Ezt a cikket vagy szakaszt nem fordították le teljesen magyarra. Üdvözlünk az oldal fordításával. Utoljára szerkesztette Margotbean 2024-09-16 10:16:46.
A Gyűjtögetés az a képesség, amely a Stardew Valley-ben a vadonban a földön megjelenő tárgyak összegyűjtésével és a Fák kivágásával kapcsolatos. A Gyűjtögetés képesség a vad magvakból termesztett növények betakarításával is fejlődik.
A legtöbb összegyűjthető tárgy az egész évszakban megtalálható. Az egyik kivétel a díszszeder, amely csak a Díszszeder szezonban (15-18. Tavasz) található meg a völgy bokrain. Szeder az ősz folyamán megtalálható a földön, de a Szeder szezonban (8-11. Ősz) a város körüli bokrokon is.
Minőség
A gyűjtögetett tárgyakat négy minőségi csoportba oszthatjuk: normál, ezüst, arany és irídium. Az irídium minőségű javakat azonban csak a Botanikus foglalkozást választó játékosok szerezhetik meg. A magasabb minőségű tárgyakat több pénzért adhatod el, bár több energiát és életerőt töltenek vissza, ha elfogyasztod őket. Ha magasabb minőségű, általuk szeretett tárgyakat ajándékozol a városlakóknak, több barátság pontot szerezhetsz.
Gyümölcsök, amiket a denevérek hoztak a barlangba. (A barlang felhasználásáról a játékos döntü, amikor Demetrius meglátogatja a farmját, és megkérdezi, mire szeretné azt használni.)
A Botanikus foglalkozással nem rendelkező játékosoknak a következő szabály szerint választ minőséget a játék: Gyűjtögetés képesség szintje/30. Ha a tárgy elbukja ezt az ellenőrzést, akkor a játék ezüst minőségre tesztel, a következő formula segítségével: Gyűjtögetés képesség szintje/15 és a tárgy már elbukta az arany minőséget, vagy (Gyűjtögetés képesség szintje/30)*Gyűjtögetés képesség szintje/15. Ha a tárgy mindkettő teszten elbukik, az normál minőségű lesz.
Az alábbi táblázat mutatja ezeket a százalékokat:
Gyűjtögetés szintje
% Normál minőség
% Ezüst minőség
% Arany minőség
0
100%
0%
0%
1
90%
7%
3%
2
81%
12%
7%
3
72%
18%
10%
4
64%
23%
13%
5
55%
28%
17%
6
48%
32%
20%
7
41%
36%
23%
8
34%
39%
27%
9
28%
42%
30%
10
22%
45%
33%
11
17%
46%
37%
12
12%
48%
40%
13
8%
49%
43%
Foraging Skill
Each skill level adds +1 Axeproficiency. The effects of leveling up occur immediately after leveling up.
The Tracker Profession makes spawned forageables in the current area easier to find. Small yellow arrows are added at the edge or corner of the screen that point towards each off-screen forageable (including inaccessible ones) and artifact spot. A similar small green arrow points towards any off-screen shimmering lights for panning. The tracker does not indicate berry bush locations.
Experience Points
Experience points (XP) are granted as follows:
12 XP for chopping down a tree with an axe (granted all at once for the last chop that causes the tree to fall).
1 XP for removing the tree stump after chopping down a tree.
If the Gatherer profession doubles the foraged item, another 7 XP is granted for the extra item.
5 XP for each mushroom collected from the Farm Cave if the mushroom option was selected, and from Mushroom Logs.
The 7 XP for foraging items applies solely to those items visible sitting on the ground that are picked up only if the player clicks on them; it does not apply to items lying on the ground (e.g., dropped by shaking) that are automatically added to the player inventory by magnetism. Specific items that do grant 7 XP include:
Standard randomly-spawned foraged items throughout Stardew Valley and Calico Desert.
Certain cooked dishes will temporarily increase foraging level. Qi Seasoning can be applied to further increase the stat buff. This is useful for increasing Axe proficiency, or for harvesting more berries from each bush during Salmonberry or Blackberry season (up to a maximum of 4 berries can be harvested with Foraging level 12-13).
There is a hard limit of six standard forageable items per map (i.e., areas bounded by screen transitions) per week, reset on Sundays. Picking forageables does not reduce the weekly counter, so there is little-to-no advantage in picking forageables before Saturday (the day before the reset).
Only a subset of all the tiles on each map are valid spawning locations. On most maps, forageable items can spawn only on the green (grassy-type) tiles, and only on certain specific types of green tiles. The Beach and the Desert are exceptions, where spawning is possible on most yellow (sandy-type) tiles. Items never spawn in occupied locations (trees, chests, weeds, sticks, stones, etc.). They also never spawn in hidden tiles behind buildings, bushes, non-removable trees, or other permanent features. They can spawn behind removable trees (ones that can be chopped down; they also turn semi-transparent when the player walks behind them), but the spawn rate is 90% smaller in about half of the tiles behind a tree.
