Exact source used by this build. SHA-256: 9e1fbfd43d90d9f0ccdedd910f33425701456051939c05929fa1fc5b8c602469.

1 # Stardew Valley content and systems targets (for an original farming/life-sim)
2 
3 Source: archived 2026 plain-text dumps of the Stardew Valley wiki (33 pages, version 1.6.x era). No web fetch was used. Villagers.txt turned out to hold the full roster list (used below).
4 
5 Tags: [C] = counted by me from a table or list in the dumps. [S] = stated by the wiki text. [K] = not in the dumps, general knowledge or an estimate (treat as unverified). "1.6" marks content the wiki says was added in the 1.6 update.
6 
7 Target rule used in the last table: MVP is about 25% of Stardew's count, v1 is about 65%, Full is parity (100%) with all-new content. Mechanics and formulas (calendar, energy, XP curve, friendship points) stay at parity even in MVP, because they are cheap and define the feel. Only content counts scale.
8 
9 ---------------------------------------------------------------------------
10 
11 ## 1. Calendar and time
12 - Day: 6:00am to 2:00am = 20 in-game hours, 1200 game minutes [S]. Player wakes at a fixed time every day (6am) and can sleep any time; forced pass-out at 2:00am [S].
13 - Real time: 0.7 real seconds per game minute = 7 s per 10 game minutes, 42 s per hour, 14 min per full day, 98 min per week, 6 h 32 min per season [S]. Skull Cavern runs slower: 9 s per 10 min, 54 s/hour, 18 min per day [S]. Time pauses in menus, cutscenes, dialogs, some animations (single player) [S].
14 - Nightfall (darkness): 8pm spring/summer, 7pm fall, 6pm winter [S]. Animals head in at 5pm, sleep 7pm, still by 8pm [S].
15 - Night processing: 2am to 6am counts 100 minutes per hour for machine timers (so a night is 400 min, not 240) [S].
16 - Calendar: 28 days per season, 4 seasons (Spring, Summer, Fall, Winter), 7-day week with Sunday as week start for gifting [S for 28 and week; 4 seasons from the page structure]. Years are open-ended; there is no hard end (Year 1 and Year 2 content gates appear throughout) [S].
17 - Weather types [C, 9 TV entries]: Sun, Rain, Green Rain (1.6), Wind (spring), Wind (fall), Storm, Snow, Festival (forced sun), Wedding Day (forced sun). Ginger Island has only sun and rain, 24% rain chance [S].
18 - Weather odds: not given as percentages on the page (it defers to modding data) [S]. Fixed rules [S]: Year 1 Spring 1,2,4,5 sunny and Spring 3 rainy; storms always on Summer 13 and 26; never rain in winter without a Rain Totem; festivals always sunny; green rain once per summer on one of 8 possible dates (5,6,7,14,15,16,18,23); lightning check every 10 game minutes in storms.
19 - Weather effects [S]: rain auto-waters crops, changes fish tables (several fish need rain), villager schedules differ, storms can destroy crops/trees (Lightning Rod absorbs), Rain Totem forces rain, TV forecasts tomorrow.
20 
21 ## 2. Energy and health
22 - Max energy 270 at start; each Stardrop adds 34; all stardrops = 508 (so 7 Stardrops, derived) [S]. Food/drink buffs can push temporary max to 588 [S].
23 - Tool costs at skill level 0 [S]: pickaxe/axe/hoe 2 per successful swing (1 on a failed swing), watering can 2 (plus 2 per power-up level), fishing cast 8, milk pail and shears 4 flat. Scythe, weapons, pans, slingshot, crab pots: 0.
24 - Proficiency: each skill level cuts the related tool cost by 0.1 (level 10: 1 energy hoe/pick/axe, 7 per cast) [S].
25 - Warnings [S]: shaking bar under 20, "starting to feel exhausted" under 15, exhausted at 0 (slow movement, slow tools, cannot cast).
26 - Sleep restore [S]: bed at or before 12:00am = full. Late penalty table [C]: 12:10am -2.5%, then -2.5% per 10 min to 12:50 (-12.5%); 1:00am -25%; +2.5% per 10 min to 1:50 (-37.5%); 2:00am -50%. Exhausted = additional -50%. Level-up day: full energy next morning regardless.
27 - Other restore [S]: eat food; spa +10/s; multiplayer bed +2/s.
28 - Pass-out penalty [S]: passing out in the Mines at 0 energy or 2am costs 10% gold (cap 1,000g); passing out from 0 health costs 5% to 25% gold (cap 15,000g in 1.6, was 5,000g) plus random inventory items (tools mailed back next day, weapons/rods not); Marlon sells back one lost item at base price (50% off with the Mapping Cave Systems book). Passing out outside the house = dragged home.
29 - Health: no Health page in the dumps. Known from other pages: Fighter +15 HP, Defender +25 HP, Iridium Snake Milk +25 max HP [S]. Base 100 HP and per-level gains are [K].
