Talk:The Mines

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Moving infested levels

I noticed today while playing the a level infested with slimes was moving in a predictable pattern. You could return to the same level multiple times per day and it would always be infested, and would move one level up in the mine each day you rested. On Year 2, Summer 8th the infested level was at 53 On year 2, summer 12th the infested level was at 49 The pattern continued consistently on the levels between.

Looking around, the closest that I was able to find to someone noticing a similar pattern was someone noticing that mushrooms spawned in quantity on a level repeatedly until you slept. I'm curious if the same thing happens with other effects in the mine and if the schedule is the same in everybody's game or if there's at least a random start point for these effects.

The Mushroom thing is really important and I'm stunned that it's mentioned nowhere on the main page! The Youtuber DangerouslyFunny makes a good example for how valuable this knowledge can be; he made 75000g on one day in Fall, Year 1 just by repeatedly hitting the mushroom level with the botanist perk. (Video: "Forest Farm Fall 7") You could also completly avoid hitting an infested level since it doesn't skip multiples of 10, but doesn't affect them either. --Helios713 (talk) 15:40, 8 November 2016 (GMT)
Experienced the infested floor movement myself so I've added that. If someone else can confirm or add the thing about mushrooms, that'd be great too.--Enkidu (talk) 18:39, 8 November 2016 (GMT)

Drop Frequency of Different Levels

I started adding what ores and gems appear where. It would be nice to add more information about what drops are most common where so we can easily look up where to farm what we need.

Level 30 treasure chest

Can't seem to find what the treasure chest drops on level 30 and I can't recall myself. All the others are done though.--Metalax (talk) 11:21, 6 March 2016 (EST)

Minecarts

So far, I've found stashes of coal in minecarts on levels 12, 18, 28, 38; and a dropped satchel of coal on level 52. I believe this is a reliable pattern, but someone should test it to be certain. I'll try and add screenshots to the gallery momentarily.

Skull level

I encountered a level (it was around 16 or 17) where the level had no number, just a skull icon. There were no rocks and I had to just fight monsters until one (eventually) dropped a staircase. When the staircase appeared I got a message saying (something like) "You found a way out". I'm guessing I'm not the only one to have encountered this? Manning (talk) 23:36, 2 May 2016 (EDT)

Ghost encounter at level 57 and 58

I encountered a Ghost at level 57 and at level 58. But the main reason i am bringing this up is because it is written on the wiki page that, you can begin to encounter ghosts at level 61.

https://www.dropbox.com/s/96txg6o7xjp79uo/Ghost%20Encounter.jpg?dl=0 The Ghost Encounter at level 57]

Mine Chests

Once I reached level 30 of the mine, I found no chest. I was upset, dinged the elevator and left. It seems there is no chest on level 30, or at least there's a chance of that happening. ~~Hyoka (talk) 5:14, 1 September 2016 (EST)

80-120 mushroom level

randomly one level spawns between levels 80 and 120 (or maybe it's 81 and 119?) with a large amount of purple/red mushrooms; it moves down one level in the mines per day and doesn't appear on floors ending in 5 and 10 (it doesn't skip them, it means 1 day in every 5 is a day you can't find it)

when it hits 80 it resets to a random level as I understand it

It's a very good source of gold and foraging xp when it's on floors ending in 1 and 6 as you can take the elevator to the floor before them and quickly drop down; then exit the mine and redo it. Pretty much just leaving this info for someone more skilled to add to relevant pages

pic related [1] Pirate34 (talk) 23:59, 19 March 2017

The current section on the Mushroom floor has some inaccuracies; the biggest issues are the claims that a new mushroom floor is chosen at the start of each season and the day after a current floor reaches level 80. This makes it seem as though there is a uniquely defined mushroom floor which is always present (aside from conflicts with elevators or infestations) but this is not the case because it is all an artifact of the RNG seeding. The note at the bottom is correct: there might be zero active mushroom floors or multiple (three or four different mushroom floors is not at all uncommon).
There are no "triggers" involved such as changing seasons or an old mushroom floor "expiring" after reaching level 80. It all boils down to the RNG checks in StardewValley.Locations.MineShaft.chooseLevelType() -- the RNG is seeded via (DaysPlayed + MineLevel + (uniqueID / 2)) and if the level is chosen to have "RainbowLights" then it will be a potential mushroom floor. Since the next day that seed will be duplicated on the previous mine floor (DaysPlayed has increased by 1 and MineLevel has decreased by 1 with the uniqueID unchanged), we get the illusion of the mushroom floor moving up through the mines. And because it is all RNG-based it is entirely possible to have zero or multiple such floors active on any given day.
I'm going to attempt to rewrite that section a bit to clear up these problems. MouseyPounds (talk) 02:49, 11 November 2017 (UTC)
THANK YOU!!!!! Thank you for looking at the code and clearing up the inaccuracies.
If you want to remove the bit about there "usually" being a green lantern, that's fine too, since I took a quick look at the code and it seems color is determined by tile position, so theoretically there could be nothing but normal red lanterns on a rainbow level.
Then again, that could confuse people who are used to looking for colored lights.
Either way, thanks and goood job! margotbean (talk) 17:21, 11 November 2017 (UTC)

