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| Most forageables can be found throughout their season. One exception is [[Salmonberry]], which can only be found during Salmonberry Season ([[Spring]] 15-18), on bushes around town. Blackberries can be found on the ground during [[Fall]], but during Blackberry Season ([[Fall]] 8-11), they can also be found on bushes throughout town. | | Most forageables can be found throughout their season. One exception is [[Salmonberry]], which can only be found during Salmonberry Season ([[Spring]] 15-18), on bushes around town. Blackberries can be found on the ground during [[Fall]], but during Blackberry Season ([[Fall]] 8-11), they can also be found on bushes throughout town. |
− |
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− | ==Spawning Limit==
| |
− | 0-4 new forageables spawn each day in each map (''i.e.'', areas bounded by screen transitions). There is a hard cap of 6 spawns allowed in any area at a time. One exception to this rule is [[The Beach]]. The area at the right of the beach, that can be accessed only after repairing the bridge with 300 [[Wood]], is considered a separate area, and can contain more than 6 items on any given day. Another exception are the [[Spring Onion|Spring Onions]] that grow south of [[Leah's Cottage]] in [[Cindersap Forest]]. Spring Onions don't count against the limit and are reset every day. All other forageables reset when the player goes to sleep on Saturday night.
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| | | |
| ==Quality== | | ==Quality== |
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| {{:Survival Burger|RecipeRow}} | | {{:Survival Burger|RecipeRow}} |
| {{Recipes|footer}} | | {{Recipes|footer}} |
| + | |
| + | ==Spawning== |
| + | New forageable items can potentially spawn (appear) overnight in any exterior map.<ref name="spawning" /> This section describes the rules used to spawn all typical forageable items. However, specialized items are handled differently and are described on their individual pages, namely [[Spring Onion]]s in [[Cindersap Forest]]; [[Coral]], [[Sea Urchin]]s and [[Seaweed]] at [[the Beach]]; fruit in [[the Farm Cave]]; all forageables on the [[Forest Farm Map]]. Also, [[Salmonberry]] bushes, [[Blackberry]] bushes, [[Winter Root]]s, and [[Snow Yam]]s don't spawn individual items. |
| + | |
| + | There is a hard limit of six standard forageable items per map (''i.e.'', areas bounded by screen transitions), so leaving uncollected items can reduce how many new items spawn. As long as there are at most two uncollected items on a map, the game tries to spawn 1-4 new items per night. The upper limit is reduced by one for each extra uncollected item. However, each of the attempts may fail to find a valid item and location, so the actual number of new items is generally smaller. |
| + | |
| + | Only a subset of all the tiles on each map are valid spawning locations. On most maps, forageable items can only spawn on the green (grassy-type) tiles, and in fact only on certain specific types of green tiles. [[The Beach]] and [[the Desert]] are exceptions, where spawning is possible on most yellow (sandy-type) tiles. Items never spawn in occupied locations (trees, chests, weeds, sticks, stones, etc.) They also never spawn in hidden tiles behind buildings, bushes, non-removable trees, or other permanent features. They can spawn behind removable trees (ones that can be chopped down; they also turn semi-transparent when the player walks behind them), but the spawn rate is 90% smaller in about half of the tiles behind a tree. |
| + | |
| + | Therefore, the fraction of valid tiles differs for every map, which directly affects the chance of items spawning on each map. It is also affected by the player's actions. Removing debris (weeds, etc.) and chopping down trees can increase the number of valid tiles, whereas placing equipment (chests, etc.) may decrease the number. Planting trees can also have an effect: even though (on most maps) trees can only be planted in tiles where forage items can't spawn, they reduce the spawn chance in some tiles behind the tree (and also make it hard to find items that do spawn). However, these effects are generally small, unless a large fraction of the map tiles are occupied. All spawn rates are calculated assuming the default trees are in place and fully grown, but that all other tiles are cleared. |
| + | |
| + | All uncollected forageable items are removed from the map overnight before Sunday morning and before the first day of a season.<ref name="removal" /> This cleanup applies both to standard forageable items and nearly all specialized items (fruit in [[the Farm Cave]] is the only known exception). Even non-season-specific items are removed at the start of a new season. In order to help repopulate the map, the chances of new items spanwing are slightly higher on these days.<ref name="extra_spawn" /> |
| + | |
| + | Forageable items will be destroyed if they are in the path of a [[villager]]. |
| | | |
| ==Foraged Items== | | ==Foraged Items== |
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| ==References== | | ==References== |
| <references> | | <references> |
| + | <ref name="spawning">Spawning of standard forage items is done in <tt>GameLocation::spawnObjects</tt>, which is triggered by <tt>GameLocation::dayUpdate</tt>. The six item per map limit is controlled by <tt>numberOfSpawnedObjectsOnMap</tt>. The number of attempts to add an item is a random number ranging from 1 to <tt>min(4, 6-numberOfSpawnedObjectsOnMap)</tt>. For each attempt, the code checks up to 11 locations that are randomly located anywhere on the map. An item is only placed if one of those 11 locations is a valid spawning location, and if a randomly-selected forage item also passes its probability test.</ref> |
