g_heinz

HM:StH Load Storage Testing

Nov 1st, 2026 (edited)
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  1. Harvest Moon: Save the Homeland
  2. Load Storage Testing
  3. [Updated 3 Nov 2026]
  4.  
  5. SETUPS FOUND
  6. - Farm -> Town
  7. - Town -> Farm
  8. - Brownie Farm -> Villa
  9. - Villa -> Brownie Farm
  10. - Carpenter's -> Lake
  11. - Lake -> Goddess Pond
  12. - Tool/Flower Shop -> Brownie Farm
  13. - Sacred Land -> Villa
  14.  
  15. STILL TO FIND
  16. - Town -> Tool/Flower Shop
  17. - Town -> Carpenter's
  18. - Lake -> Carpenter's
  19. - Carpenter's -> Town
  20. - Tool/Flower Shop -> Town
  21. - Brownie Farm -> Tool/Flower Shop
  22. - Brownie Farm -> B. Farm Pasture
  23. - B. Farm Pasture -> Brownie Farm
  24.  
  25. LOAD STORAGE BEHAVIOR
  26. - A load can be stored by standing in a precise position next to (partially overlapping?) the load and performing an action during the 5AM fadeout; these actions include:
  27. > Pocketing an item
  28. > Throwing an item
  29. > Using a tool (except the flute)
  30. > Whistling (L1 or L2)
  31. > When using a tool, it must actually activate, i.e., attempting to use the milker, fishing rod, or seeds won't work
  32. - Once the load is stored, performing one of the above actions (and a few others) will instantly trigger the stored load, and you will be warped to the location in question, no matter what map you are currently on (indoors or outdoors); actions include:
  33. > Pocketing an item
  34. > Throwing an item
  35. > Picking up an item or animal (forageable, crop, dog, chicken)
  36. > Using a tool (except the flute)
  37. > Whistling (L1 or L2)
  38. > Hopping a fence and letting the "kneebend" animation play out fully (it can be cancelled at any time with any movement direction, in which case the load will not trigger and remain stored)
  39. - This can only be used to store overworld loads; there is (as yet) no way to perform this with "interior" maps that require passing through a door with the cross button
  40. - Once a load is triggered, the map is loaded normally as if it were triggered locally, with one exception: upstairs in the Villa
  41. - When a stored load is triggered from upstairs in the Villa (either on the landing or in Dia's room), the game seems to load the map incompletely:
  42. > No geometry is loaded (except what seems like the Villa model, the building itself)
  43. > All loading zones of the target map are loaded as normal, and the player is spawned where they would have entered from
  44. > Doors and "signpost"-like objects are loaded (i.e., interactable objects that produce text)
  45. > Because there is no geometry, the player is effectively out of bounds, and falls infinitely in the void
  46. > "Signpost" objects, doors, and other loading zones act normally but the player must navigate blind
  47. > Fences don't seem to be loaded (might need testing again)
  48. > The game still considers the player "indoors" (in the Villa?), so time remains frozen
  49. > Some other "objects" are interactable on certain maps, i.e., food can be thrown into the Goddess Pond, and the player can cast the rod into the lake; the former seems to softlock, while the latter appears useless
  50. > Any cutscene that would have played on the target map is not triggered
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