Coal Loot Locations

I've found clusters of 6-8ish coal inside abandoned minecarts and the miner backpacks on the floor throughout all levels of the mine. It might also be possible to break open the wood-paneled coal 'doorways' I've found a couple but have not figured out if I can break into them.

If you see a level with minecart track, there is always an abandoned minecart in that level, and seems like about 50-50 if it has some coal inside. You can click on the minecarts or miner backpacks to get the coal to drop out onto the ground.

I don't think it's random chance if the minecart level has coal or not. On each Minecart level, you can only get the coal out once. If you try to come back to the same level and get the coal a second time, it will be empty. -Jecowa (talk) 09:33, 22 December 2017 (UTC)

Bomb Exploit

As it says on the page, some players find they can use the exploit of blowing up a fence with a bomb to travel to the Skull Cavern without repairing the bus. Others say they cannot replicate this glitch. The original editor was playing v1.3 Beta multiplayer (v1.3.8 I believe). I have tested this using v1.2.33, v1.3.9, and v1.3.10 with no mods, and was able to replicate it while playing single player. My v1.3 games were using a farm with 2 extra cabins on it, but no one else playing at the time.

Anyone who can or cannot repeat this bug, please post the circumstances here! (Multiplayer or single player, which platform, etc.) Thanks! margotbean (talk) 00:38, 10 May 2018 (BST)

Food section change

I was thinking the useful food section could be changed into a collapsible table to conserve some space. Maybe even move it into the combat section. Thoughts? EthanPowers (talk) 00:34, 15 September 2018 (BST)

In a word, no. Food is food, not combat, and the more collapsable components we put on a page, the longer the page takes to load. margotbean (talk) 16:45, 15 September 2018 (BST)

Is it really possible to dig up artifacts like dinosaur egg in the mine?

According to what I saw in the code, tilling in the mine will result in game executing StardewValley.Locations.checkForBuriedItem(), but finding artifacts happens at StardewValley.GameLocation.digUpArtifactSpot().

As the code indicates, one can only find these items tilling in the mine:

Clay
Dwarf Scroll I
Lost Book
Rusty Spoon
Rusty Cog
Skeletal Tail
Dwarf Scroll IV
Dwarf Gadget
Gold Bar(Is this really possible?)
Dwarvish Helm
Dwarf Scroll II
Strange Doll(both)
Stone
Ores
Geodes
Cave Carrot

Has anyone ever dug up any artifacts besides items in the list? --Lyu (talk) 05:26, 28 January 2019 (UTC)