30 
31 ## 3. Crops, fruit trees, greenhouse
32 - Crop counts [C from Crops.txt TOC and tables]: Spring 13 (Blue Jazz, Carrot, Cauliflower, Coffee Bean, Garlic, Green Bean, Kale, Parsnip, Potato, Rhubarb, Strawberry, Tulip, Unmilled Rice), Summer 14, Fall 11, Winter 1 (Powdermelon), Special 10 entries (Ancient Fruit, Cactus Fruit, Fiber, Mixed Flower Seeds, Mixed Seeds, Pineapple, Taro Root, Sweet Gem Berry, Tea Leaves, Wild Seeds). About 49 crop entries total. 1.6 added Carrot, Summer Squash, Broccoli, Powdermelon, Mixed Flower Seeds, and Tea.
33 - Multi-season crops [S]: 5 (Coffee Bean spring+summer; Corn, Sunflower, Wheat summer+fall; Ancient Fruit all). Everything else dies on day 1 of the next season. Giant-crop plots survive season change.
34 - Grow time [C]: 3 days (Carrot) to 28 (Ancient Fruit); typical 4 to 14. Stage counts 3 to 5 stages. Counted in nights after planting day. Unwatered crops pause, they do not die.
35 - Regrowing crops [C]: 17 (regrow 1 to 7 days; e.g. Hops 11 then 1, Coffee 10 then 2, Green Bean 10 then 3, Blueberry 13 then 4, Cranberries 7 then 5, Ancient Fruit 28 then 7, Tea 20 then 1).
36 - Trellis crops [S]: 3 (Green Bean, Hops, Grape), block walking.
37 - Multi-yield per harvest [S]: Coffee (4), Blueberry (3), Cranberries (2); fertilizer only affects the first item.
38 - Giant crops [S]: 5 types (Cauliflower, Melon, Pumpkin, Powdermelon, Qi Fruit). Any 3x3 of the same fully grown crop has a 1% chance per day; drops 15 to 21 items with an axe (3 hits). Not in greenhouse or pots.
39 - Quality tiers [S]: 4 (regular, silver, gold, iridium). Iridium needs Deluxe Fertilizer. Farming level and fertilizer raise odds.
40 - Fertilizers [C, 10]: Basic, Quality, Deluxe (quality); Speed-Gro, Deluxe Speed-Gro, Hyper Speed-Gro (growth); Basic, Quality, Deluxe Retaining Soil (water); Tree Fertilizer. One per tile. Learn levels: Farming 1/9, 3/8, 4/7.
41 - Seed prices at the general store [C range]: 10g (Wheat) to 240g (Cranberries); Rare Seed 600 to 1,000g at the Traveling Cart. Wiki "gold per day" ranges from about 1.7 to 83 g/day (Sweet Gem Berry); typical 5 to 30 [C].
42 - Crows [S]: eat crops when more than 15 are planted and no scarecrow is in range.
43 - Wild Seeds [S]: 4 seasonal recipes (foraging levels 1/4/6/7), each makes 10 packets; all grow in 7 days into a random forage item of that season.
44 - Fruit trees [C, 8]: Apricot, Cherry (spring); Banana, Mango, Orange, Peach (summer); Apple, Pomegranate (fall). Banana and Mango are Island Trader only. 28 days to mature (4 stages x 7 days) [S]; one fruit per day in season, stores up to 3; no watering; need a clear 3x3. Pierre sapling prices 2,000 to 6,000g (6 sold; full set 25,400g) [S]. Fruit gains 1 star per year of tree age (silver, gold, iridium after 1/2/3 years) [S]. Saplings of higher quality mature 2x/3x/5x faster (1.6) [S].
45 - Greenhouse [S]: restored by completing the Pantry bundles; year-round crops, fruit trees, and trees. Pots, sprinklers, and giant crops have limits. Tile size is [K] (about 7x6 + border).
46 
47 ## 4. Foraging
48 - Seasonal forage [C by item name]: Spring 8 (Common Mushroom, Daffodil, Dandelion, Leek, Morel, Salmonberry, Spring Onion, Wild Horseradish); Summer 6 (Common Mushroom, Fiddlehead Fern, Grape, Red Mushroom, Spice Berry, Sweet Pea); Fall 7 (Blackberry, Chanterelle, Common Mushroom, Hazelnut, Purple Mushroom, Red Mushroom, Wild Plum); Winter 5 (Crocus, Crystal Fruit, Holly, Snow Yam, Winter Root).
49 - Other forage tables [C]: Beach 9 (Clam, Cockle, Coral, Mussel, Nautilus Shell, Oyster, Rainbow Shell, Sea Urchin, Seaweed), Mines 3 (Cave Carrot, Red Mushroom, Purple Mushroom), Desert 2 (Cactus Fruit, Coconut), Ginger Island 2 (Ginger, Magma Cap), plus Sap. About 40 distinct forage items.
50 - Location variation [S]: spawn tables list a percent per map (e.g. Winter Crocus Pelican Town 54%, Backwoods 35%); Secret Woods and Farm Cave (mushroom or fruit-bat option) give guaranteed streams; Snow Yam and Winter Root come from tilling soil; Salmonberry bushes Spring 15-18, Blackberry bushes Fall 8-11 (events).
51 - Quality [S]: gold chance = level/30, silver = level/15 (rest regular); Botanist (level 10) = always iridium. Gatherer: 20% double.
52 - Foraging XP [S]: 7 per picked forage, 14 per tree felled (1.6.12), 25 per large stump/log, 15 per artifact/seed spot dug.
