Talk:Skull Cavern

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Entrance from floor 120 in the mines bug

I've never been able to find this staircase described on the lowest level of the mines. Can anyone confirm that this is real? specific instructions and/or a screenshot would be nice.

TownEater (talk) 17:16, 4 March 2016 (EST)

The article is talking about the item staircase that let's you skip a level of the mines without finding the ladder. However that doesn't seem to work for me regardless.

--Haizan (talk) 10:25, 5 March 2016 (EST)

Using the stairs item doesn't work for me either. I have read a bug report stating that using the stairs increases the game's value of the level by one regardlessly of which floor you are on - maning that using it on 120 would lead to floor 121 which is the first floor of Skull Caverns. Maybe this bug is already fixed by now?

--Nocsis (talk) 15:25, 5 March 2016 (EST)

You're no longer allowed to place a staircase at level 120 in the mines. It seems that it was a bug and has been removed: "Removed staircase comment, appears this was a bug and has since been fixed. Can no longer place staircases in mine level 120.", --Lilly (talk) 20:07, 6 January 2017 (UTC)

How far does it go? Or is it infinite?

I bought enough stone stacks to make 100 floors of staircases. When I was done, I reached floor 134. I was really hoping there would be an end, but I did not find anything notable. Thoughts?

I went until floor 201 and it still went deeper, that's when I decided to stop.

A youtuber called DangeriouslyFunny recently used a personal mod to skip 1000 levels at a time and he went over 1 million levels before calling it quits. After I think 10k maybe less you more and more frequently get floors with 100% or near 100% all rocks being iridium ores. Prismatic Shard's drop chance don't seem to change but become more available due purely to shear number of Iridium nodes. At the time of this comment the mod he used isn't publically available, but there is a mod called Skull Cavern Elevators which add elevators like with the mines which updates every 5 levels, should be helpful.

--Masternetra (talk) 05:20, 14 September 2018 (BST)

"For science", it would be interesting to see what the bottom floors look like now, after the nerf to iridium nodes generation past level 100. The bottom is basically 2.14 billion and some. A common number in computer code circles, minus 120 for the normal cave, as they're apparently in the same "area". Pangaea (talk) 11:17, 5 December 2019 (UTC)


Using CJB's In-Game Cheat Menu mod, I was able to get to, and past floor 144, but on that specific floor three Prismatic Shards dropped from different Iridium Veins, and I was wondering, does this have something to do with the spawn rate of Iridium Veins increasing, or was I just incredibly lucky?

--Teh Matocan (talk) 12:25, 19 March 2016 (PST)

In fact, as I go lower and lower, the occurrence of Prismatic Shards does seem to be increasing.

--Teh Matocan (talk) 12:33, 19 March 2016 (PST)


This is more of an interesting discovery, but I managed to make one of the invincible bugs completely stop by blocking it.

Just an observation. Moox10 (talk) 17:56, 1 April 2016 (EDT)

I was able to do the same, by destroying a rock in front of it right before it was about to turn, this happened multiple times.

--Teh Matocan (talk) 7:00, 10 April 2016 (PST)

the hole

how many floors have you been able to skip using the hole? I just jumped into one and it took me from floor 1 to 4,. but the article mentions its a random amount. How many? Zurgat (talk) 10:14, 10 April 2016 (EDT)

Based on the game's code and it looks like it's random between 3-15 levels, but more than 8 levels is very rare. --Samutz (talk) 12:39, 10 April 2016 (EDT)

v1.3 Treasure Rooms

Spawned according to the following formula, where chance is the chance of finding one:

double chance = 0.01;
chance += Game1.dailyLuck / 10.0 + (double)((float)Game1.player.LuckLevel / 100f);

Daily luck = -0.1 to 0.1; LuckLevel also = -0.1 to 0.1.