| + | <ref name="removal">End-of-week removal of forageables is part of <tt>GameLocation::dayUpdate</tt>. End-of-season removal is part of <tt>gameLocation::seasonUpdate</tt>. All items with the <tt>IsSpawnedObject</tt> flag are removed, and <tt>numberOfSpawnedObjectsOnMap</tt> is set to zero.</ref> |
| + | <ref name="extra_spawn">Extra calls are made to <tt>GameLocation::spawnObjects</tt> after clearing existing items (one extra call on the first of a season; two extra on Sunday morning). However, these extra calls frequently generate no extra items, because the same random-number seed (based on game ID and days played) is used every time. So the second and third calls retest the same list of locations and items as the first call.</ref> |
| <ref name="spawnpercent">The foraged items that can spawn in a given location each season are determined by <tt>GameLocation::spawnObjects</tt> in the game code, using input from the data file <tt>Content\Locations.xnb</tt>. The percentages provided here have been normalized to ensure that the percentages sum to 100% for each season in each location. The data was normalized by: | | <ref name="spawnpercent">The foraged items that can spawn in a given location each season are determined by <tt>GameLocation::spawnObjects</tt> in the game code, using input from the data file <tt>Content\Locations.xnb</tt>. The percentages provided here have been normalized to ensure that the percentages sum to 100% for each season in each location. The data was normalized by: |
| # Calculating the sum of all percentages listed in <tt>Locations.xnb</tt> for a season | | # Calculating the sum of all percentages listed in <tt>Locations.xnb</tt> for a season |
Foraging is the skill associated with gathering wild resources found on the ground throughout Stardew Valley, and with chopping down Trees. Foraging skill also increases by harvesting crops grown from Wild Seeds.
Most forageables can be found throughout their season. One exception is Salmonberry, which can only be found during Salmonberry Season (Spring 15-18), on bushes around town. Blackberries can be found on the ground during Fall, but during Blackberry Season (Fall 8-11), they can also be found on bushes throughout town.
Quality
The quality of foraged goods comes in four levels: regular, silver, gold, and iridium. However, only players who have chosen the Botanist Profession can find iridium quality foraged goods. Higher quality goods command higher prices when the goods are sold, and deliver greater energy and health benefits when they are consumed. If given as a gift to an NPC who likes or loves it, a quality gift also provides a higher number of friendship points.
The Botanist Profession applies Iridium Quality to:
The Botanist Profession does not apply iridium quality to mushrooms that are not picked up from the ground. (Mushrooms gained from tapping a Mushroom Tree or from The Farm Cave will not be iridium quality.)
Quality Ratios
For players without the Botanist Profession, the game first tests for gold quality according to the following formula: foraging level/30. If the item fails this check, then the game tests for silver quality, according to the following formula: foraging level/15 and not gold, or (1-foraging level/30)*foraging level/15. If both checks fail, the foraged item will be normal quality.
The table below shows the probabilities of obtaining each quality of foraged goods.
Foraging level
|
% Regular quality
|
% Silver quality
|
% Gold quality
|
0
|
100%
|
0%
|
0%
|
1
|
90%
|
7%
|
3%
|
2
|
81%
|
12%
|
7%
|
3
|
72%
|
18%
|
10%
|
4
|
64%
|
23%
|
13%
|
5
|
55%
|
28%
|
17%
|
6
|
48%
|
32%
|
20%
|
7
|
41%
|
36%
|
23%
|
8
|
34%
|
39%
|
27%
|
9
|
28%
|
42%
|
30%
|
10
|
22%
|
45%
|
33%
|
11
|
17%
|
46%
|
37%
|
12
|
12%
|
48%
|
40%
|
13
|
8%
|
49%
|
43%
|
Foraging Skill
Each skill level adds +1 Axe proficiency. Although you will not receive a notification that you have leveled up in Foraging Skill until after you go to sleep for the day, your skills menu will immediately show the level up as a red bar in Foraging Skill. The effects of leveling up are immediate.
Tracking arrows (right side of screen)
Tracker Profession
The Tracker Profession makes the spawned forageables easier to find by adding small yellow arrows at the edge of the screen that point towards all forageables (including inaccessible ones), artifact spots, and panning areas in the current area. Tracking does not work on berry bushes.
Experience Points
Experience points (XP) are granted as follows:
- 12 XP for chopping down a tree (granted all at once for the last chop that causes the tree to fall).
- 1 XP for removing the tree stump after chopping down a tree.
- 25 XP for removing Large Stumps and Large Logs.
- 7 XP for each foraged item picked up from the ground.
- If the Gatherer profession doubles the foraged item, another 7 XP is granted for the duplicate item.
- 3 XP for each Spring Onion harvested from Cindersap Forest in Spring.
The 7 XP for foraging items applies solely to those items visible sitting on the ground that are picked up only if the player clicks on them; it does not apply to items lying on the ground (e.g., dropped by shaking) that are automatically added to the player inventory by magnetism. Specific items that do grant 7 XP include:
Items which grant no foraging experience include:
Food
Certain cooked dishes will temporarily increase foraging level. This is useful for increasing Axe proficiency, or for harvesting more berries from each bush during Salmonberry or Blackberry season (up to a maximum of 4 berries can be harvested with Foraging level 12-13).
