]
* 10k cost items: <strike>[[Backpack]] or two steel [[tool]]s. [[Big Coop]], [[Farmhouse#Upgrades|Farmhouse kitchen upgrade]] (ie for [[cooking]]), [[Stable]] (requires hardwood)</strike>, [[Vault]] bundle. Alternatively, 40 [[cranberry seeds]].
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* 10k cost items: <strike>[[Tools#Other Tools|Backpack]] or two steel [[tools]]. [[Coop|Big Coop]], [[Farmhouse#Upgrades|Farmhouse kitchen upgrade]] (ie for [[cooking]]), [[Stable]] (requires hardwood)</strike>, [[Bundles#Vault|Vault]] bundle. Alternatively, 40 [[Cranberry Seeds|cranberry seeds]].
 
* Iridium Bar priorities: Slime Hutch (unlocks egg drops), Pickaxe, Iridium Band. Most of the remainder goes into sprinklers? Later on it goes to Ginger Island Anchor, or Obelisks and Crystalariums. The Wizard quest is largely useless and Qi stuff (fertilizer) is way later.
 
* Iridium Bar priorities: Slime Hutch (unlocks egg drops), Pickaxe, Iridium Band. Most of the remainder goes into sprinklers? Later on it goes to Ginger Island Anchor, or Obelisks and Crystalariums. The Wizard quest is largely useless and Qi stuff (fertilizer) is way later.
    
;To do at some stage:
 
;To do at some stage:
* rework [[Festival]]s and [[Proficiency]]
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* rework [[Festivals]] and [[Skills#Proficiency|Proficiency]]
* Consider fish by season by taking copies of [[Template:FishLocationHeader]] (see format at [[Template:FishLocations Town]])
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* Consider fish by season by taking copies of [[:Template:FishLocationHeader]] (see format at [[:Template:FishLocations Town]])
 
* https://www.mediawiki.org/wiki/Extension:Labeled_Section_Transclusion
 
* https://www.mediawiki.org/wiki/Extension:Labeled_Section_Transclusion
    
===Draft stubs===
 
===Draft stubs===
 
* '''Quality''' is an attribute of items including [[crops]], [[fish]], and [[Artisan Goods|artisan goods]]. ([[Trash]], [[mineral]]s, and [[:Category:Resources|resources]] do not have quality). Quality has three levels: silver, gold, and iridium. Higher qualities improve the sale price and the friendship increase from gift-giving.
 
* '''Quality''' is an attribute of items including [[crops]], [[fish]], and [[Artisan Goods|artisan goods]]. ([[Trash]], [[mineral]]s, and [[:Category:Resources|resources]] do not have quality). Quality has three levels: silver, gold, and iridium. Higher qualities improve the sale price and the friendship increase from gift-giving.
**Improving quality depends on skill and on various other methods related to the item involved. Crops can be improved by using [[fertilizer]] and with [[farming]] skill; [[Animals]] by care, happiness, and mood; Fruit Trees by annual aging; and forageables can be guaranteed iridium quality by the [[Botanist]] profession. [[Fishing#Fish_Quality|Fish quality]] can be improved by fishing further from land and having a perfect catch. Certain artisan goods can be aged in a [[cask]] or using [[Large Egg]]s (see [[Animals#Deluxe_and_Large_Products|animal product variants]]) will result in golden [[mayonnaise]].
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**Improving quality depends on skill and on various other methods related to the item involved. Crops can be improved by using [[fertilizer]] and with [[farming]] skill; [[Animals]] by care, happiness, and mood; Fruit Trees by annual aging; and forageables can be guaranteed iridium quality by the [[Skills#Foraging|Botanist]] profession. [[Fishing#Fish_Quality|Fish quality]] can be improved by fishing further from land and having a perfect catch. Certain artisan goods can be aged in a [[cask]] or using [[Large Egg]]s (see [[Animals#Deluxe_and_Large_Products|animal product variants]]) will result in golden [[mayonnaise]].
 
**In the game's code, each item is assigned a value from zero to four. 0 represents no quality; 1 silver, 2 gold, and with a gap, 4 represents iridium quality.
 
**In the game's code, each item is assigned a value from zero to four. 0 represents no quality; 1 silver, 2 gold, and with a gap, 4 represents iridium quality.
 
* '''Shops''' allow the player to purchase items for [[gold]]. Most shops are run by a [[villager]] and some are reachable by [[telephone]] to get an overview of their service. While all shops sell items, some shops also allow the player to sell items to them to instantly generate revenue. Shops are affected by the [[Days of the Week]], including their [[Shop Schedules|trading hours]] and stock.
 
* '''Shops''' allow the player to purchase items for [[gold]]. Most shops are run by a [[villager]] and some are reachable by [[telephone]] to get an overview of their service. While all shops sell items, some shops also allow the player to sell items to them to instantly generate revenue. Shops are affected by the [[Days of the Week]], including their [[Shop Schedules|trading hours]] and stock.
 
* '''Bars''' are units of metal material used for various purposes. They are produced by smelting in a [[furnace]] using coal and ore. Like many other materials they can be purchased from shops, albeit indirectly, by buying the 5 ore and 1 coal from [[Clint]]. For example a [[Copper Bar]] costs 525g (Y1) when purchased in this way, and an [[Iron Bar]] costs 900g ((5+1)*150g  Y1). (It is not worth transmuting purchased bars).
 
* '''Bars''' are units of metal material used for various purposes. They are produced by smelting in a [[furnace]] using coal and ore. Like many other materials they can be purchased from shops, albeit indirectly, by buying the 5 ore and 1 coal from [[Clint]]. For example a [[Copper Bar]] costs 525g (Y1) when purchased in this way, and an [[Iron Bar]] costs 900g ((5+1)*150g  Y1). (It is not worth transmuting purchased bars).
* [[Time]]: Time in Stardew Valley is divided into [[day]]s, [[Days of the Week|weeks]] and [[season]]s. Each day consists of 20 hours, each week of 7 days, and each season of 28 days. As some examples of the days of the week, most villagers will have different routines, moving to different locations around the Valley. Store hours and stock may also be affected. It will also affect what programs are shown on [[television]].
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* [[Day Cycle|Time]]: Time in Stardew Valley is divided into days, [[Days of the Week|weeks]] and [[seasons]]. Each day consists of 20 hours, each week of 7 days, and each season of 28 days. As some examples of the days of the week, most villagers will have different routines, moving to different locations around the Valley. Store hours and stock may also be affected. It will also affect what programs are shown on [[television]].
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