By my calculations, on the worst luck day without the special charm, the chance of finding a treasure room for each level is -0.001. On the best luck day with the special charm, the chance is 0.021. --margotbean (talk) 21:49, 30 May 2018 (BST)

How can it be negative? At the minimum it's .01+(-.1/10)+0). That's .01 - .01 + 0 = 0 isn't it?

HP loss when jumping into shafts

The player can sometimes find a shaft, or hole, which makes it possible to skip 3-15 floors. Jumping down the shaft causes a small amount of damage.

Can we say that this amount of damage is always 3 x #floorsSkiped? At least I have jumped 4, 5, 8 and 9, and the HP lost was 12, 15, 24 and 27 respectively. If we can do it, is it relevant for the article? -- Sapador (talk) 01:45, 22 August 2018 (BST)

Yes, you're right! In MineShaft::enterMineShaft the formula is: = Math.Max(1, - levelsDown * 3);
I'll add it to the page. margotbean (talk) 12:41, 22 August 2018 (BST)
Nice! This also answer a question I had if we could die with these jumps. Thanks :) -- Sapador (talk) 17:27, 22 August 2018 (BST)

Regarding the occurence chance of Iridium Ores and of Ladders or Shafts

I have read on the page that the chance that the chance of finding Iridium Ore is affected by luck and increases significantly every ten floors. No offense to anyone, but...

1. I can't find a source for this claim. I might not have searched enough, and I'm apologizing right now if that's the case, but I think it should have a credible source (ex. a confirmation by ConcernedApe) to verify it.

2. I think it should've been better if there was a calculation of the chance of Iridium Ore appearing in that batch of ten floors. If the chance of occurrence of Iridium Ore is affected by luck and increases only every ten floors, then I think it might go like this:

Iridium ore occurrence chance = Luck + ((Current floor // 10) * Addition every 10 floors)

where // is floor division (or normal division but discard the decimal numbers).

Other than things regarding Iridium Ore, I have seen a comment in the Stardew Valley subreddit ( that includes an expression that shows the percent of a ladder/shaft appearing in a floor. Sorry in advance, but can someone verify this? I know it's not really hard to read a game's code, but I can't understand most of the things there and I might be mistaken with the results that I get.

--KLaurence (talk) 05:01, 30 December 2018 (UTC)

Hello KLaurence -- I agree completely that the statement(s) on the page should provide a reference in the game code, and possibly the exact calculation. I'll put it on my "to do" list! For now, I do believe it's accurate, so we won't remove it from the page entirely.
Also, code reading is never easy -- don't believe anyone who says it is! margotbean (talk) 18:12, 31 December 2018 (UTC)

In the Food section, mention buff "overwrites"

I think it would be worth a small mention in the Food section that buffs don't stack and consuming food that has buffs will replace any existing buffs you have. I've found it's a good idea to carry foods like Fruit Salad or Pink Cake that heal a lot of HP without clearing buffs. This is my first contribution to the wiki so I'd like feedback before making the edit myself. Murgle (talk) 17:07, 14 January 2019 (UTC)

Hi Murgle! Your comment led me to see some inconsistencies in a couple of other pages, so I've corrected those, and then went ahead and added the comment to this page. It's a good point! Thanks! margotbean (talk) 18:19, 14 January 2019 (UTC)
p.s. I forgot to say welcome to the wiki! And next time it will be fine if you make the edit yourself. When I review it, I'll probably say "Hey, that's a good point" and then proceed to change other pages afterwards. Either way.  :D margotbean (talk) 18:30, 14 January 2019 (UTC)


I was originally going to drop this on the Magma Geode page, but the observations just kind of spiralled...

