//default constructor: configure default forage generation settings public ForageSettings() { Areas = new ForageSpawnArea[] { new ForageSpawnArea() }; //a set of "SpawnArea" objects, describing where forage items can spawn PercentExtraSpawnsPerForagingLevel = 0; //multiplier to give extra forage per level of foraging skill; default is +0%, since the native game lacks this mechanic //the "parentSheetIndex" values for each type of forage item allowed to spawn in each season (the numbers found in ObjectInformation.xnb) SpringItemIndex = new object[] { 16, 20, 22, 257 }; SummerItemIndex = new object[] { 396, 398, 402, 404 }; FallItemIndex = new object[] { 281, 404, 420, 422 }; WinterItemIndex = new object[0]; CustomTileIndex = new int[0]; //an extra list of tilesheet indices, for those who want to use their own custom terrain type }
//default constructor: configure default forage generation settings public ForageSettings() { Areas = new ForageSpawnArea[] { new ForageSpawnArea("Farm", 0, 3, new string[] { "Grass", "Diggable" }, new string[0], new string[0], "High", new ExtraConditions(), null, null, null, null) }; //a set of "SpawnArea" objects, describing where forage items can spawn on each map PercentExtraSpawnsPerForagingLevel = 0; //multiplier to give extra forage per level of foraging skill; default is +0%, since the native game lacks this mechanic //the "parentSheetIndex" values for each type of forage item allowed to spawn in each season (the numbers found in ObjectInformation.xnb) SpringItemIndex = new int[] { 16, 20, 22, 257 }; SummerItemIndex = new int[] { 396, 398, 402, 404 }; FallItemIndex = new int[] { 281, 404, 420, 422 }; WinterItemIndex = new int[0]; CustomTileIndex = new int[0]; //an extra list of tilesheet indices, for use by players who want to make some custom tile detection }