I can confirm I just dug up a gold bar on level 63 of the mines as I was testing out your question. Mixed seeds seem to be missing from your list; I dug up a ton of those in the last half hour. Unfortunately, no Dino Egg.
As a side note, I love that you're looking into the mining code, as it's some of the trickiest code in the game, imo. Weeding out the code that gives random items from breaking boxes/barrels and special monster drops that seem to vary by level and not by monster always gives me a tension headache.  :D margotbean (talk) 19:16, 28 January 2019 (UTC)
Oh yes Mixed Seeds can be dug up, and the check is together with Lost Book. So if other artifacts are unable to dig up in the mine, is it necessary to correct the pages about artifacts?
I think I'm starting to come up with the code, and making mods is really an interesting work.
--Lyu (talk) 02:46, 29 January 2019 (UTC)
I'm glad you're code-diving and modding! It is exciting work. To answer your question, yes, if we can definitively prove that it's not possible to find a dino egg by tilling in the mines and/or skull cavern, then the page needs to be changed. Of course, the goal is always to have an accurate wiki. The difficulty is in absolutely and definitely ruling out the possibility of some other piece of code executing and adding a dino egg (or some other artifact or item) to the possible items that can be dug up. Remember, the code was written by one developer with no code reviews. It twists and turns like the streets of San Francisco. margotbean (talk) 03:43, 29 January 2019 (UTC)
So I think it's better to mark these pages as doubtful so as not to mislead other people who read them.--Lyu (talk) 04:10, 29 January 2019 (UTC)
I haven't seen that definitive proof that I mentioned yet, so I think it's too early to take that step. Let's wait for more feedback, and keep on reading that code. margotbean (talk) 07:29, 29 January 2019 (UTC)
Alright, I've looked over the code and debugged it in person. I'll say what I discovered.
When player uses Hoe on a tile, the game calls StardewValley.Tools.Hoe.DoFunction(). According to the attribute of tile, the function does different things:
  1. If the tile is ArtifactSpot, the function goes into StardewValley.Object.performToolAction(), calls digUpArtifactSpot() which produces most artifacts.
  2. If the tile is not ArtifactSpot, the function will check if it's a "Diggable" tile, if the tile is so then it calls checkForBuriedItem(), which cannot produce artifacts out of the list.
What happens when tilling in the mine is exactly the second case.
What's interesting is that when player digs "Diggable" tile outside the mine, it seems possible to dig up artifacts because of the virtual function StardewValley.GameLocation.checkForBuriedItem not override by StardewValley.MineShaft.checkForBuriedItem. This situation still needs to be proved.
It's not possible to dig up artifacts on "Diggable" tile outside mines, it seems that the developer didn't implement it.
--Lyu (talk) 10:02, 29 January 2019 (UTC)
If you have actually debugged the code while executing, then my hat is off to you. Truly, well done!
I looked over MineShaft::checkForBuriedItem, and verified your list (above). So, it seems we must remove "tilling in the mines/skull cavern" as a source from 4 artifacts: Ancient Drum, Bone Flute, Dino Egg, and Rare Disc. The page histories for those artifacts give no indication that tilling is a valid source for them -- the info was added in 2016, with no verification (other than percentages listed in index 6 of ObjectInformation.xnb).
I'm going to take the liberty of changing 5 pages (Artifacts, and the 4 individual pages), in all languages. If I've missed something, please post! Otherwise, sincere thanks to you!! margotbean (talk) 19:35, 29 January 2019 (UTC)

Dig Percentages

I have added a table with the percentage chance of each item that can be dug up. I am on mobile, so I haven't linked other pages. I can show how I got these numbers if required. BlaDe (talk) 00:44, 27 March 2019 (UTC)

Well, I wouldn't say it was required, but it would be appreciated by at least one person (me).
I'm glad you put this comment here, but I wish I had read it before digging into MineShaft.cs to verify your table! I'm going to put the code reference on the page, and beg you to remember to do it next time? Thanks very much, I really do (still) appreciate you putting your findings on the wiki! margotbean (talk) 01:11, 27 March 2019 (UTC)
Actually, if you could point out the spot where certain items are available only at certain levels (the Dwarvish artifacts and gold bar), I'd very much appreciate that! Thanks again, margotbean (talk) 01:20, 27 March 2019 (UTC)
I would have added a code reference, but I am on mobile so have a hard time with any kind of formatting until I get to a non blocked computer.
The level specific stuff is determined by a switch(this.getMineArea(-1)) statement. There are two of them in MineShaft.cs::checkForBuriedItem. If you are in the skull caverns and the seed gets you into these statements, the default 330 (clay) will be found. BlaDe (talk) 01:38, 27 March 2019 (UTC)
Yes, I see the switch/case statements now. Pretty obvious, now that I actually look at them. :D Thanks again, and feel free to add how you arrived at the percentages here! margotbean (talk) 18:07, 27 March 2019 (UTC)
There is too much information to post here, but have a look at https://docs.google.com/spreadsheets/d/1BdMKgytVSk50158d_jKT46lBMkR8EPHTa6bY50aFybc/edit?usp=sharing
I have put the odds of each branch in the code, keeping track of them as it drills down, with the final percentage in column LBlaDe (talk) 23:42, 29 March 2019 (UTC)

Ladders and drop shafts

I will detail how ladders and drop shafts work here. I don't have the time right now to format it nicely, but I want to get the information down in case someone wants to do it before I get back to it.

