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1,104 bytes added ,  22:46, 22 August 2020
night market hides forageables; statistics on spawnable tiles
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==Foraging==
 
==Foraging==
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All items collected at the beach provide 7 [[Foraging]] experience points.<ref name="foraging_xp" />
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All items collected at the beach provide 7 [[Foraging]] experience points.<ref name="foraging_xp" />
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Festivals effectively hide all forageable items and artifact spots because they use custom versions of the Beach map.  This is particularly noticeable during the [[Night Market]]: forageables and artifact spots continue to spawn every night, but all of them appear on the standard (hidden) version of the Beach.  Afterwards (on December 18th), the accumulated items from all three nights can be collected.
    
===Standard Foraging===
 
===Standard Foraging===
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* Only in Winter: {{name|Nautilus Shell|class=inline}} (48%)
 
* Only in Winter: {{name|Nautilus Shell|class=inline}} (48%)
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Possible locations where these items can spawn are shown in red on the map.  The locations include nearly any dry sand west of the broken bridge, plus most dry sand east of the bridge. Because 80% of the possible spawn locations are east of the bridge, items are four times more likely to spawn east of the bridge. The large number of spawnable locations at the beach lead to a high average daily spawn rate of 1.1 per night.  However, at most six items are possible at one time: this limit includes items on both sides of the bridge, but only includes the standard forageable items listed here (not [[Coral]], [[Sea Urchin]]s, or [[Seaweed]]).
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Possible locations where these items can spawn are shown in red on the map.  The locations include nearly any dry sand west of the broken bridge, plus most dry sand east of the bridge. Because 80% of the possible spawn locations are east of the bridge, items are four times more likely to spawn east of the bridge. The large number of spawnable locations at the beach lead to a high average daily spawn rate of 1.1 per night.<ref name="standard_forage" /> However, at most six items are possible at one time: this limit includes items on both sides of the bridge, but only includes the standard forageable items listed here (not [[Coral]], [[Sea Urchin]]s, or [[Seaweed]]).
    
Even though most of the Beach items are not season-specific, they are still removed before the first day of any season, as well as before Sunday morning.  This includes the tidepool items and bonus summer items.<ref name="destroy" />
 
Even though most of the Beach items are not season-specific, they are still removed before the first day of any season, as well as before Sunday morning.  This includes the tidepool items and bonus summer items.<ref name="destroy" />
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Several special items appear (normally) only in the tide pool region east of the bridge.  These items spawn separately from the standard forage items, and therefore do not count as part of the six item per map limit.
 
Several special items appear (normally) only in the tide pool region east of the bridge.  These items spawn separately from the standard forage items, and therefore do not count as part of the six item per map limit.
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{{name|Coral|class=inline}} and {{name|Sea Urchin|class=inline}}s can spawn throughout the tide pool area (shown in blue on the map). There is no hard limit on the number of either item. The average spawn rate for all tide pool items is 1.2 items per night;<ref name="tidepool" /> unlike standard forageables, this rate does not increase on Sunday mornings or the first day of a season. 20% of all tide pool items will be Sea Urchins, and 80% Corals.
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{{name|Coral|class=inline}} and {{name|Sea Urchin|class=inline}}s can spawn throughout the tide pool area (shown in blue on the map). There is no hard limit on the number of either item. The average spawn rate for all tide pool items is 1.2 items per night;<ref name="tidepool" /> unlike standard forageables, this rate does not increase on Sunday mornings or the first day of a season. 20% of all tide pool items will be Sea Urchins, and 80% Corals. Some of the Coral and Sea Urchins that spawn can be overlooked, because they may be present in the semi-obscured tiles behind the bush-like sea anemones found by the tide pools.
    
{{name|Seaweed|class=inline}} can also spawn near the tide pools, but only in a narrow strip right by the shore (shown in green on the map). There is a 3% chance per night of Seaweed spawning.
 
{{name|Seaweed|class=inline}} can also spawn near the tide pools, but only in a narrow strip right by the shore (shown in green on the map). There is a 3% chance per night of Seaweed spawning.
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* {{name|Gold Ore|class=inline}} (4%)
 
* {{name|Gold Ore|class=inline}} (4%)
 
Note that [[Rice Shoot]]s are never found at the Beach (either in Artifact Spots, or in [[Fishing#Treasure Chests|Fishing Treasure Chests]]).
 