This article seems to be a bit quiet on which Geodes can spawn as you traverse through the Cavern. Most players know that Omni Geodes spawn in here, but I've had a limited quantity of Magma Geodes out of here before. No Frozen Geode or standard Geode though. Which makes me wonder which of the four Geodes are coded to appear in the Cavern. The Minerals#Geode page seems to believe that Magmas can not spawn in the Cavern, and yet, I've procured Magma Geodes in there before! An error on the side of console Dev team 'sickhead games'? Or are Magmas actually meant to be there and the Minerals page needs a tweak to reflect this? MM (Communications) (Crops) 02:28, 27 May 2019 (BST)

For most floor dependant spawns, skull cavern is the same as floor 80+ in the mines. I would expect this is the same for geodes. I don't have time to double check right now. BlaDe (talk) 08:19, 27 May 2019 (BST)
I have had the same experiences as Matticusmadness in the Skull Cavern. I would recommend that Magma Geodes be recorded on the wiki according to the current game behavior. As for programmer intention, if it's not supposed to happen, then observed behavior is a bug. But we've documented bug behavior before, also. Butterbur (talk) 20:10, 27 May 2019 (BST)
I found 3 relevant portions of code:
  1. BreakableContainer::releaseContents: Magma and Omni geodes can be found in crates/barrels/boxes in the Skull Cavern
  2. MineShaft::checkForBuriedItem: Geodes & Omni Geodes can be found anywhere; Magma only at MineArea 80+
  3. MineShaft::checkStoneForItems: Omni Geodes only in the Skull Cavern
What I've found in-game is several Magma Geodes from breakable containers in the Skull Cavern, and never from breaking rocks or tilling sand. I've not found any regular Geodes from tilling (or bombing) sand. For now, we can add boxes and crates in the Skull Cavern as sources for Magma Geodes. margotbean (talk) 22:14, 27 May 2019 (BST)
Regarding 3, there are two sections of code in MineShaft::checkStoneForItems that can give geodes. The first one is level dependent, so only geodes from 1-40, only frozen geodes from 41-80, only magma geodes from 81-120, and only omni geodes in skull cavern. The second only drops omni geodes from 20+ (including skull caverns).
I agree that crates and barrels are the only source of magma geodes in the skull caverns. BlaDe (talk) 05:28, 28 May 2019 (BST)

I just picked up 2 OmniGeodes on level 22 of the mountain mine. Yes, I have already reached the bottom of the mine earlier. Everybody sure all conditions in these functions have been checked? There could be more going on than just dependencies on location. Butterbur (talk) 21:40, 31 May 2019 (BST)

You can get omni geodes from level 20 in the mines. This was buried deep in my last comment. BlaDe (talk) 23:16, 31 May 2019 (BST)
Ah yes, right you are, so that's the one thing. What may have been confusing me was the thought that it's one thing to identify what each of the code segment generators do, and another to know when the program calls upon them to do the generating (and what the conditions are under which they are called). The more complex the situation, the more subtle the interactions can be, and the trickier to understand all the pathways.
It's a mistake to call computers logical. Real logic can make judgments about intention and "reasonableness", and computers are only automatons, no matter how sophisticated. AI is impressive in some ways, but I still think we're only seeing the benefits of perfect recall and extreme speed, not actual reasoning. We're fooled because of mimicry, and then we come to expect the reality. Then we can't easily understand failures and anomalies. This happens most clearly when we're reading code. Our brains never follow a logic that is binary-only, and if it did, we'd never find bugs. Butterbur (talk) 17:05, 1 June 2019 (BST)

Cryptic note images

Would it be useful to have pictures of the two dialogue options from Qi when you reach level 100? Just managed it myself (for the first time, woot), and only used one staircase, so got the "honourable" version and took some pictures. Can upload one of those if it's deemed worthy, and not too spoilery. Figured it could fit next to the other picture under Secret note 10. Could be made to a gallery, with some explanatory text under each image. Pangaea (talk) 11:21, 5 December 2019 (UTC)

The problem with that is that it would have to be uploaded in 12 languages, so I'm going to say no, but congratulations on your accomplishment!! margotbean (talk) 17:19, 5 December 2019 (UTC)
Thanks :) Good point, I tend to forget there are so many languages here, and ideally each one should have the same information. Especially in this case, it would be hard to get those screenshots in a quick and easy fashion. It was just a thought, so it's fine. Pangaea (talk) 19:39, 5 December 2019 (UTC)
Maybe the wiki should start stockpiling those images and put out a call for the other languages? Once complete, they could then be installed in the article. Butterbur (talk) 00:45, 6 December 2019 (UTC)
That's a hard no. Thanks for the thought, though. margotbean (talk) 00:48, 6 December 2019 (UTC)

