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==Quality==
 
==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.
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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 [[File:Botanist.png|24px|link=]] [[Foraging#Foraging Skill|Botanist profession]] applies iridium quality to:
 
The [[File:Botanist.png|24px|link=]] [[Foraging#Foraging Skill|Botanist profession]] applies iridium quality to:
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===Quality Ratios===
 
===Quality Ratios===
For players without the Botanist Profession, the game first tests for gold quality according to the following formula:  <samp>foraging level/30</samp>.  If the item fails this check, then the game tests for silver quality, according to the following formula:  <samp>foraging level/15 and not gold</samp>, or <samp>(1-foraging level/30)*foraging level/15</samp>.  If both checks fail, the foraged item will be normal quality.
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For players without the Botanist Profession, the game first tests for gold quality according to the following formula:  <samp>foraging level/30</samp>.  If the item fails this check, then the game tests for silver quality, according to the following formula:  <samp>foraging level/15 and not gold</samp>, or <samp>(1-foraging level/30)*foraging level/15</samp>.  If both checks fail, the foraged item will be of normal quality.
    
The table below shows the probabilities of obtaining each quality of foraged goods. The column for the average sell price represents how much more foraged goods would be worth, relative to their base price, if they were sold individually. However, some of the seasonal foraged goods can be crafted into [[Crafting#Seeds|Wild Seeds]], and under certain circumstances, it is more profitable to sell crafted wild seeds than it is to sell the individual items (see [[Spring Seeds#Profitability|Spring Seeds]], [[Summer Seeds#Profitability|Summer Seeds]], [[Fall Seeds#Profitability|Fall Seeds]] and [[Winter Seeds#Profitability|Winter Seeds]] for details).
 
The table below shows the probabilities of obtaining each quality of foraged goods. The column for the average sell price represents how much more foraged goods would be worth, relative to their base price, if they were sold individually. However, some of the seasonal foraged goods can be crafted into [[Crafting#Seeds|Wild Seeds]], and under certain circumstances, it is more profitable to sell crafted wild seeds than it is to sell the individual items (see [[Spring Seeds#Profitability|Spring Seeds]], [[Summer Seeds#Profitability|Summer Seeds]], [[Fall Seeds#Profitability|Fall Seeds]] and [[Winter Seeds#Profitability|Winter Seeds]] for details).
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==[[File:Foraging Skill Icon.png|32px]] Foraging Skill==
 
==[[File:Foraging Skill Icon.png|32px]] Foraging Skill==
Each skill level adds +1 [[Axes|Axe]] [[Skills#Proficiency|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.
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Each skill level adds +1 [[Axes|Axe]] [[Skills#Proficiency|proficiency]].  Although you will not receive a notification that you have levelled 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 levelling up are immediate.
 
{{:Foraging/Skill}}
 
{{:Foraging/Skill}}
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'''The following Items do NOT grant any foraging experience:'''
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''' The following Items do NOT grant any foraging experience:'''
 
* Trees felled by [[Crafting#Bombs|Bombs]] (however, weakening a tree with bombs before felling it with an axe will still give full XP).
 
* Trees felled by [[Crafting#Bombs|Bombs]] (however, weakening a tree with bombs before felling it with an axe will still give full XP).
 
* Twig [[The Farm#Debris|debris]].
 
* Twig [[The Farm#Debris|debris]].
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==Spawning==
 
==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 Cave|the Farm Cave]]; all forageables on the [[Farm Maps#Forest|Forest Farm Map]].  Also, [[Salmonberry]] bushes, [[Blackberry]] bushes, [[Winter Root]]s, and [[Snow Yam]]s don't spawn individual items.
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New forageable items can potentially spawn (appear) overnight on 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 Cave|the Farm Cave]]; all forageables on the [[Farm Maps#Forest|Forest Farm Map]].  Also, [[Salmonberry]] bushes, [[Blackberry]] bushes, [[Winter Root]]s, and [[Snow Yam]]s don't spawn individual items.
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There is a hard limit of six standard forageable items per map (''i.e.,'' areas bounded by screen transitions) per week, reset on Sundays.  Picking forageables does not reduce the weekly counter, so there is little-to-no advantage picking forageables before Saturday (the day before the reset).
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There is a hard limit of six standard forageable items per map (''i.e.,'' areas bounded by screen transitions) per week, reset on Sundays.  Picking forageables does not reduce the weekly counter, so there is little-to-no advantage in picking forageables before Saturday (the day before the reset).
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Only a subset of all the tiles on each map are valid spawning locations.  On most maps, forageable items can spawn only 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.
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Only a subset of all the tiles on each map are valid spawning locations.  On most maps, forageable items can spawn only on the green (grassy-type) tiles, and 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 be planted only 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 is occupied.  All spawn rates are calculated assuming the default trees are in place and fully grown, but that all other tiles are cleared.
 
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 be planted only 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 is occupied.  All spawn rates are calculated assuming the default trees are in place and fully grown, but that all other tiles are cleared.
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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 Cave|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 spawning are slightly higher on these days.<ref name="extra_spawn" />
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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 Cave|the Farm Cave]] is the only known exception).  Even non-season-specific items are removed at the start of a new season. To help repopulate the map, the chances of new items spawning are slightly higher on these days.<ref name="extra_spawn" />
    
Forageable items will be destroyed if they are in the path of a [[Villagers|villager]].
 
Forageable items will be destroyed if they are in the path of a [[Villagers|villager]].
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