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Talk:Cask

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Max casks

Is the max amount of casks able to be placed relevant, since you can't even use them? Perhaps the cost of the number needed for the optimal layout would be more relevant? --Shiverwarp (talk) 21:45, 30 October 2016 (GMT)

You can use all of them, you just need to dig your way through the casks as you empty them (so it's only worth doing for the longterm, high value wines) Giftiger wunsch (talk) 15:12, 13 December 2017 (UTC)
Through clever stock rotation you can even avoid having to do that. [1]--Ruedii (talk) 11:38, 17 September 2019 (UTC)

Use of stock rotation to boost cask density.

By slowly shifting the access row to access the next to finish set of casks one could easily give full density to a large set of casks.

Of course, different row sets are needed for different classes of goods when you do this. Wine ages slowest so it benefits the most from this method, and mead ages so fast it's best stored on the outside isle because there is only a minor loss of disrupting it's aging progress to move the access row.--Ruedii (talk) 06:12, 16 July 2019 (UTC)

Optimal layout for casks (controller)

The best layout for controllers is to do vertical lines; basically, you fill all the edge spaces with casks (plus one on the stairs) and then make rows of two, starting with the third row from the left (so rows 3/4, 6/7, etc.).

This gives you 124 casks if you put one at the bottom of each walking row; I find with the controller I am able to access casks etc. in the bottom corners, just not the top ones.

p.s. I have a picture if someone can tell me how to add it Kaori kins (talk) 14:44, 20 July 2019 (UTC)

Go here: File:Optimal_cellar_layout(Fixed).png, click on "upload new version of this file" and off you go! Post back with any issues. margotbean (talk) 16:11, 20 July 2019 (UTC)
Margotbean I uploaded the picture - I made it in MS Paint so it's a bit crude but it does show the cask placement Kaori kins (talk) 23:18, 20 July 2019 (UTC)
OK, the problem here is that on mobile you can't reach any casks in corners, so we're going to have to have 2 separate images for controller and mobile. Except that your image is basically the same as the mouse/keyboard layout, minus one cask. So, the old image is for mobile, not controller, and controller users can decide which of the upper diagonal casks they want to remove from the optimal mouse/keyboard layout, and we're back to the original images. margotbean (talk) 02:53, 21 July 2019 (UTC)
Actually by my calculation if you eliminate the 6 at the bottom of each walking row that leaves 118, which is 6 more than the other layout, and without having any unreachable corners casks so can be used for mobile as well Kaori kins (talk) 12:43, 4 August 2019 (UTC)
Correct you are. Now if only we had a suitable image of that layout... margotbean (talk) 17:35, 4 August 2019 (UTC)
unfortunately I'm not able to take a screenshot that I'm aware of since I play on console :( hopefully someone will be nice enough to set up the layout and upload a better image Kaori kins (talk) 22:55, 4 August 2019 (UTC)
Already taken care of. I had the time, so I used a test save to create an image: File:Optimal cellar layout mobile.png :D margotbean (talk) 00:26, 5 August 2019 (UTC)

Gold per day info

I added a new column to the table with g/day along with some other info, but it was completely reverted with the explanation "duplication of info". The g/day figures aren't calculated here at all, nor anywhere else as far as I can tell, and at least I consider them useful information. Granted, I also had added a 2nd table with some specific wines' g/day info, and some of the stuff there was duplicating the current table. I feel like the full revert was overkill though, as it removed what I felt was potentially useful info: useful enough that I had calculated the g/day values for myself, and felt that I might as well share them for others. Miscreantpanda (talk) 22:16, 4 May 2020 (UTC)