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添加212字节 、 2023年3月16日 (四) 13:19
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'''觅食'''是一种[[技能]],它会通过在整个星露谷地面收集野外资源,或砍倒树木而升级。觅食技能也会通过种植[[农作物#野生种子|野生种子]]并获取作物而升级。
 
'''觅食'''是一种[[技能]],它会通过在整个星露谷地面收集野外资源,或砍倒树木而升级。觅食技能也会通过种植[[农作物#野生种子|野生种子]]并获取作物而升级。
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{{Stub|“再生”、“漏洞”和“外部链接”章节内容暂缺。}}
    
==再生==
 
==再生==
 每张地图每天生成0-4个新的觅食物品(''即'',任何区域)。在一天时间里的任何区域最多生成6个。一个例外是在[[沙滩]]。在海滩右边有一块需要300个[[木材]]来修复桥梁之后才能通过的被分离的区域,在任何一天都有超过6个物品。另一个例外是[[大葱]]生长在[[莉亚的农舍]]南边的[[煤矿森林]]里。[[大葱]]没有数量限制并每天会复原。其他全部觅食物品只有在星期六晚上玩家睡过觉后才会复原 。New forageable items can potentially spawn (appear) overnight in any exterior map.<ref name="spawning" /> This section describes the rules used to spawn all typical forageable items.  However, specialized items are handled differently and are described on their individual pages, namely [[Spring Onion]]s in [[Cindersap Forest]]; [[Coral]], [[Sea Urchin]]s and [[Seaweed]] at [[the Beach]]; fruit in [[The Cave|the Farm Cave]]; all forageables on the [[Farm Maps#Forest|Forest Farm Map]].  Also, [[Salmonberry]] bushes, [[Blackberry]] bushes, [[Winter Root]]s, and [[Snow Yam]]s don't spawn individual items.
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 每张地图每天生成0-4个新的觅食物品(''即'',任何区域)。在一天时间里的任何区域最多生成6个。一个例外是在[[沙滩]]。在海滩右边有一块需要300个[[木材]]来修复桥梁之后才能通过的被分离的区域,在任何一天都有超过6个物品。另一个例外是[[大葱]]生长在[[莉亚的农舍]]南边的[[煤矿森林]]里。[[大葱]]没有数量限制并每天会复原。其他全部觅食物品只有在星期六晚上玩家睡过觉后才会复原
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New forageable items can potentially spawn (appear) overnight in any exterior map.<ref name="spawning">Spawning of standard forage items is done in <samp>GameLocation::spawnObjects</samp>, which is triggered by <samp>GameLocation::dayUpdate</samp>. The six item per map limit is controlled by <samp>numberOfSpawnedObjectsOnMap</samp>.  The number of attempts to add an item is a random number ranging from 1 to <samp>min(4, 6-numberOfSpawnedObjectsOnMap)</samp>. 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.</ref> This section describes the rules used to spawn all typical forageable items.  However, specialized items are handled differently and are described on their individual pages, namely [[Spring Onion]]s in [[Cindersap Forest]]; [[Coral]], [[Sea Urchin]]s and [[Seaweed]] at [[the Beach]]; fruit in [[The Cave|the Farm Cave]]; all forageables on the [[Farm Maps#Forest|Forest Farm Map]].  Also, [[Salmonberry]] bushes, [[Blackberry]] bushes, [[Winter Root]]s, and [[Snow Yam]]s don't spawn individual items.
    
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 picking forageables before Saturday (the day before the reset).
 
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 picking forageables before Saturday (the day before the reset).
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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.
 
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.
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All uncollected forageable items are removed from the map overnight before Sunday morning and before the first day of a season.<ref name="removal" />  This cleanup applies both to standard forageable items and nearly all specialized items (fruit in [[The Cave|the Farm Cave]] is the only known exception).  Even non-season-specific items are removed at the start of a new season. In order to help repopulate the map, the chances of new items spawning are slightly higher on these days.<ref name="extra_spawn" />
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All uncollected forageable items are removed from the map overnight before Sunday morning and before the first day of a season.<ref name="removal">End-of-week removal of forageables is part of <samp>GameLocation::dayUpdate</samp>.  End-of-season removal is part of <samp>gameLocation::seasonUpdate</samp>.  All items with the <samp>IsSpawnedObject</samp> flag are removed, and <samp>numberOfSpawnedObjectsOnMap</samp> is set to zero.</ref>  This cleanup applies both to standard forageable items and nearly all specialized items (fruit in [[The Cave|the Farm Cave]] is the only known exception).  Even non-season-specific items are removed at the start of a new season. In order to help repopulate the map, the chances of new items spawning are slightly higher on these days.<ref name="extra_spawn">Extra calls are made to <samp>GameLocation::spawnObjects</samp> 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.</ref>
    