53 - Trees [S/C]: wild trees Oak, Maple, Pine, Palm, Mahogany, Mushroom Tree, Mystic Tree (7, from enchantment and tool text); Tapper gives 4 syrups (Maple Syrup, Oak Resin, Pine Tar, Mystic Syrup), Heavy Tapper recipe from Qi. Tap cycle length is [K]. Tree growth stages: stage 4 trees die in 2 hits with a Gold Axe [S]; hits to chop a full tree: 10 / 8 / 6 / 4 / 2 for starter/copper/steel/gold/iridium axe [S].
54 
55 ## 5. Fishing
56 - Fish counts [C]: 48 rod fish (Fishing Pole table), 3 Night Market fish (Midnight Squid, Spook Fish, Blobfish), 5 legendary (Crimsonfish, Angler, Legend, Glacierfish, Mutant Carp), 5 Legendary II (1.5: Son of Crimsonfish, Ms. Angler, Legend II, Glacierfish Jr., Radioactive Carp), 10 crab pot creatures, 6 "other catchables" (Seaweed, Green Algae, White Algae, Sea/River/Cave Jelly) that count for the fishing achievements. Sum of components = 77. 1.6 added Goby, the 3 jellies, and made Clam count as a fish.
57 - Legendary fish [S]: 10 total, each with fixed location, season, weather; The Legend can be caught once per save (1.4).
58 - Variation inside the 48 rod fish [C]: 25 are all-season, 20 are "anytime", only 8 are single-season, 5 need rain, 3 need sun, 3 get a Rain Totem variant in fall/winter. Time windows are blocks like 6am-7pm, 6pm-2am, 12pm-4pm. About 12 fishing locations [C from nav box]: Ocean, River, Mountain Lake, Cindersap Forest Pond, Secret Woods, Mines (underground lakes), Sewers, Desert, Mutant Bug Lair, Witch's Swamp, Night Market, Ginger Island (4 sub-zones), plus Crab Pot.
59 - Minigame [S/C]: vertical bar with a fish icon; hold to raise the green bar, release to drop; a catch meter fills while overlapping. 5 behaviors: Mixed 19, Smooth 8, Sinker 8, Floater 1, Dart 12 [C]. Difficulty 15 to 95 for normal fish (average about 57), 80 to 110 for legendaries [C]. Fish length 1 to 81 inches [C]. "Perfect" catch bumps quality one tier from silver up. Fishing level raises bar height, min fish size, and cuts bite wait. Dart adds random amplitude of 2x difficulty percent [S].
60 - Rods [C, 5]: Training Rod 25g, Bamboo Pole 500g, Fiberglass 1,800g (bait, Fishing 2), Iridium 7,500g (bait + 1 tackle, Fishing 6), Advanced Iridium 25,000g (bait + 2 tackles, Fishing Mastery).
61 - Bait [C, 5]: Bait, Deluxe Bait, Wild Bait, Magic Bait (ignores time/season/weather), Challenge Bait (fish escapes after leaving the bar 3 times); plus Bait Maker targeted bait (1.6).
62 - Tackle [C, 10 named]: Spinner, Dressed Spinner, Trap Bobber, Cork Bobber, Lead Bobber, Treasure Hunter, Barbed Hook, Sonar Bobber (1.6 shows fish on the line), Quality Bobber, Magnet; Curiosity Lure and others are [K].
63 - Crab pot [S/C]: 10 creatures with per-creature trap chances (e.g. Crayfish 21%, Snail 20%, Lobster 4%, Crab 8%); non-Mariner gets 20% junk first. Mariner removes junk; Luremaster removes bait need. Deluxe Bait gives silver (1.6).
64 - Fishing professions [S]: Fisher +25% price, Angler +50%, Trapper, Mariner, Pirate (treasure x2), Luremaster.
65 - Fish Pond, Fish Tank, Fish Smoker (1.6, doubles price), Recycling Machine for trash all exist as support systems [S].
66 
67 ## 6. Mining and combat
68 - The Mines [S]: 120 floors in 3 zones of 40 (brown earth 1-39, frozen 41-79, lava 81-119). Last 10 floors of each zone get a variant theme (shadow, castle, crimson). Elevator stops at every multiple of 5 once visited. Every multiple of 10 is a reward floor with no enemies and one chest. Layouts repeat across zones (floor 5 = 45 = 85). 1.6.4 added 20 alternate layouts after the bottom.
69 - Floor mechanics [S]: ladder appears after breaking rocks or killing enemies; infested floors need all monsters dead; 1-second invulnerability after descent (1.6.4); dangerous mode doubles the monster list via the Shrine of Challenge or quest; minecart fast travel after the Boiler Room bundles (or 15,000g Joja).
70 - Skull Cavern [S]: effectively infinite floors (Quarry-like barrier at about 77,257); no elevator, always restart at floor 1. Floors can have shafts (20% of ladders; drop 3 to 8 floors, 10% chance of 2x-1). Iridium ore chance rises steeply from floor 10 to 100. Treasure rooms chance = 1% + luck; guaranteed chests on 100 (1), 200 (2), 300 (3). Prehistoric floor chance about 2.2% below floor 7. Difficulty levels 0/1/2 (statue + Invasion quest). First visit quest: reach floor 25 for 10,000g; "Qi's Hungry" and Invasion special orders at floor 100.
