Talk:Foraging

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Snow Yam and Winter Root

These two forages can also be dug up in the Ice sections of the mines and in the desert. The season doesn't matter for the mines, but I don't know if season matters in the desert. I assume so but I just now unlocked it. I haven't found any of the other winter forages from digging anywhere other than pelican town.

Cave Carrots

I know Cave Carrots have quality levels listed, but has anyone actually had anything other than the basic quality drop/dug up? If so where/what mine level? I've dug about 500 and not seen a single one with a quality modifier.--Metalax (talk) 06:24, 6 March 2016 (EST)

Cutting trees for foraging exp

Are you guys sure cutting down trees gives foraging exp? I only ever level on days where I dig up forages, never from cutting trees. --Evan (talk) 23:21, 15 March 2016 (EDT)

Truffles count as foraged items

After reaching level 10 in foraging, every truffle I pick up is the highest quality (due to the Botanist skill).

Baethan (talk) 05:19, 25 March 2016 (EDT)


Confirmed as of most recent patch The Cat Herder (talk) 01:07, 12 June 2016 (EDT)

Tracker Features

I just hit level 10 foraging and chose tracker. Little yellow arrows show up at the edges of my screen pointing towards almost any foragable on the map section i am in. Once the item is on my screen the arrow dissapears. Appears to be almost no range limitation so long as its on the Map (Beach, Mountains, Forest, Town), Hard to tell yet. Best part though is that it also points out where the Worms are. Anialator100 (talk) 21:05, 29 March 2016 (EDT)

Added a short description and a screenshot showing how the Tracking profession works because it was not obvious what to expect from "Location of forageable items revealed". Had to try it out myself to find out what exactly that meant. I added it under Spawning since the other profession was added under Quality... but maybe they should be separate subtopics? Not sure since it's so short. AnorZaken (talk) 18:17, 10 July 2017 (BST)


Missing Berry Gathering Skill Increase

At level 8 Foraging the number of berries I received from each berry bush shaken increased from 2 to 3. I don't see this listed on the main skill table. I tried to edit it in but wasn't able to for some reason. The Cat Herder (talk) 05:52, 28 April 2016 (EDT)

Botanist chage

Instead of gold quality items i am now reciving iridium quality forged items. im not sure how to edit the table where the skills are displayed i will try to collect a list of iridium level prices to update

I updated the table template for you, thank for the info! I will fill some placeholder on the rest of the page later today to make it easier for you to implement the new prices. --Vg-tal (talk) 12:38, 5 October 2016 (BST)
After closer inspection, a template actually do the math from the base price. One update to fit them all Vg-tal (talk) 22:24, 5 October 2016 (BST)

Foraging Experience from Harvesting a Crop From Wild Seeds

The article section here says you get 3 experience points per (what? plant? produce item? whatever). I had a crop of 48 winter seeds come to maturity, and tested. I was at foraging level 9 and had chosen the Gatherer profession, which gives a chance of double harvest. In my case, harvesting the 48 plants yielded 60 winter forage items. So I was wondering if I would get 144 experience points (3 per plant), or 180 points (3 per yield). I did nothing else on the test day, and checked the difference in skill level registered in the game files between the day before and the day after. My surprise! My skill rose 420 points!

Does anyone have an explanation for how this happened? It certainly leads me to doubt the article information. Or perhaps that is a base that increases with foraging skill? Does profession affect it, beyond just the yield? I haven't a clue. Butterbur (talk) 19:19, 17 January 2018 (UTC)

I believe I added that info for v1.11. There was nothing in the change notes for v1.2 about foraging, but there was a note that said "Farming level now affects crop yield prior to level 10." This change may have had side-effects.
As I recall, the code was fairly simple. 3 points per crop harvested, without qualification. Bonus crops weren't counted. (I'm basing this on memory, and also on what I put on the page.)
I can investigate in the code, but if you wish to change the page to read something like "7 points per plant harvested", that's fine. You clearly earned 7 points for each crop, including the bonus crops, and not 3 points. If I find something more complex in the code (such as skill level affecting points given), I'll add it. Good? margotbean (talk) 20:56, 17 January 2018 (UTC)
Update: Again I looked at the code, and again it seems simple. 3 points for each forage crop picked up from the ground, without qualification. So, there you go, I cannot find the source of the inconsistency. We should go with what you've observed in your save files, and if we discover that it varies with foraging level, then we can add that to the page. Without a version of the game that compiles and runs, I'm unable to trace the code stack, so we should go with what's in the save files. margotbean (talk) 22:30, 17 January 2018 (UTC)
Thanks much! I'll go ahead with making the article change, and revisions can await further information. Butterbur (talk) 01:20, 18 January 2018 (UTC)
BTW, the business of crop vs forage for wild seed yields seems complex and somewhat unpredictable all over. I shipped many of the items I harvested and found to my surprise that I was given Tiller profession price bonuses for the Crocuses but not for the other yield types. Go figure. Does that suggest any additional code to look at? Butterbur (talk) 01:34, 18 January 2018 (UTC)
It does sound like a bug. I wonder if it affects Sweet Pea as well (i.e., if it's a "Flower" thing)? margotbean (talk) 21:32, 18 January 2018 (UTC)
I don't know about Sweet Pea, and don't have a direct route to looking at it at the moment. But I agree there's probably a bug - perhaps more than one. Butterbur (talk) 08:19, 19 January 2018 (UTC)

