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Talk:Fruit Trees

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Non-Fruit Trees Have Feelings, Too

This should probably be a subset of a larger Trees article; we currently have nowhere to put things like Maple Tree, Oak Tree, or Pine Tree, and creating entirely different articles for fruit bearing vs non-fruit bearing trees feels weird. --PenguinTod (talk) 13:55, 4 March 2016 (EST)

agreed, there really isn't a point to having the separate pages --Exgladous (talk) 01:52, 15 March 2016 (EDT)

Growing Pains

Just wanted to make this note: I misunderstood the "3x3 needs to be clear" instructions for growing fruit trees. In each and every instance, I maintained the 3x3 grid as a cleared, TILLED space where the article indicates that the space must remain UNTILLED. My trees grew just fine and with no delays. The only thing that seems to have happened is wasted energy meter and time on my part. :O Skronk (talk) 19:36, 13 July 2016 (EDT)

Fruiting Space?

Some of the fruit tree articles say they need a 5x5 area to be clear to reach maturity but this article says they only need 3x3. Can someone clear this up?--Enkidu (talk) 23:39, 15 October 2016 (BST)

Fruit Quality

Fruit does not increase in quality at all in my game. I've never harvested more than basic quality from a tree. Is this a bug or just me?

Chell89 (talk) 03:26, 26 December 2016 (UTC)

Are your trees more than a year old?--Enkidu (talk) 12:57, 26 December 2016 (UTC)

The Game Code

Regarding the 3x3 area, this is the code from Utility.cs:

public static Vector2[] getSurroundingTileLocationsArray(Vector2 tileLocation)
{
	return new Vector2[]
	{
		new Vector2(-1f, 0f) + tileLocation,
		new Vector2(1f, 0f) + tileLocation,
		new Vector2(0f, 1f) + tileLocation,
		new Vector2(0f, -1f) + tileLocation,
		new Vector2(-1f, -1f) + tileLocation,
		new Vector2(1f, -1f) + tileLocation,
		new Vector2(1f, 1f) + tileLocation,
		new Vector2(-1f, 1f) + tileLocation
	};
}

The relevant portion is all the 1's and -1's. The game checks one tile away from the sapling in all directions. If planting two fruit trees next to each other, each tree must have its own 3x3 grid (so saplings need to be 2 tiles away from each other).

In addition, the land can be tilled and the tree will grow. The game checks for crops and terrain features; those inhibit growth. Tilled dirt is considered clear. margotbean (talk) 18:55, 26 February 2017 (UTC)

This is a technically correct answer, but the Wiki text remains unhelpful and misleading. If this 3x3 clear area really needs to avoid overlapping with another 3x3 clear area, the fruit trees need to maintain a distance of two tiles from each other, and to be planted just as though they required a 5x5 clear area with respect to each other. Failure to plant a first tree or two according to the required pattern can render a whole planned layout invalid, without warning. And when it is discovered too late, sometimes weeks or even seasons into game play, then it is nothing but the pits. Butterbur (talk) 21:23, 26 February 2017 (UTC)
I have done some checking on program behavior (v1.1 on Windows 10, via Steam).
  • While holding a sapling in hand, ready for planting, the game displays in green ("able to plant") any land tile within the farm that is also reachable from your current location. This includes the darker-colored path tiles and permanent grass tiles near the house and greenhouse, despite the fact that they are always untillable (since trees do not need to be tilled for planting).
  • Given the green "go" signal, when you click to plant, the game denies the planting with a message if it is unable to plant at this time. In the case of the dark-colored path tiles, these are apparently always unplantable; the message given is "unable to plant here". However, you can plant on permanent grass around the house and greenhouse.
  • You can never plant directly on a boundary tile or barrier (not surprisingly). These include fences themselves, walls at the edges of the farm, and some of the north boundary tiles of the farm lake.
  • However, the game allows you to plant on a tile directly adjacent to a boundary or barrier. You will be denied if such an adjacent tile is also a path, since those tiles are always unplantable.
  • The game also allows you to plant on a tile directly adjacent to a building, a stone, a log, a scarecrow, and presumably other such removable obstructions. I have not verified that doing so without removing the obstructions later will impede the growth of the tree, but I assume it will. In the case of the permanent boundary or barrier, such a planting would prove disastrous for the tree.
  • The game allows you to plant a fruit sapling adjacent to a large stump, but not adjacent to a small stump left from chopping down a tree.
  • The game allows you to plant into a tilled tile, although the tile then turns untilled when you do.
  • It is only in the case of trying to plant within 2 tiles of a fruit tree or an ordinary tree that the game gives its special message "too close to another tree". It gives this one when you try to plant too close to the stump from a tree that has been cut down also.
I'd now say that there is definite inconsistency in the implementation of restrictions. Call it a bug, a design issue, whatever, but there was an attempt to help the player avoid bad planting, and there are some holes in that protection.
In addition, given what is known about the program's behavior, I don't think it's clear whether or not planting within two tiles of something that leaves a tile "not clear" interferes with tree growth, or how much it does so. Presumably, effect would be worse if directly adjacent to an obstruction, but also present if only one tile away. The check indicated by the code above still has the net effect of requiring two clear spaces between trees, essentially requiring a tree to be in the center of a 5x5 block within a grove. This is also the 5x5 size required by ordinary trees for unimpeded growth.
My incompletely proven but plausible conclusion is that ordinary trees and fruit trees have been conceived to grow in the same manners: within an otherwise clear 5x5 area, or closer to something (within a 3x3 square) with slower growth, or halting growth short of maturity if adjacent to something else. While the program does not enforce all that in the planting of fruit tree saplings, it does enforce some of it (while also mistaking a small stump for a growing tree).
This is not the scenario one would like to have to describe for a player, but unless and until the game itself behaves differently, I think it would be most helpful to alert players to the nits and picks of the situation, because planting saplings is no small matter, given how expensive they are. Butterbur (talk) 00:10, 27 February 2017 (UTC)

V1.4 Planting Bug

Thanks, Margot for your re-edit from my observation. I was about to edit similarly myself. I just didn't follow up right away. At any rate, the edit (and bug report) all look great and have been independently verified. Butterbur (talk) 20:39, 5 May 2020 (UTC)

Trees and Fruit

If Bananas and Mangoes are not fruit tree fruit, then why are Banana Trees and Mango Trees Fruit Trees? Butterbur (talk) 01:21, 28 December 2020 (UTC)