71 - Ore types [C]: Copper, Iron, Gold, Iridium, Radioactive (plus Coal). Bars: 4 smelted (+ radioactive). Copper starts floor 2, iron about 40+, gold 80+, iridium Skull Cavern [S/K]. Pickaxe hits to break nodes drop per tier (copper node 3 hits starter, 1 hit steel; iridium node 6 hits steel, 4 gold) [S].
72 - Gems and minerals [C]: 8 gems (Emerald, Aquamarine, Ruby, Amethyst, Topaz, Jade, Diamond, Prismatic Shard), 4 foraged minerals (Quartz, Earth Crystal, Frozen Tear, Fire Quartz), 41 geode minerals; total 53 museum minerals. Geode types [C]: 4 (Geode, Frozen, Magma, Omni). Clint cracks 25g each, or the Geode Crusher.
73 - Monsters [C]: about 45 base types: 16 families in the Mines (bats, bugs, cave fly, duggy, dust sprite, ghost, grub, lava crab, metal head, rock crab, shadow brute, shadow shaman, skeleton, slimes, squid kid, stone golem), Quarry 3, Skull Cavern 10, Bug Lair 2, Volcano 8, Farm 3, plus about 24 "dangerous" variants (1.5) and 1.6 Iridium Golem, Truffle Crab. Slimes come in several colors. Skull Cavern list shows HP 66 to 445 and attack 12 to 55 [C]. Monster killing goals (Adventurer's Guild) exist [S, count [K]].
74 - Weapons [C from nav box]: Swords 28, Daggers 16, Clubs 16, Slingshots 2 (+ ammo types), unobtainable 2. Total 62 weapons. Damage from 2-5 (Rusty Sword) to 80-100 (Infinity Blade), clubs to 100-120 (Infinity Gavel); weapon levels 1 to 17 [C]. Crit chance 0.02 base, daggers 0.06. Forge (Volcano) combines Galaxy weapon + 3 Galaxy Souls + 60 Cinder Shards = Infinity tier.
75 - Rings [C]: 30 (incl. Wedding Ring); Trinkets [C]: 8 (1.6). Footwear [C]: 18 (boots 10-ish plus shoes). Weapon enchantments exist at the Forge [S]. Tool enchantments [C]: 12 (Auto-Hook, Archaeologist, Bottomless, Efficient, Generous, Fisher, Master, Powerful, Preserving, Reaching, Shaving, Swift).
76 - Combat skill: HP gains at levels (Fighter +15 HP, Defender +25 HP) [S].
77 
78 ## 7. Skills
79 - Skills [S]: 5 (Farming, Mining, Foraging, Fishing, Combat); Luck is used in the title formula only. 10 levels each; each level grants recipes and +1 proficiency to the paired tool. Max out all = "Master of the Five Ways".
80 - XP to reach level [C from table]: L1 100, L2 380, L3 770, L4 1,300, L5 2,150, L6 3,300, L7 4,800, L8 6,900, L9 10,000, L10 15,000 (cumulative). Increments: 100, 280, 390, 530, 850, 1150, 1500, 2100, 3100, 5000.
81 - Professions [C]: 2 at level 5 and 2 more under each at level 10 = 6 per skill, 30 total. Farming: Rancher (animal goods +20%) -> Coopmaster / Shepherd; Tiller (crops +10%) -> Artisan (+40% artisan goods) / Agriculturist (+10% growth speed). Mining: Miner (+1 ore) -> Blacksmith (+50% bars) / Prospector (coal x2); Geologist (gem pairs) -> Excavator (geodes x2) / Gemologist (+30% gems). Foraging: Forester (+25% wood) -> Lumberjack / Tapper (+25% syrup); Gatherer -> Botanist / Tracker. Fishing: Fisher -> Angler / Pirate; Trapper -> Mariner / Luremaster. Combat: Fighter (+10% damage) -> Brute / Defender; Scout (crit +50%) -> Acrobat / Desperado.
82 - Profession change [S]: Statue of Uncertainty in the Sewers, 10,000g.
83 - Mastery (1.6) [S]: unlocked after all skills hit 10 via the Mastery Cave; 5 mastery levels costing 10,000 / 15,000 / 20,000 / 25,000 / 30,000 points (100,000 total); each skill's mastery unlocks one perk. Farming XP counts at 50%.
84 - Books give XP (1.6) [S]. Skill-based title: sum of 6 levels / 2, titles ranging up to "Farm King" at 30 [S].
85 
86 ## 8. Tools
87 - Upgradable tool lines [C]: Hoe, Pickaxe, Axe, Watering Can, Trash Can (5), each 5 tiers (Basic, Copper, Steel, Gold, Iridium).
88 - Upgrade costs [C]: Copper 2,000g + 5 Copper Bars; Steel 5,000g + 5 Iron Bars; Gold 10,000g + 5 Gold Bars; Iridium 25,000g + 5 Iridium Bars. Trash can: 1,000 / 2,500 / 5,000 / 12,500g, refund 15/30/45/60% of value. Upgrades take 2 days (you wake up without the tool for 2 mornings) [S]. Tools upgrade in order.