Ore Chances

I believe this page is incorrect and needs to be updated. See BlaDe's spreadsheet:

There's a lot of info to add but I'm afraid that I'll get my edits reverted. --Zamiel (talk) 08:59, 7 February 2020 (UTC)

Well, we'd need to hear from BlaDe if the data is for v1.3 or v1.4, and then we'd need a code reference. Also, the equation that produced the spreadsheet would be more valuable than some kind of huge list of percentages for the wiki. margotbean (talk) 15:22, 7 February 2020 (UTC)
The percentages feed into graphs on the right, this particular sheet compares the changes made on 1.4.1. I will locate code references later today. BlaDe (talk) 19:49, 7 February 2020 (UTC)
Code is in MineShaft::chooseStoneType. The different columns in the spreadsheet (mostly hidden) emulate the variables in the code. BlaDe (talk) 22:09, 7 February 2020 (UTC)
       num1 = 5;
       num2 = this.mineRandom.NextDouble() >= 0.5 ? (this.mineRandom.NextDouble() >= 0.5 ? 42 : 40) : (this.mineRandom.NextDouble() >= 0.5 ? 32 : 38);
       int val2 = this.mineLevel - 120;
       double num4 = 0.02 + (double) val2 * 0.0005;
       if (this.mineLevel >= 130)
         num4 += 0.01 * ((double) (Math.Min(100, val2) - 10) / 10.0);
       double val1 = 0.0;
       if (this.mineLevel >= 130)
         val1 += 0.001 * ((double) (val2 - 10) / 10.0);
       double num5 = Math.Min(val1, 0.004);
       if (val2 > 100)
         num5 += (double) val2 / 1000000.0;
       if (!this.netIsTreasureRoom.Value && this.mineRandom.NextDouble() < num4)
         double num3 = (double) Math.Min(100, val2) * (0.0003 + num5);
         double num6 = 0.01 + (double) (this.mineLevel - Math.Min(150, val2)) * 0.0005;
         double num7 = Math.Min(0.5, 0.1 + (double) (this.mineLevel - Math.Min(200, val2)) * 0.005);
         if (this.mineRandom.NextDouble() < num3)
           return new StardewValley.Object(tile, 765, "Stone", true, false, false, false) { MinutesUntilReady = 16 };
         if (this.mineRandom.NextDouble() < num6)
           return new StardewValley.Object(tile, 764, "Stone", true, false, false, false) { MinutesUntilReady = 8 };
         if (this.mineRandom.NextDouble() < num7)
           return new StardewValley.Object(tile, 290, "Stone", true, false, false, false) { MinutesUntilReady = 4 };
         return new StardewValley.Object(tile, 751, "Stone", true, false, false, false) { MinutesUntilReady = 2 };
Thanks, BlaDe! I changed 2 sentences, and the page is accurate again. margotbean (talk) 00:34, 8 February 2020 (UTC)
"The chance to find Iridium Ore increases steadily as you descend into the Skull Cavern." I do not think this is specific enough. The page should contain how exactly the chances increase, per floor. --Zamiel (talk) 02:34, 8 February 2020 (UTC)

Placement of the Strategy section

I don't believe that Strategy should be so high up. A wiki page should first give information about the item/area/character/etc and then have tips/tricks/suggestions on how to achieve it - or be successful at it. My recommendation is to order the pages as:

  • 1 Time
  • 2 Monsters
  • 3 Prehistoric Floors
  • 4 Treasure Rooms
  • 5 Strategy
  • 6 Secret
  • etc

Thoughts on this?