Note that [[Rice Shoot]]s are never found at the Beach (either in Artifact Spots, or in [[Fishing#Treasure Chests|Fishing Treasure Chests]]).
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Artifact spots spawn on the beach at an average rate of 0.4 per night, except in winter when the average rate increases to 0.5 per night.<ref name="artifact_spots" />
    
==Fishing==
 
==Fishing==
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<ref name="destroy">See game code in <tt>Beach::DayUpdate</tt>. Note that all extra items are created using <tt>GameLocation::dropObject</tt>, which gives them the <tt>isSpawnedObject</tt> flag, causing them to automatically be destroyed at the end of a week/season.</ref>
 
<ref name="destroy">See game code in <tt>Beach::DayUpdate</tt>. Note that all extra items are created using <tt>GameLocation::dropObject</tt>, which gives them the <tt>isSpawnedObject</tt> flag, causing them to automatically be destroyed at the end of a week/season.</ref>
 
<ref name="foraging_xp">Experience is rewarded by <tt>GameLocation::checkAction</tt>, based in part on whether an item <tt>Object.isForage</tt>.  Although shells and fish would not normally qualify as forage items, <tt>Object.isForage</tt> explicitly allows all items found on the beach to be considered forage.</ref>
 
<ref name="foraging_xp">Experience is rewarded by <tt>GameLocation::checkAction</tt>, based in part on whether an item <tt>Object.isForage</tt>.  Although shells and fish would not normally qualify as forage items, <tt>Object.isForage</tt> explicitly allows all items found on the beach to be considered forage.</ref>
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<ref name="standard_forage">Of the 5200 total tiles at the beach, 647 are valid spawn locations for standard forage items (12%).  133 of these locations are east of the broken bridge.</ref>
 
<ref name="tidepool">The game code spawning tide pool items is in <tt>Beach::DayUpdate</tt>. Coral and Sea Urchins are created within a loop that starts with a base 100% chance, then repeats indefinitely, multiplying the chance by 0.5 each time, until one of the tests fail.  The actual spawn rate is reduced slightly by valid locations: the code randomly selects any of 300 tiles, but only 212 of the tiles are valid spawning tiles.  Seaweed is created within a second loop, where the chance of the first seaweed is 0.025 (0.25*0.1), but multiple loops are also possible.  Location selection does not alter the spawning chance, because all 17 possible seaweed tiles are valid spawning tiles.</ref>
 
<ref name="tidepool">The game code spawning tide pool items is in <tt>Beach::DayUpdate</tt>. Coral and Sea Urchins are created within a loop that starts with a base 100% chance, then repeats indefinitely, multiplying the chance by 0.5 each time, until one of the tests fail.  The actual spawn rate is reduced slightly by valid locations: the code randomly selects any of 300 tiles, but only 212 of the tiles are valid spawning tiles.  Seaweed is created within a second loop, where the chance of the first seaweed is 0.025 (0.25*0.1), but multiple loops are also possible.  Location selection does not alter the spawning chance, because all 17 possible seaweed tiles are valid spawning tiles.</ref>
 
<ref name="summer_bonus"><tt>GameLocation::spawnObjects</tt> is called six times instead of one: <tt>Beach::DayUpdate</tt> calls it five times on top of the standard call made by <tt>GameLocation::DayUpdate</tt>. The average spawn rate is limited to 5/day, however, because of the six item per map limit.  For the extra Coral/Sea Urchins, the game randomly selects one of 2600 tiles; 1239 of the tiles are valid spawning tiles.</ref>
 
<ref name="summer_bonus"><tt>GameLocation::spawnObjects</tt> is called six times instead of one: <tt>Beach::DayUpdate</tt> calls it five times on top of the standard call made by <tt>GameLocation::DayUpdate</tt>. The average spawn rate is limited to 5/day, however, because of the six item per map limit.  For the extra Coral/Sea Urchins, the game randomly selects one of 2600 tiles; 1239 of the tiles are valid spawning tiles.</ref>
 
<ref name="green_ocean"><tt>Beach::resetSharedState</tt> changes the water color, adding a green overlay, only on Summer 12-14.</ref>
 
<ref name="green_ocean"><tt>Beach::resetSharedState</tt> changes the water color, adding a green overlay, only on Summer 12-14.</ref>
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<ref name="artifact_spots">Of the 5200 total tiles at the beach, 777 are valid spawn locations for artifact spots year-round.</ref>
 
<ref name="bubbles">The raw chance of bubbles forming at the beach is the same as on all other maps, see <tt>GameLocation::performTenMinuteUpdate</tt>, specifically regarding <tt>fishSplashPoint</tt>.  However, the code randomly selects any tile on the map and only creates bubbles if that tile happens to be a "fishable" tile.  With 2307 of 5200 (44%) fishable tiles, the Beach has a much higher fraction than other maps.</ref>
 
<ref name="bubbles">The raw chance of bubbles forming at the beach is the same as on all other maps, see <tt>GameLocation::performTenMinuteUpdate</tt>, specifically regarding <tt>fishSplashPoint</tt>.  However, the code randomly selects any tile on the map and only creates bubbles if that tile happens to be a "fishable" tile.  With 2307 of 5200 (44%) fishable tiles, the Beach has a much higher fraction than other maps.</ref>
 
<ref name="panning">The code in <tt>GameLocation::performTenMinuteUpdate</tt> that spawns <tt>orePanPoints</tt> is skipped on the Beach.</ref>
 
<ref name="panning">The code in <tt>GameLocation::performTenMinuteUpdate</tt> that spawns <tt>orePanPoints</tt> is skipped on the Beach.</ref>

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