89 - Power areas for hoe/can [S]: 1 tile, 3 in a line, 5 in a line, 3x3 (9), 6x3 (18). Can capacity 40 / 55 / 70 / 85 / 100.
90 - Pickaxe hit table and axe hit table are tier-gated: Steel Axe for Large Logs, Copper Axe for Large Stumps, Steel Pickaxe for farm boulders, Gold Pickaxe for the meteorite [S].
91 - Pans [C, 4 tiers]: Copper 2,500g, Steel 5,000g, Gold 10,000g, Iridium 25,000g; yield 3-9 up to 6-12 ores.
92 - Other tools [S]: Scythe plus Golden Scythe (Quarry) plus Iridium Scythe (Farming Mastery, 1.6); Milk Pail and Shears (1,000g each); backpack 12 slots, 24 (2,000g), 36 (10,000g); Heater, Auto-Grabber (25,000g, Farming 10), Auto-Petter (50,000g); Copper Pan etc.
93 - Enchantments (Forge) cost 1 Prismatic Shard + 20 Cinder Shards, random one of 12 [S/C].
94 
95 ## 9. Crafting, cooking, artisan goods
96 - Crafting recipes [C, about 150]: Bombs 3, Fences 5, Sprinklers 3, Artisan Equipment 10, Fertilizer 10, Seeds 10, Decor (floors and paths) 13, Fishing 15, Rings 7, Edible 4, Consumables 9, Lighting 13, Refining/Machines 19, Furniture 4, Storage 4, Signs 4, Misc 17. (Seeds, Fishing counts corrected for rows split across lines.) Player starts with 10 recipes [S].
97 - How recipes are learned [S/C]: skill-level unlocks (levels 1 to 10 in each skill), friendship events or mail, shop purchases (Pierre, Carpenter, Krobus, Qi's Walnut Room, Island Trader), special orders, achievements, quests, mastery.
98 - Cooking [C]: 81 recipes (navbox) plus 4 craftable edibles. Kitchen unlocks with House Upgrade 1; Cookout Kit anywhere at Foraging 3. Only Fried Egg is known at start [S]. Recipe sources in the table [C, overlapping]: The Queen of Sauce TV about 32, villager mail about 36 (3, 5, 7 or 9 hearts), Stardrop Saloon about 8 (some are also TV), skill levels about 8, one heart event. Foods give energy/health plus buffs (max 1 food buff and 1 drink buff active), buff durations 3m 30s to 16m 47s [C]. Qi Seasoning makes cooked food gold quality (+80% energy/health, +50% price, +1 buff level). 3 cooking achievements (10 / 25 / all).
99 - Artisan equipment [C]: 10 machines (Bee House, Cask, Cheese Press, Dehydrator, Fish Smoker, Keg, Loom, Mayonnaise Machine, Oil Maker, Preserves Jar); refining machines (Furnace, Charcoal Kiln, Crystalarium, Seed Maker, Recycling Machine, Worm Bin, Bait Maker, Geode Crusher, Bone Mill, Slime Egg-Press, Mushroom Log, Tapper, etc.) are a separate list. 1.6 added Dehydrator, Fish Smoker, Bait Maker, Mushroom Log, Heavy Furnace, Deluxe Worm Bin.
100 - Artisan processing times [C]: Smoked Fish 50 min; Dehydrator 1 day; Coffee 2 h; Green Tea 3 h; Mayonnaise 3 h; Cheese 3 h 20 m (200 min); Cloth 4 h; Truffle Oil 6 h; Vinegar 10 h; Mead 10 h; Oil 16 h; Beer 1.1 days; Pale Ale 1.4 days; Jelly/Pickles/Aged Roe 2-3 days (4000 min); Juice 4 days; Caviar 4 days; Wine 6.25 days (10,000 min); Bee House 4 days per honey; Cask aging up to 56 days (wine 14 -> 28 -> 56 for gold/iridium). Range: 50 minutes to about 6 days, plus Cask aging to 56 days.
101 - Price formulas [S]: Wine 3x fruit; Jelly 2x + 50; Pickles 2x + 50; Juice 2.25x; Dried fruit 7.5x + 25 (5 items); Artisan profession +40% (not oil/coffee or tree syrups).
102 - Quality does not carry through artisan goods except Smoked Fish, Ostrich mayonnaise, and Cloth chance [S].
103 
104 ## 10. Animals and buildings
105 - Farm animals [C]: 9 species. Coop: Chicken (800g; white, brown, blue after Shane 8-heart; Void and Golden variants), Duck (1,200g, needs Big Coop), Rabbit (8,000g, Deluxe Coop), Dinosaur (hatched from found egg, Big Coop). Barn: Cow (1,500g), Goat (4,000g, Big Barn), Sheep (8,000g, Deluxe Barn), Pig (16,000g, Deluxe Barn), Ostrich (Ginger Island egg). Slimes (Slime Hutch, up to 20) are the tenth type.
