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'''The Beach''' is located to the south of [[Pelican Town]]. It is a valuable area for [[fishing]] as it is one of the few sources for saltwater [[fish]]. In addition, many shells and forageable items can be found washed up on the beach, especially during [[#Summer Bonus Foraging|Summer 12-14]].
 
'''The Beach''' is located to the south of [[Pelican Town]]. It is a valuable area for [[fishing]] as it is one of the few sources for saltwater [[fish]]. In addition, many shells and forageable items can be found washed up on the beach, especially during [[#Summer Bonus Foraging|Summer 12-14]].
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In [[Summer]], the [[Luau]] and [[Dance of the Moonlight Jellies]] festivals are held on the beach. In [[Winter]], the [[Night Market]] is held on the pier from the 15th to the 17th.
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In [[Summer]], the [[Luau]] and [[Dance of the Moonlight Jellies]] festivals are held on the beach. In [[Winter]], [[SquidFest]] is held on the beach from the 12th to the 13th and the [[Night Market]] is held on the pier from the 15th to the 17th.
    
==Features==
 
==Features==
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===Fish Shop===
 
===Fish Shop===
The [[Fish Shop]] is located on the main docks and is owned and operated by [[Willy]]. It sells various [[fishing]] supplies and fish tanks.
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The [[Fish Shop]] is located on the main docks and is owned and operated by [[Willy]]. It sells various [[fishing]] supplies and fish tanks.
    
===Tide Pools===
 
===Tide Pools===
 
[[File:Warp Totem Beach location.png|thumb|right|200px|Final location when warping to the beach.]]
 
[[File:Warp Totem Beach location.png|thumb|right|200px|Final location when warping to the beach.]]
The tide pools are found at the east end of the beach, and are the primary place to find [[Coral]] and [[Sea Urchin]]s. At the start of the game, the wooden footbridge across the river is broken. Until the bridge is repaired (requiring 300 pieces of [[wood]]) or the [[Carpenter's Shop#Town Shortcuts|second community upgrade]] is purchased, the tide pools are inaccessible.
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The tide pools are found at the east end of the beach, and are the primary place to find [[Coral]] and [[Sea Urchin]]s. At the start of the game, the wooden footbridge across the river is broken. Until the bridge is repaired (requiring 300 pieces of [[wood]]) or the [[Carpenter's Shop#Town Shortcuts|second community upgrade]] is purchased, the tide pools are inaccessible.
    
On [[Weather#Rain|rainy]] or [[Weather#Storm|stormy]] days, the [[Old Mariner]] stands at the north side of the beach past the tide pools.
 
On [[Weather#Rain|rainy]] or [[Weather#Storm|stormy]] days, the [[Old Mariner]] stands at the north side of the beach past the tide pools.
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All items collected at the beach provide 7 [[Foraging]] experience points.<ref name="foraging_xp" />
 
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 Winter 18th), the accumulated items from all three nights can be collected.
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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 Winter 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 west of the bridge, items are four times more likely to spawn west 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]]).
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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 west of the bridge, items are four times more likely to spawn west 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" />
    
===Tide Pool Foraging===
 
===Tide Pool Foraging===
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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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.
    
{{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|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.
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===Summer Bonus Foraging===
 
===Summer Bonus Foraging===
Extra items are found on the beach on summer 12-14. Some of the bonus items are standard forageables because their spawning rate is slightly higher than usual (1.4/night instead of 1.1/night)<ref name="summer_bonus_std" />.
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Extra items are found on the beach on summer 12-14. Some of the bonus items are standard forageables because their spawning rate is slightly higher than usual (1.4/night instead of 1.1/night).<ref name="summer_bonus_std" />
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More noticeably, extra [[Coral]]s and [[Sea Urchin]]s spawn during these three days, at an average rate of 4/night (20% Sea Urchins, 80% Corals).<ref name="summer_bonus_tide" />  They can appear nearly anywhere on the beach (white areas on map) -- both east and west of the bridge -- except for the piers. This is only the time of year when Corals and Sea Urchins appear at the west end of the beach.
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More noticeably, extra [[Coral]]s and [[Sea Urchin]]s spawn during these three days, at an average rate of 4/night (20% Sea Urchins, 80% Corals).<ref name="summer_bonus_tide" />  They can appear nearly anywhere on the beach (white areas on map) -- both east and west of the bridge -- except for the piers. This is only the time of year when Corals and Sea Urchins appear at the west end of the beach.
    