SPanda (talk) 17:42, 29 May 2020 (UTC)

On the contrary, I think it's most important to know how to prepare before entering the Skull Cavern, and then reading about what you might find inside.
The The Mines section is the opposite of this page - where an overview of the mines comes before the strategy to beat it. So either that page needs to be reordered or this one does. SPanda (talk) 18:35, 29 May 2020 (UTC)
The Skull Cavern is only accessible after reaching the bottom of the mines, so it's a qualitatively different experience. The pages reflect that. margotbean (talk) 18:37, 29 May 2020 (UTC)
But the same thing can be said about the mines, no? You said yourself: "I think it's most important to know how to prepare before entering the Skull Cavern, and then reading about what you might find inside." Replace the word Skull Cavern with Mines and it's the same thing. Knowing about what you will encounter inside the mines (such as swarms) and bringing Staircases the proper Food is all preparation content before reading about what to expect inside. Then both pages are consistent that way. Also willing to revert my commit about renaming "Strategy" back to "Preparation", since you're right that it is what the content is about. SPanda (talk) 19:54, 29 May 2020 (UTC)
All one needs to enter the mines is the Rusty Sword. There are no enemies on the first floor, and the player gets a gradual introduction to the experience. In contrast, the Skull Cavern comes with no in-game warnings, and no elevator to save progress. The two are qualitatively different, and the pages reflect that. margotbean (talk) 21:07, 29 May 2020 (UTC)
Fair enough. So we're on the same page that the Skull Cavern and The Mines are two separate entities. Physically within the game, as well as having a separate page for each of them on this Wiki. And "completing" one unlocks the other. However, the Mines page has all this information about the Skull Cavern which I believe shouldn't be there. For example the monster drops which you get from the Skull Cavern should be on this page and removed from there. SPanda (talk) 21:24, 29 May 2020 (UTC)
I agree, there should be some mention of the crates and barrels and special items sections on the Skull Cavern page, but breaking up the tables is complicated. I will add a link to the mines sections about these items on the page for now. margotbean (talk) 21:36, 29 May 2020 (UTC)

Red Iridium Bats

Red Iridium Bats found in 900+.
Hi, has anyone been to 900+? Once I made a challenge of 1,000 floors in a day and accidentally discovered a new species, the red Iridium Bat! It is faster than ordinary Iridium Bats and has higher damage. I don't know its specific data so I am unable to add it to the pages.Does anyone have a way? :) Reiki (talk) 05:59, 24 August 2020 (UTC)
This came on my radar recently, and I have been looking into it. This is the code in the Bat constructor:
     if (mineLevel > 999)
       this.extraVelocity = 3f;
       this.maxSpeed = 8f;
       this.Health *= 2;
       this.shakeTimer = 999999;
Take 120 off to get the skull cavern level. These should start appearing on level 880. I haven't fully traced it through, but I believe shakeTimer is used to give them the red colour. I believe an iridium bat has a speed of 3 and extra velocity of 1.BlaDe (talk) 08:19, 24 August 2020 (UTC)
That's right. After that I went there several times. I did find the red iridium bat at 880, and I roughly measured its health, which fluctuates around 700. I guess that the data not mentioned by the code should be the same as ordinary Iridium Bats. :) Reiki (talk) 13:40, 24 August 2020 (UTC)
Yes, good guess!BlaDe (talk) 19:58, 24 August 2020 (UTC)
There is another source, bats spawning on the farm. If you are at least combat 10, and have a galaxy sword in your inventory, there is a 1% chance that a spawned bat will be red. BlaDe (talk) 22:04, 2 September 2020 (UTC)


     if (Game1.player.CombatLevel >= 10 && Game1.random.NextDouble() < 0.01 && Game1.player.hasItemInInventoryNamed("Galaxy Sword"))
       NetCollection<NPC> characters = this.characters;
       Bat bat = new Bat(zero * 64f, 9999);
       bat.focusedOnFarmers = true;
       bat.wildernessFarmMonster = true;
       characters.Add((NPC) bat);
       flag = true;