106 - Products and cycles [S/C]: Egg daily (50g, large 95g), Duck Egg/Feather every other day (95g / 250g), Rabbit Wool every 4 days (340g) or Rabbit's Foot (565g), Dinosaur Egg every 7 days (350g), Milk daily (125g, large 190g), Goat Milk every other day (225g, large 345g), Sheep Wool every 3 days (2 with 900 friendship, 1 with Shepherd) (340g), Pig Truffle daily outdoors, not winter (625g), Ostrich Egg every 7 days (600g).
107 - Friendship [S]: 0 to 1,000 (5 hearts, 100 per half heart). Pet +15 (+30 with the matching profession); milking +5; grazing +8; unfed -20; trapped outside -20; not petted -5 to -10. Mood gates quality: needs 150 mood for quality/large products. Quality roll [S]: score = Friendship/1000 - (1 - Mood/225); above 0.95 can be iridium; gold chance score/2; silver chance score. Large products need friendship 200+; duck/rabbit deluxe roll uses (Friendship + Mood x modifier)/4750 or 5000 + luck. Sell price = base x (friendship/1000 + 0.3).
108 - Care [S]: hay from silo or grass (grass grows only outside the farm on grass; Blue Grass in 1.6), hay and troughs; animal door; heater for winter; Auto-Grabber collects, Auto-Petter pets; Golden Animal Cracker (Foraging/Farming Mastery) doubles produce.
109 - Pets [S]: cat, dog (5 breeds each since 1.6), turtle (2 varieties); one free pet, extra pets cost 40,000g (cat/dog) or 60,000g / 500,000g (turtles); pet friendship max 1,000, +12 per pet, daily gift chance 20% at max; pet bowl required or friendship drops 10 per night (1.6). Horse comes with the stable.
110 - Buildings [C]: 17 buildable types: Barn, Big Barn, Deluxe Barn, Coop, Big Coop, Deluxe Coop, Fish Pond, Mill, Shed, Big Shed, Silo, Slime Hutch, Stable, Well, Cabin, Shipping Bin, Pet Bowl. Costs: Coop 4,000g (300 wood, 100 stone), Big Coop 10,000g, Deluxe Coop 20,000g; Barn 6,000g, Big Barn 12,000g, Deluxe Barn 25,000g; Fish Pond 5,000g; Mill 2,500g; Shed 15,000g; Big Shed 20,000g; Silo 100g + materials; Slime Hutch 10,000g; Stable 10,000g; Well 1,000g. Capacities 4 / 8 / 12. Build times 2 to 3 days. Wizard's Tower adds Junimo Hut, Earth/Water/Desert/Island Obelisk, Gold Clock [K, listed by name only in Buildings.txt].
111 - Farmhouse upgrades [C]: 3 tiers: 10,000g + 450 wood (kitchen), 65,000g + 100 hardwood (nursery, 2 kid beds, renovations; 1.6 price), 100,000g (cellar for Casks). 9 renovations [C]. Community upgrade 500,000g + 950 wood (Pam's house) then 300,000g (town shortcuts, 5 paths). Painting is free.
112 - Greenhouse, Shipping Bin extras (250g + 150 wood), Cabins (multiplayer, 100g).
113 
114 ## 11. Villagers and social
115 - Roster [C from Villagers.txt]: 12 marriage candidates (6 bachelors: Alex, Elliott, Harvey, Sam, Sebastian, Shane; 6 bachelorettes: Abigail, Emily, Haley, Leah, Maru, Penny). 22 other giftable villagers (Caroline, Clint, Demetrius, Dwarf, Evelyn, George, Gus, Jas, Jodi, Kent, Krobus, Leo, Lewis, Linus, Marnie, Pam, Pierre, Robin, Sandy, Vincent, Willy, Wizard). 12 non-giftable named NPCs (Birdie, Bouncer, Fizz, Gil, Governor, Grandpa, Gunther, Henchman, Marlon, Morris, Mr. Qi, Professor Snail). Total 46 named. The intro quest greets 28 starting townspeople [S].
116 - Hearts and points [S]: 250 points per heart, 10 hearts (2,500) for normal friends, last 2 locked at 8 hearts for romance until a bouquet; spouse or roommate 14 hearts (3,500). Colors change with heart tiers (blue 0-1, green 2-3, yellow 4-5, red 6-7, purple 8-9, star 10+). 2 hearts opens bedrooms.
117 - Daily friendship [S]: talk +20; item delivery quest +150; movie +200 loved / +100 liked; weekly bonus +10 for 2 gifts; Flower Dance +250; Stardrop Tea +250 any day (+750 on birthday); introductions quest +100 each; all Bulletin Board bundles +500 to non-datable villagers.
118 - Gifts [S/C]: 1 per day, 2 per week per villager; birthday gift is free of the weekly cap; spouse gets 1 per day all week. Taste points: love +80, like +45, neutral +20, dislike -20, hate -40; birthday x8, Winter Star secret gift x5; quality x1 / 1.1 / 1.25 / 1.5 for liked and loved. Max single gift = 960 points. Universal loves: 6 (Golden Pumpkin, Magic Rock Candy, Pearl, Prismatic Shard, Rabbit's Foot, Stardrop Tea). Tastes in 5 tiers per villager plus universal lists [S].
119 - Decay [S]: -2/day unromanced after silence (stops at 10 hearts), -10/day when dating (stops at 10), -20/day for spouse (never stops).