Every enemy killed has a flat 15% chance of spawning a ladder, assuming the enemy was killed over a valid tile. This does not prevent ladders spawning from rocks.

Some levels are preloaded with a ladder (12, 52, 92, treasure floors in skull caverns). These ladders do not prevent ladders spawning from rocks.

After a level loads, there is a 95% chance that a ladder will try to spawn. A tile is chosen at random, and if it is eligible (no rocks/monster spawned, and it is not on dirt/miner patchs/tracks) then a ladder is placed. This will prevent ladders spawning from rocks

Every rock hit has a base chance of 2% of spawning a ladder. This is adjusted by daily luck/5 (+/-10% / 5 = +/- 2%) and food buffs (every point of buff/100 i.e. each point of food buff adds 1%). The inverse of the number of rocks remaining after the rock is hit is added (e.g 5 rocks remaining - 1/5 = 0.2 = 20%, 100 rocks remaining = 1/100 = 0.01 = 1%). If no enemies remain then 4% is added. If this chance hits, then a ladder will spawn, and prevent further ladders spawning from rocks. If in the skull caverns there is a 20% chance that a shaft will spawn instead, and this does not prevent further ladders/shafts spawning from rocks. BlaDe (talk) 12:02, 11 April 2019 (BST)

Thank you for taking your time with this one! There's no rush, let's get it polished before we add it to the main page. You never know when a page is going to be copied to another language, even if it's in a broken or incorrect state!
So far, I've understood what you wrote, so that's good. I would say that it's important to define "valid tile" the first time the term is used in the section, rather than forcing the reader to continue reading for the exact definition. margotbean (talk) 19:17, 11 April 2019 (BST)
I think there's a bit of a terminology problem that should be solved. I assume that "valid tile" is never seen in-game. If I were to define "valid", I'd say its natural meaning would be any place the player can walk: any unobstructed tile, or any tile whose obstruction can be removed. It would not include rock faces, areas behind unremovable obstructions (like fences), or water tiles.
In this context, I think what we want is another term, "eligible tile": free of monsters, spawned rocks or nodes, forage items, baskets, or crates, not on dirt or tracks, etc. When a rock is removed, its tile(s) become eligible, and a spawn may occur. To me, this terminology makes descriptions clearer. Butterbur (talk) 06:19, 12 April 2019 (BST)
I would say the last thing we need is a 1-paragraph definition of valid/eligible tile. "Unobstructed" might be better, I don't know, but the main point of the information is the spawning %s. margotbean (talk) 17:58, 12 April 2019 (BST)
"Unobstructed" seems fine to me. I just don't like "valid". It needs something more intuitive - better for short definitions too. Butterbur (talk) 04:38, 13 April 2019 (BST)
I am using my main page as the place for my editing. I have three sections that I am working on, that I think are in a good enough state to add to the main page. I will leave them for a day or two, then add them BlaDe (talk) 03:31, 29 April 2019 (BST)
Everything looks really good! When added to the page, I would call the "Barrels" section "Crates & Barrels" or "Crates and Barrels", and change "skull caverns" to "Skull Cavern". Minor tweaks.
I can imagine that I will want to transclude the "Special Items" table onto the relevant monsters' pages, but offhand I don't know which monsters can drop them. Are any excluded, or can any monster drop them when killed? What about mummies? (No, I don't have time at all to check the code, so sorry!) Something to think about for future reference. There's quite an extensive section about colored Slimes' drops; I'm wondering if the special item drop is a completely separate process.
The other task will be to check each item's individual page and make sure it says that it can be found in crates/barrels or as a monster drop (and at which levels). That'll be on my "to do" list, if you don't get to it first (hint hint).  :D
I also think all three sections could be transcluded onto the Skull Cavern page, or at least linked to. Hm... more food for thought.
Thanks so much for doing this, and for allowing a preview before adding it to the page!! margotbean (talk) 19:15, 29 April 2019 (BST)
No worries. For special items from enemies, all monsters carrying special items and crates and barrels that drop special items make a call to the same method, MineShaft::getSpecialItemForThisMineLevel.
Having a quick look at monsters holding special items, there are two rolls for a tile to spawn a monster. The first roll any monster has a 0.175% chance of holding one, the second roll any monster has a 1% chance (MineShaft::populateLevel). I will need to look into this some more another timeBlaDe (talk) 02:24, 30 April 2019 (BST)