The code that grants 3 XP (in Crop::harvest) is used solely for Spring Onions -- and as far as I can tell it was only ever intended for use with Spring Onions. In particular, the only item that can be created in that code (via o = new Object(399, 1);) is a Spring Onion (item ID 399). (Incidentally, this special treatment of spring onions also implies that the Gatherer profession will never double them).

The primary reason why Crop::harvest is irrelevant for wild seeds is that the player is not harvesting a crop, but rather is picking up an already-created item sitting on the ground. Crops are plants -- and those plants always look different from the harvested item. For wild seeds, the crop that exists on days 1-6 of growth is replaced overnight (in Crop::newDay) with the foraged item. (And the underlying dirt is potentially transformed from tilled to untilled -- a process that would destroy any crop on the tile, further emphasizing that it's not a crop any more). The upshot is that picking up an item grown from wild seed is identical to picking up a naturally-grown item: it's handled by GameLocation::checkAction and grants 7 XP (14 XP if Gatherer doubles the item).

As for Tiller and price bonuses, the bonus applies to all items with category of Vegetable or Flower, plus items with category of Fruit that are not flagged with isSpawnedObject (see Object::getPriceAfterMultipliers). So Crocuses, Sweet Peas, etc. should get the bonus, and I'm inclined to think it's not a bug but just a consequence of how they're categorized (i.e., it's no more buggy than the fact that NPCs like them).

What is buggy here is the way fruit is handled by the Tiller bonus. The flag isSpawnedObject is supposed to filter out typical foraged fruit (spice berries, etc.) as well as fruit from the bat cave. But the problem is several fruits can come from both "spawned" and "non-spawned" sources, so if a stack contains both types of fruit, it's semi-random whether the entire stack gets the bonus. This bug is already documented on Grape. I'd guess it also happens with all tree fruit (if fruit harvested from a tree is stacked with fruit from the bat cave). But I haven't tested it myself. Nebulous Maestress (talk) 21:12, 10 July 2020 (UTC)

Tracking in the Desert

When I went to the Desert for the first time with Tracking no yellow arrows were present despite all the foragable items being present. Collecting an item made the arrows appear. XaqNautilus (talk) 05:26, 23 January 2018 (UTC)

That sounds like it would be a good addition to the "Bugs" section on the page. margotbean (talk) 19:36, 23 January 2018 (UTC)

Blackberries

"Salmonberries give no foraging experience when harvested from bushes during Salmonberry Season." Is it the same for Blackberries harvested from bushes in their season? XaqNautilus (talk) 13:56, 28 January 2018 (UTC)

Confirmed. Page edited. XaqNautilus (talk) 04:53, 30 January 2018 (UTC)
Thanks! I had suspected that but it was still on my list to verify. I think someone made a comment that Salmonberries also give experience when harvested normally, and I think the only place that can happen is in the fruit cave. Since I've never chosen that option, I couldn't say for sure. Butterbur (talk) 15:44, 30 January 2018 (UTC)
I've always taken mushrooms too. :) I guess that could be taken out of context... XaqNautilus (talk) 20:41, 31 January 2018 (UTC)

Tree Seeds Bug

The bug that causes seeds dropped by trees on the farm to disappear when hit with a tool on days when Foraging skill has leveled up was reported to be fixed in v1.3, I believe. Can anyone confirm if this is fixed? What about singleplayer vs. multiplayer? Is this bug still present for farmhands but not the host in multiplayer (or vice-versa)? Please comment! Thank you, margotbean (talk) 22:14, 1 August 2018 (BST)

I believe I have seen the bug still in 1.3.28, singleplayer (PC / Steam). Butterbur (talk) 22:55, 5 September 2018 (BST)

Whole Lot o' Shaking Goin' On

Shaking bushes to get berries is not considered a foraging activity, and hence no foraging benefits (like quality enhancements) are received from the harvest. But the Botanist profession (not a foraging benefit) extends the benefit of iridium quality to berries obtained in this activity.