120 - Heart events: not in the dumps (they live on per-villager pages). Known: events trigger at heart thresholds, max single gain +250 (Linus 8-heart), max single loss -1,500 (Penny 8 + 10 heart) [S]. Approximate counts [K estimate]: 6 to 9 per marriage candidate, 2 to 6 per other villager, so roughly 100 to 150 events in the game.
121 - Schedules [S]: each villager has a day-of-week and weather-dependent daily routine, shop hours (e.g. museum 8am-6pm, carpenter 9am-5pm closed Tuesday), festival-day closures. Number of distinct schedule variants per villager and dialogue line volume are not stated [S/K]. Dialogue changes by heart tier, season, weather, day of week, and marriage state.
122 - Romance and marriage [S]: bouquet 200g at 8 hearts; Mermaid's Pendant 5,000g at 10 hearts; wedding 3 days after proposal; spouse 14 hearts; Stardrop at 12.5 hearts (3,125); spouse does chores (water crops, feed animals, repair fences); spouse room and outside area per candidate. Breakup = Wilted Bouquet (drops to 5 hearts). Divorce 50,000g at the Mayor's; Witch memory wipe 30,000g. Children: up to 2 (needs nursery), biological or adopted. Krobus roommate option.
123 
124 ## 12. Festivals [C, 12]
125 - Spring 3: Egg Festival (13th), Desert Festival (15-17, 1.6), Flower Dance (24th).
126 - Summer 3: Luau (11th), Trout Derby (20-21, 1.6), Dance of the Moonlight Jellies (28th).
127 - Fall 2: Stardew Valley Fair (16th), Spirit's Eve (27th).
128 - Winter 4: Festival of Ice (8th), SquidFest (12-13, 1.6), Night Market (15-17), Feast of the Winter Star (25th).
129 - Format [S]: single-day festivals freeze time and return you to the farm at 10pm; four multi-day festivals (Desert, Trout Derby, SquidFest, Night Market) run in real time. Shops and homes are locked on festival days that start before 7pm. 6 festivals fall on a fixed single date. Festivals have even-year dialogue and layout variants (1.6). Prize tickets are sold or won (1.6).
130 
131 ## 13. Quests and collections
132 - Community Center [S]: 6 rooms (Crafts Room, Pantry, Fish Tank, Boiler Room, Bulletin Board, Vault) and 30 bundles [C by room: 6, 6, 6, 3, 5, 4]. Each bundle takes 1 to 6 items from a list of up to 12 (item totals not counted). Room rewards: Bridge repair (Quarry), Greenhouse, Minecarts, Bus repair, Friendship bonus, plus Fish Tank becomes a real tank (1.6). Joja route replaces bundles with 5 purchasable projects. Remixed bundles at start (1.6 Abandoned JojaMart "Missing Bundle").
133 - Museum [S]: 95 donations (42 artifacts + 53 minerals, counted 4 + 8 + 41 minerals), 102 display spaces. Milestone rewards at 5, 10, 15, 20, 25, 30, 35, 40, 50, 60, 70, 80, 90, 95 items (14) plus 5 mineral and about 9 artifact special rewards. Artifacts dropped by artifact spots, monsters, geodes, fishing chests, panning, bone nodes.
134 - Achievements [C]: 47 in-game (money 5, friends 6, cooking 3, house 2, crafting 3, fishing 4, museum 2, help quests 2, shipping 3, others). Steam/PlayStation have extras. Most unlock a hat. Perfection tracks several (shipping, fish, cooking, crafting, 100 walnuts, stardrops, friends, farm obelisks, skills).
135 - Shipping collection [C]: 154 slots (70 + 70 + 14 across 3 pages); "Full Shipment" requires one of each. Polyculture: ship 15 of each of 28 crops; Monoculture: 300 of one of 33 crops [S].
136 - Story quests [C]: about 50 listed (Introductions, How to Win Friends, Rat Problem, Initiation, Qi's Challenge, The Pirate's Wife, Granny's Gift...). Quests have 255 friendship for "1 heart". 1.6 added Meadowlands and Giant Stump quests.
137 - Help Wanted board [S]: new request most days; 5 types (Item Delivery, Gathering, Slay Monster, Fishing, Saying Hello); reward 3x base price + 150 friendship; 3 completions = 1 Prize Ticket; achievements at 10 and 40 completions.
138 - Special orders [C]: 18 town orders (7 to 28 day timeframes, new posting every Monday) plus 10 Qi's challenges (3 to 28 days) on Ginger Island.
139 - Lost books [S]: power books for XP and perks (Well-Read achievement); Secret Notes give hints.
140 
141 ## 14. Other: cosmetics, Ginger Island
142 - Hats [C]: about 122 in the navbox (3 added 1.3.27, 35 in 1.4, 19 in 1.5, 28 in 1.6); most sold at the Abandoned House for 1,000 to 25,000g after the matching achievement; some festival/casino/drop-only. Footwear [C]: 18. Rings 30, Trinkets 8. Furniture and wallpaper/floor counts are not in the dumps [K: several hundred items; Carpenter has permanent plus rotating stock].