Spawning
New forageable items can potentially spawn (appear) overnight in any exterior map.[1] This section describes the rules used to spawn all typical forageable items. However, specialized items are handled differently and are described on their individual pages, namely Spring Onions in Cindersap Forest; Coral, Sea Urchins and Seaweed at the Beach; fruit in the Farm Cave; all forageables on the Forest Farm Map. Also, Salmonberry bushes, Blackberry bushes, Winter Roots, and Snow Yams don't spawn individual items.
There is a hard limit of six standard forageable items per map (i.e., areas bounded by screen transitions), so leaving uncollected items can reduce how many new items spawn. As long as there are at most two uncollected items on a map, the game tries to spawn 1-4 new items per night. The upper limit is reduced by one for each extra uncollected item. However, each of the attempts may fail to find a valid item and location, so the actual number of new items is generally smaller.
Only a subset of all the tiles on each map are valid spawning locations. On most maps, forageable items can only spawn on the green (grassy-type) tiles, and in fact only on certain specific types of green tiles. The Beach and the Desert are exceptions, where spawning is possible on most yellow (sandy-type) tiles. Items never spawn in occupied locations (trees, chests, weeds, sticks, stones, etc.) They also never spawn in hidden tiles behind buildings, bushes, non-removable trees, or other permanent features. They can spawn behind removable trees (ones that can be chopped down; they also turn semi-transparent when the player walks behind them), but the spawn rate is 90% smaller in about half of the tiles behind a tree.
Therefore, the fraction of valid tiles differs for every map, which directly affects the chance of items spawning on each map. It is also affected by the player's actions. Removing debris (weeds, etc.) and chopping down trees can increase the number of valid tiles, whereas placing equipment (chests, etc.) may decrease the number. Planting trees can also have an effect: even though (on most maps) trees can only be planted in tiles where forage items can't spawn, they reduce the spawn chance in some tiles behind the tree (and also make it hard to find items that do spawn). However, these effects are generally small, unless a large fraction of the map tiles are occupied. All spawn rates are calculated assuming the default trees are in place and fully grown, but that all other tiles are cleared.
All uncollected forageable items are removed from the map overnight before Sunday morning and before the first day of a season.[2] This cleanup applies both to standard forageable items and nearly all specialized items (fruit in the Farm Cave is the only known exception). Even non-season-specific items are removed at the start of a new season. In order to help repopulate the map, the chances of new items spanwing are slightly higher on these days.
Forageable items will be destroyed if they are in the path of a villager.
Foraged Items
Where percentages are provided for locations in the following tables, they represent the percentage of all foraged items spawned in that location that will (on average) be the specified item.[4]
Basic
Spring
Summer
Fall
Winter
The Beach
The Mines
- See also: Foraged Minerals
The Desert
Bug
The Gatherer profession can cause some non-forage items to be doubled. When this happens, the player gains 7 XP for the duplicate item, even though the original item granted no experience. The items affected by this bug are items sitting on the ground in the Mines, namely Quartz, Earth Crystal, Fire Quartz, Frozen Tear, and Dinosaur Egg.
Other items found on the ground in the Mines, namely Red Mushroom, Purple Mushroom, and Fiddlehead Fern, are considered by the game to be forage items, so they always grant foraging experience, and any Gatherer duplication is not a bug.
References
- ↑ Spawning of standard forage items is done in GameLocation::spawnObjects, which is triggered by GameLocation::dayUpdate. The six item per map limit is controlled by numberOfSpawnedObjectsOnMap. The number of attempts to add an item is a random number ranging from 1 to min(4, 6-numberOfSpawnedObjectsOnMap). For each attempt, the code checks up to 11 locations that are randomly located anywhere on the map. An item is only placed if one of those 11 locations is a valid spawning location, and if a randomly-selected forage item also passes its probability test.
- ↑ End-of-week removal of forageables is part of GameLocation::dayUpdate. End-of-season removal is part of gameLocation::seasonUpdate. All items with the IsSpawnedObject flag are removed, and numberOfSpawnedObjectsOnMap is set to zero.
- ↑ The foraged items that can spawn in a given location each season are determined by GameLocation::spawnObjects in the game code, using input from the data file Content\Locations.xnb. The percentages provided here have been normalized to ensure that the percentages sum to 100% for each season in each location. The data was normalized by:
- Calculating the sum of all percentages listed in Locations.xnb for a season
- Dividing each percentage by the sum
History
- 1.3: Breaking a regular tree stump now gives +1 Foraging experience.
- 1.4: Fixed bug where Foraging skill level up would cause trees to stop dropping seeds and seeds on the ground to disappear instead of being harvested until the player slept and saved the game. Changed sound when picking up forageables to a higher-pitched sound. Forester profession changed from "Wood worth 25% more" to "Gain 25% more wood when chopping."