Therefore, the fraction of valid tiles differs for every map, which directly affects the chance of items spawning on each map. It is also affected by the player's actions. Removing debris (weeds, etc.) and chopping down trees can increase the number of valid tiles, whereas placing equipment (chests, etc.) may decrease the number. Planting trees can also have an effect: even though (on most maps) trees can be planted only in tiles where forage items can't spawn, they reduce the spawn chance in some tiles behind the tree (and also make it hard to find items that do spawn). However, these effects are generally small, unless a large fraction of the map tiles is occupied. All spawn rates are calculated assuming the default trees are in place and fully grown, but that all other tiles are cleared.
All uncollected forageable items are removed from the map overnight before Sunday morning and before the first day of a season.[2] This cleanup applies both to standard forageable items and nearly all specialized items (fruit in the Farm Cave is the only known exception). Even non-season-specific items are removed at the start of a new season. To help repopulate the map, the chances of new items spawning are slightly higher on these days.[3]
Forageable items will be destroyed if they are in the path of a villager.
Foraged Items
Where percentages are provided for locations in the following tables, they represent the percentage of all foraged items spawned in that location that will (on average) be the specified item.[4]
The Gatherer profession can cause some non-forage items to be doubled. When this happens, the player gains 7 XP for the duplicate item, even though the original item granted no experience. The items affected by this bug are items sitting on the ground in the Mines, namely Quartz, Earth Crystal, Fire Quartz, Frozen Tear, and Dinosaur Egg.
Other items found on the ground in the Mines, namely Red Mushroom, Purple Mushroom, and Fiddlehead Fern, are considered by the game to be forage items, so they always grant foraging experience, and any Gatherer duplication is not a bug.
On mobile, it is possible to gather more than four berries per bush during Salmonberry or Blackberry Season using the Mobile Save buff glitch. When using, the player will receive an extra berry for every four foraging levels.[5]
External Links
Users with access to their saved game files may find the "Forage Finder" utility helpful for showing the location of all forageable items for the next game day. The utility is located at: https://stardew.selbysaurus.me/
References
↑Spawning of standard forage items is done in GameLocation::spawnObjects, which is triggered by GameLocation::dayUpdate. The six item per map limit is controlled by numberOfSpawnedObjectsOnMap. The number of attempts to add an item is a random number ranging from 1 to min(4, 6-numberOfSpawnedObjectsOnMap). For each attempt, the code checks up to 11 locations that are randomly located anywhere on the map. An item is only placed if one of those 11 locations is a valid spawning location, and if a randomly-selected forage item also passes its probability test.
↑End-of-week removal of forageables is part of GameLocation::dayUpdate. End-of-season removal is part of gameLocation::seasonUpdate. All items with the IsSpawnedObject flag are removed, and numberOfSpawnedObjectsOnMap is set to zero.
↑Extra calls are made to GameLocation::spawnObjects after clearing existing items (one extra call on the first of a season; two extra on Sunday morning). However, these extra calls frequently generate no extra items, because the same random-number seed (based on game ID and days played) is used every time. So the second and third calls retest the same list of locations and items as the first call.
↑The foraged items that can spawn in a given location each season are determined by GameLocation::spawnObjects in the game code, using input from the data file Content\Locations.xnb. The percentages provided here have been normalized to ensure that the percentages sum to 100% for each season in each location. The data was normalized by:
Calculating the sum of all percentages listed in Locations.xnb for a season
Dividing each percentage by the sum
↑See Bush::shake in game code, near variable player.ForagingLevel.
History
1.3.27: Breaking a regular tree stump now gives +1 Foraging experience.
1.4: Fixed bug where Foraging skill level up would cause trees to stop dropping seeds and seeds on the ground to disappear instead of being harvested until the player slept and saved the game. Changed sound when picking up forageables to a higher-pitched sound. Forester profession changed from "Wood worth 50% more" to "Trees drop 25% more wood."
1.6: Botanist now affects items obtained from shaking fruit trees. Shaking berry bushes now grants 1 XP per berry. Foraged items grown from wild seeds now give just 2 XP instead of 7, but also give some farming XP. Mushrooms from the Farm Cave now give 5 forage experience each. Survival Burger recipe now learned at Level 8, up from Level 2. Charcoal Kiln recipe now learned at Level 2 instead of Level 4. Cookout Kit now learned at Level 2 instead of Level 4. Tapper now learned at Level 4 instead of Level 3. Positive energy Forage can be pickled. Positive energy Forage (except Mushrooms) can be juiced. Foraged fruits and positive energy Mushrooms can be dried. Foraged Seaweed now always normal quality.