Forageable items will be destroyed if they are in the path of a [[Villagers|villager]].
 
Forageable items will be destroyed if they are in the path of a [[Villagers|villager]].
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==觅食物品==
 
==觅食物品==
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==漏洞==
 
==漏洞==
 
*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 [[矿井]], namely [[石英]], [[地晶]], [[火水晶]], [[泪晶]], and [[恐龙蛋]].
 
*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 [[矿井]], namely [[石英]], [[地晶]], [[火水晶]], [[泪晶]], and [[恐龙蛋]].
 
**Other items found on the ground in 矿井, namely [[红蘑菇]], [[紫蘑菇]], and [[蕨菜]], are considered by the game to be forage items, so they always grant foraging experience, and any Gatherer duplication is not a bug.
 
**Other items found on the ground in 矿井, namely [[红蘑菇]], [[紫蘑菇]], and [[蕨菜]], 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 [[美洲大树莓]] or [[黑莓]] Season using the [[Mobile Saves#Bugs|Mobile Save buff glitch]]. When using, the player will receive an extra berry for every four foraging levels.<ref name="bush_shake" />
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*On mobile, it is possible to gather more than four berries per bush during [[美洲大树莓]] or [[黑莓]] Season using the [[Mobile Saves#Bugs|Mobile Save buff glitch]]. When using, the player will receive an extra berry for every four foraging levels.<ref name="bush_shake">See <samp>Bush::shake</samp> in game code, near variable <samp>player.ForagingLevel</samp>.</ref>
    
==外部链接==
 
==外部链接==
*Users with access to their [[Saves|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/
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*Users with access to their [[Saves|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/ 
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==参考==
 
==参考==
 
<references>
 
<references>
<ref name="spawning">Spawning of standard forage items is done in <samp>GameLocation::spawnObjects</samp>, which is triggered by <samp>GameLocation::dayUpdate</samp>. The six item per map limit is controlled by <samp>numberOfSpawnedObjectsOnMap</samp>.  The number of attempts to add an item is a random number ranging from 1 to <samp>min(4, 6-numberOfSpawnedObjectsOnMap)</samp>. 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.</ref>
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<ref name="spawnpercent"> 在给定位置每个季节可以生成的觅食物品是由游戏代码中的 <samp>GameLocation::spawnObjects</samp>  和数据文件 <samp>Content\Locations.xnb</samp>  决定的。为了确保每个位置的每个季节的百分比总和为100% ,这里提供的百分比已经被标准化,方法如下:
<ref name="removal">End-of-week removal of forageables is part of <samp>GameLocation::dayUpdate</samp>.  End-of-season removal is part of <samp>gameLocation::seasonUpdate</samp>. All items with the <samp>IsSpawnedObject</samp> flag are removed, and <samp>numberOfSpawnedObjectsOnMap</samp> is set to zero.</ref>
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# 计算 <samp>Locations.xnb</samp> 中数据的总和
<ref name="extra_spawn">Extra calls are made to <samp>GameLocation::spawnObjects</samp> 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.</ref>
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# 将单个数据除以计算出的总和</ref>
<ref name="spawnpercent">The foraged items that can spawn in a given location each season are determined by <samp>GameLocation::spawnObjects</samp> in the game code, using input from the data file <samp>Content\Locations.xnb</samp>. 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:
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# Calculating the sum of all percentages listed in <samp>Locations.xnb</samp> for a season
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# Dividing each percentage by the sum</ref>
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<ref name="bush_shake">See <samp>Bush::shake</samp> in game code, near variable <samp>player.ForagingLevel</samp>.</ref>
   
</references>
 
</references>
  
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