So, my question. Wild animals can knock berries off bushes, leaving them available for you to gather them from the ground. Does anyone know, if you get one of those berries, does the Gatherer profession apply? Do you have a chance for a double harvest? I'm not sure that the berries are considered "picked up" as in the standard foraging activity, because I think they come into inventory through magnetic attraction, like wood and sap. But we're still not talking a standard foraging benefit, but rather, a profession benefit, like Botanist quality.

A head-shaker, for sure. ;) Butterbur (talk) 23:10, 5 September 2018 (BST)

Forage Spawning

The page currently says that: "2-5 new forageables spawn each day in each map (i.e., areas bounded by screen transitions)."

This is incorrect. For example, the bus stop area is bounded by screen transitions, but on many days it doesn't spawn any forage.

Rgduck (talk) 16:02, 16 September 2018 (BST)

Yeah, even accounting for NPCs walking through and destroying forageables, it doesn't seem right to me either. I'll put it on my "to do" list to look into it. margotbean (talk) 17:10, 16 September 2018 (BST)
The number of forageables spawned each day can be found in GameLocation::spawnObjects. The code is basically unchanged from the time when that info was added to the page (October 2016). I think the error came from not knowing that random.Next has an exclusive upper bound. In any case, the page is accurate now. margotbean (talk) 17:38, 20 September 2018 (BST)

Adjustment: Sweet Pea

The prices listed for the Sweet Pea in this page are the prices with the Gatherer profession; the actual prices (listed correctly on other pages, including the Sweet Pea page) are 50/62/75/100. I just made this account so I am unsure if I can edit them myself. R M Zing (talk) 23:07, 21 February 2019 (UTC)

Hello R M Zing! I've made the correction, thanks for pointing it out! In the future, you can make the change yourself if you wish. New users can't make huge edits, but changing a "55" to a "50" shouldn't give you any problems. Cheers! margotbean (talk) 18:27, 22 February 2019 (UTC)

XP

Just wanted to verify that forage crops grown from Wild Seeds on the farm give 7XP (14 for double harvest with Gatherer Prof.), and did so in v1.3 as well. The page was updated today to reflect that, and I was going to add the change to the "History" section, but it seems the info for v1.3 was erroneous, so no addition to the history section is needed. margotbean (talk) 20:05, 3 May 2020 (UTC)

I verified it in game on 1.4.5 today. It's been changed and reverted back a few times in the history it appears, and I was fairly certain it was wrong when I saw it was at 3 XP so I double checked it today. I can't speak to 1.3 but the history shows people trying to fix it 18 months ago so I think it's been like that for a long while. FWIW, the section is rather large and wordy from something that can easily be replaced by a simple chart with a clarification sentence or two. I see someone started doing that in the past but it was deleted. Raist (talk) 20:42, 3 May 2020 (UTC)

Gatherer Bug

I've repeatedly noticed cases where I pick up two Quartz instead of one. I did some testing today and confirmed it's a bug related to the Gatherer profession.

Key points:

  • It only happens if the player has the Gatherer profession: my maxed-out character has Forester and picked up several dozen quartz, frozen tears, etc. without ever being duplicated.
  • It grants 7XP to Foraging. Another character was on the cusp of going from level 7 to 8 in Foraging. Picking up a single bug-duplicated item increased his foraging level. Confirmed for quartz, earth crystals, and frozen tears.
  • The relevant code is in GameLocation::checkAction, which is where processing is done for any type of item picked up from the ground. The relevant section of code covers all isSpawnedObject objects. The standard XP increase, via who.gainExperience(2, 7); is only done if isForage and !isFarmBuildingInterior (to exclude eggs, etc. in coops). But the duplicate-if-Gatherer test only checks for !isFarmBuildingInterior -- it never tests for isForage.
  • Items such as quartz in the Mines are generated by MineShaft::getRandomItemForThisLevel -- and that function does indeed set the isSpawnedObject flag for all objects it creates. In the Bug note I listed all the items can be created by that function.

Nebulous Maestress (talk) 21:47, 10 July 2020 (UTC)