New forageable items can potentially spawn (appear) overnight in any exterior map.[1] 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 大葱 in 煤矿森林; 珊瑚, 海胆 and 海草 at 沙滩; 农场山洞里的水果; 森林农场中的所有可采集品。 Also, 美洲大树莓灌木丛, 黑莓灌木丛, 冬根和雪山药 不会生成 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).
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 in fact only on certain specific types of green tiles. 沙滩和沙漠是例外, 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 (农场山洞 中的水果是唯一已知的例外)。 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.[3]
Forageable items will be destroyed if they are in the path of a 村民.
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.
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 Save buff glitch. When using, the player will receive an extra berry for every four foraging levels.[5]
外部链接
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/
参考
↑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.