143 - Ginger Island (post-game expansion, 1.5) [S]: boat ticket 1,000g via Willy; 4 regions (South, East, North, West) plus Pirate Cove, Dig Site, Field Office, Volcano Dungeon. Volcano has 10 floors (8 random, shop at 5, Forge at 10) [S]. Golden Walnut economy (parrot unlocks cost 1 to 20 walnuts; total about 130) [K]. Beach Resort (20 walnuts), island farm (all-season crops, fruit trees fruit daily), Island Trader (Banana, Mango, etc.), Ostrich, Qi's Walnut Room (100 walnuts), 8 Volcano monsters, Island fish (about 17 location mentions), 1.6 weather sun/rain only.
144 - Other late-game systems that appear in the dumps: Mastery Cave, Statue of Uncertainty, Stardrop hunt (7 total), Perfection (Junimo Hat), Wizard's Tower buildings, Casino/Qi coins, movie theater, desert trader, bookseller.
145 
146 ---------------------------------------------------------------------------
147 
148 ## Targets for our game (all content new, mechanics identical)
149 
150 Rule: MVP = about 25% of Stardew count, v1 = about 65%, Full = parity. Mechanics stay at parity throughout.
151 
152 | System | Stardew number | MVP | v1 | Full |
153 | :- | :- | :- | :- | :- |
154 | Day length / season / year | 20 h day, 14 min real, 28 days, 4 seasons | same | same | same |
155 | Weather types | 7 real states (+2 override) | 3 | 5 | 7 + 1 rare event |
156 | Energy / pass-out | 270 start, 7 boosts, 508 max, 50% penalty | same | same | same |
157 | Crops | about 49 entries (38 seasonal + 10 special) | 12 | 32 | 45 |
158 | Regrow / trellis / giant | 17 / 3 / 5 | 4 / 1 / 0 | 11 / 2 / 3 | 17 / 3 / 5 |
159 | Fertilizers | 10 | 3 | 7 | 10 |
160 | Fruit trees | 8 | 2 | 5 | 8 |
161 | Forage items | about 40 | 12 | 26 | 40 |
162 | Wild tree types | 7 | 3 | 5 | 7 |
163 | Fish (all) | 77 (48 rod, 3 night, 10 legend, 10 pot, 6 other) | 20 | 50 | 75 |
164 | Legendary fish | 10 | 1 | 5 | 10 |
165 | Rods / bait / tackle | 5 / 5 / 10 | 2 / 2 / 0 | 4 / 4 / 6 | 5 / 5 / 10 |
166 | Mine floors | 120 (3 zones, lift every 5) | 40 | 80 | 120 + infinite endgame cavern |
167 | Monsters | about 45 base (+24 dangerous) | 12 | 30 | 45 |
168 | Weapons | 62 (28 / 16 / 16 / 2) | 15 | 40 | 62 |
169 | Rings / footwear | 30 / 18 | 6 / 3 | 20 / 12 | 30 / 18 |
170 | Gems + minerals | 53 museum minerals, 4 geode types | 14 | 35 | 53 |
171 | Skills | 5 skills x 10 levels, XP to 15,000 | 5 x 10 | 5 x 10 | 5 x 10 + mastery |
172 | Professions | 30 (2 + 4 per skill) | 12 | 30 | 30 |
173 | Tools | 5 upgrade lines x 5 tiers, 2-day upgrade | same | same | same + 12 enchantments |
174 | Crafting recipes | about 150 | 40 | 100 | 150 |
175 | Cooking recipes | 81 | 20 | 52 | 81 |
176 | Artisan machines / products | 10 machines, about 30 products | 4 / 10 | 7 / 20 | 10 / 30 |
177 | Processing times | 50 min to 6 days (cask to 56 days) | same | same | same |
178 | Farm animals | 9 species, 3 tiers each of coop and barn | 3 | 6 | 9 |
179 | Buildable buildings | 17 | 8 | 13 | 17 |
180 | Pets / horse | 3 species (5 breeds), horse | 2 | 3 | 3 species |
181 | Villagers (named) | 46 (34 giftable) | 10 | 28 | 46 |
182 | Marriage candidates | 12 | 3 | 8 | 12 |
183 | Heart events | about 100 to 150 [K] | 25 | 80 | 130 |
184 | Friendship | 250 per heart, 10 / 14 hearts, gifts 1/day 2/week | same | same | same |
185 | Festivals | 12 | 4 | 8 | 12 |
186 | Bundles / rooms | 30 / 6 (about 100+ slots) | 10 / 3 | 20 / 5 | 30 / 6 |
187 | Museum donations | 95 (42 artifacts + 53 minerals) | 25 | 60 | 95 |
188 | Achievements | 47 | 12 | 30 | 47 |
189 | Shipping collection | 154 | 40 | 100 | 154 |
190 | Story quests / special orders | about 50 / 28 | 12 / 4 | 32 / 14 | 50 / 28 |
191 | Hats | about 122 | 15 | 70 | 122 |
192 | Island expansion | 1 island, 10-floor dungeon, about 130 walnuts | none | prototype zone | full |
193 
194 Caveats: weather percentages, base health, per-villager heart-event counts, furniture totals, greenhouse tile size, tap cycle days, and Golden Walnut total are not in the dumps and are marked [K]. Bundle item totals and per-category monster counts were not fully counted.
195