During these three days, the ocean is distinctly greener than usual.<ref name="green_ocean" /> However, the map is otherwise unchanged, and therefore any objects previously placed on the beach ([[Crab Pot]]s, [[Chest]]s, [[Trees]], etc.) remain available, unlike during other events on the beach.
 
During these three days, the ocean is distinctly greener than usual.<ref name="green_ocean" /> However, the map is otherwise unchanged, and therefore any objects previously placed on the beach ([[Crab Pot]]s, [[Chest]]s, [[Trees]], etc.) remain available, unlike during other events on the beach.
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All water at the beach is considered to be saltwater, even the section of the river upstream of the bridge (where, in the real world, freshwater fish would be more likely).  Therefore, the same fish are available regardless of where on the beach the player is fishing (with the exceptions of the [[Crimsonfish]], one of the five [[Fish#Legendary Fish|Legendary Fish]], and the [[Son of Crimsonfish]], one of the five [[Fish#Legendary Fish II|Legendary Fish II]], that are only available from the east end of the beach).
 
All water at the beach is considered to be saltwater, even the section of the river upstream of the bridge (where, in the real world, freshwater fish would be more likely).  Therefore, the same fish are available regardless of where on the beach the player is fishing (with the exceptions of the [[Crimsonfish]], one of the five [[Fish#Legendary Fish|Legendary Fish]], and the [[Son of Crimsonfish]], one of the five [[Fish#Legendary Fish II|Legendary Fish II]], that are only available from the east end of the beach).
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Visually, the piers seem to provide better access to deep (dark blue) water. However, in terms of fishing mechanics the piers are considered to be land. Therefore, casts made from the end of the pier have no inherent advantage over casts made from the shore. Similarly, the light blue (apparently shallow) water color to the east and west of the beach has no actual gameplay significance.
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Visually, the piers seem to provide better access to deep (dark blue) water. However, in terms of fishing mechanics the piers are considered to be land. Therefore, casts made from the end of the pier have no inherent advantage over casts made from the shore. Similarly, the light blue (apparently shallow) water color to the east and west of the beach has no actual gameplay significance.
    
[[Fishing#Bubbles|Bubbles]] tend to appear at the Beach more often than other locations because such a large fraction of the map is covered in water.<ref name="bubbles" />  However, they also frequently appear so far offshore that they are unreachable, even with high Fishing skill.
 
[[Fishing#Bubbles|Bubbles]] tend to appear at the Beach more often than other locations because such a large fraction of the map is covered in water.<ref name="bubbles" />  However, they also frequently appear so far offshore that they are unreachable, even with high Fishing skill.
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==Notes==
 
==Notes==
 
*The broken bridge to the eastern section of the beach is not the [[quarry]] bridge (which is repaired by completing the [[Bundles#Crafts Room|Crafts Room bundles]] in the [[Community Center]].)
 
*The broken bridge to the eastern section of the beach is not the [[quarry]] bridge (which is repaired by completing the [[Bundles#Crafts Room|Crafts Room bundles]] in the [[Community Center]].)
*[[Copper Pan|Panning]] is not possible at the beach except during the [[Night Market]].<ref name="panning" />
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*[[Pans|Panning]] is not possible at the beach except during the [[Night Market]].<ref name="panning" />
    
==Trivia==
 
==Trivia==
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<ref name="destroy">See game code in <samp>Beach::DayUpdate</samp>. Note that all extra items are created using <samp>GameLocation::dropObject</samp>, which gives them the <samp>isSpawnedObject</samp> flag, causing them to automatically be destroyed at the end of a week/season.</ref>
 
<ref name="destroy">See game code in <samp>Beach::DayUpdate</samp>. Note that all extra items are created using <samp>GameLocation::dropObject</samp>, which gives them the <samp>isSpawnedObject</samp> flag, causing them to automatically be destroyed at the end of a week/season.</ref>
 
