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The Cave
,Details of fruit spawning chances
[[Fruit Trees|Fruit Tree]] fruits make excellent gifts for villagers because they are universal likes, readily accessible early in the game, and do not require a [[Cooking|kitchen]]. Gifting may be the best late-game use for fruit, other than making [[Artisan Goods]], [[Shipping]] them, finishing the [[Bundles]], or eating them for extra energy (even though they don't replenish very much health).
Fruit bats will not leave spawned in the cave always remains there until the player collects it (the cave contents are never automatically reset, even at the end of the week or the end of the month). Uncollected fruit on reduces the space available for new fruit to spawn. For example, ten uncollected fruit increases the chances of no new fruit from 48% to 54%. Placing equipment or [[Crafting#Decor|craftable flooring]]in the cave also reduces the space available for fruit. Fruit found in the cave can be of any quality (normal, silver, or gold). If the [[Foraging#Foraging Skill|Botanist Profession]] is chosen, the fruit will be iridium quality. The [[Gatherer]] profession gives the player a chance of obtaining two fruit. Each fruit obtained from the cave gives the player 7 [[Foraging]] experience points.
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==References==
<references>
<ref name="fruitchances">See Fruit spawning is controlled in the game code by <tt>FarmCave::DayUpdate</tt> . The code loops repeatedly, with a 34% chance of the loop terminating on each iteration. Otherwise, the spawn location is randomly selected from one of 90 tiles. Fruit only spawns if the selected tile is a valid location. 40 of the tiles are never valid (in the game codecave walls); existing fruit, equipment, or flooring in the cave will also make tiles invalid.</ref>
<ref name="mushroomchances">See <tt>Object::DayUpdate</tt> in the game code.</ref>
<ref name="mushroomtime">The mushroom processing times are controlled by the game code in <tt>Object::DayUpdate</tt> <tt>case 128</tt>. For any empty mushroom box, the processing time is set to <tt>3000 - Game1.timeOfDay</tt> minutes. Because this code is triggered when the player goes to sleep, <tt>Game1.timeOfDay</tt> ends up being the time when the player goes to sleep (e.g., going to sleep at 1:30 am (2530) means processing takes 3000-2530=470 minutes). However, no processing happens during the first night (the code handles all overnight-processing updates before calling <tt>Object::DayUpdate</tt>), meaning the processing start time is 6am the next morning.</ref>