<ref name="foraging_xp">Experience is rewarded by <samp>GameLocation::checkAction</samp>, based in part on whether an item <samp>Object.isForage</samp>.  Although shells and fish would not normally qualify as forage items, <samp>Object.isForage</samp> explicitly allows all items found on the beach to be considered forage.</ref>
 
<ref name="foraging_xp">Experience is rewarded by <samp>GameLocation::checkAction</samp>, based in part on whether an item <samp>Object.isForage</samp>.  Although shells and fish would not normally qualify as forage items, <samp>Object.isForage</samp> explicitly allows all items found on the beach to be considered forage.</ref>
<ref name="standard_forage">Of the 5200 total tiles at the beach, 647 (12%) are valid spawn locations for standard forage items. 133 of these locations are east of the broken bridge. For more information on forage item spawning, see [[Foraging#Spawning|Foraging]].</ref>
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<ref name="standard_forage">Of the 5200 total tiles at the beach, 647 (12%) are valid spawn locations for standard forage items. 133 of these locations are east of the broken bridge. For more information on forage item spawning, see [[Foraging#Spawning|Foraging]].</ref>
<ref name="tidepool">The game code spawning tide pool items is in <samp>Beach::DayUpdate</samp>. 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>
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<ref name="tidepool">The game code spawning tide pool items is in <samp>Beach::DayUpdate</samp>. 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_std">During summer 12-14, <samp>GameLocation::spawnObjects</samp> is called six times instead of one: <samp>Beach::DayUpdate</samp> calls it five times on top of the standard call made by <samp>GameLocation::DayUpdate</samp>. However, the extra calls to <samp>spawnObjects</samp> are largely ineffective, because the same locations are tested every time -- the random-number seed (based on game ID and days played) is always the same.</ref>
 
<ref name="summer_bonus_std">During summer 12-14, <samp>GameLocation::spawnObjects</samp> is called six times instead of one: <samp>Beach::DayUpdate</samp> calls it five times on top of the standard call made by <samp>GameLocation::DayUpdate</samp>. However, the extra calls to <samp>spawnObjects</samp> are largely ineffective, because the same locations are tested every time -- the random-number seed (based on game ID and days played) is always the same.</ref>
 
<ref name="summer_bonus_tide">During summer 12-14, the extra Coral and Sea Urchins have 1239 valid spawning tiles out of the 2600 that could be randomly selected.</ref>
 
<ref name="summer_bonus_tide">During summer 12-14, the extra Coral and Sea Urchins have 1239 valid spawning tiles out of the 2600 that could be randomly selected.</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. See [[Artifact Spot]] for more information.</ref>
 
<ref name="artifact_spots">Of the 5200 total tiles at the beach, 777 are valid spawn locations for artifact spots year-round. See [[Artifact Spot]] for more information.</ref>
 
<ref name="artifact_extra">The chance of finding extra items in Artifact Spots in season-dependent: the chance is 50% smaller in winter. See [[Artifact Spot]] for more information.</ref>
 
<ref name="artifact_extra">The chance of finding extra items in Artifact Spots in season-dependent: the chance is 50% smaller in winter. See [[Artifact Spot]] for more information.</ref>
<ref name="bubbles">The raw chance of bubbles forming at the beach is the same as on all other maps, see <samp>GameLocation::performTenMinuteUpdate</samp>, specifically regarding <samp>fishSplashPoint</samp>. 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>
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<ref name="bubbles">The raw chance of bubbles forming at the beach is the same as on all other maps, see <samp>GameLocation::performTenMinuteUpdate</samp>, specifically regarding <samp>fishSplashPoint</samp>. 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 <samp>GameLocation::performTenMinuteUpdate</samp> that spawns <samp>orePanPoints</samp> is skipped on the Beach, but the test does not recognize the <samp>BeachNightMarket</samp> map.</ref>
 
<ref name="panning">The code in <samp>GameLocation::performTenMinuteUpdate</samp> that spawns <samp>orePanPoints</samp> is skipped on the Beach, but the test does not recognize the <samp>BeachNightMarket</samp> map.</ref>
 
</references>
 
</references>
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