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stardew-valley's Issues

Spring crops planting

Forgive my being picky. I assume you appreciate it.

  1. My question about Spring 5 or 6 arises from Min-Max_Guide.md:466
    "- If you do not get to Pierre's in time before he closes, this does not change the route in any meaningful way. Simply buy and plant the seeds tomorrow."
    It's unclear to me why this would not matter since it appears you want to maximize fishing time on Spring 6 instead of detouring from the CC to the General Store. If I had got more clarity from this, I would not have put "Spring 5 or 6" in my pull request. Sorry for the confusion. I think it should be "Spring 5". And Spring 6 should probably not say "this does not change the route in any meaningful way" since as you say, it's an extra trip to the store or to the farm when you could be fishing.

  2. It would be good to be precise (Cauliflower or Potato, not Bean Starter) at Min-Max_Guide.md:327 (Spring 1) that:

    • By planting additional crops beyond the 15 initial Parsnip Seeds, crows have a chance to eat one or more crops every day. However, the extra value from planting the Mixed Seeds makes this worth it. (Having random Cauliflower or Potato from Mixed Seeds will allow you to skip buying them for the Spring Crops bundle later on.)

Minor Timing Clarifications (Spring 15 & Early CC)

Hi again,

To hit the Spring 15 timing for doing the initial CC bundles & minecarts it appears to assume one of your mixed seeds was a Cauliflower on Spring 1? Otherwise it would be Spring 17 if not planting a Cauliflower until Spring 5 as per the route. There is a fairly high chance this will happen in most runs (~33% per seed) but it did not happen in my run and that is probably the only reason I caught it. It doesn't really change the route other than slightly delaying what day you go to CC for first time but I feel like this point should be made as one of the preferred/optimal Day 1 outcomes for earlier Minecarts (and therefore a solid chunk of extra mining time etc).

In the Early CC section (and in the original issue bringing it up) I think they may have forgotten to account for Agriculturalist which takes a full day off each of the Pumpkin & Winter Seeds timings, bringing the earliest possible CC completion to Fall 14 instead of Fall 16 for a 15 day difference compared to waiting for Winter 1.

Happy to submit a PR just wanted to check if I was missing anything and of course happy to be corrected if so.

Mushrooms in Cave

They actually regenerate daily, not every two days just as a heads-up.

Mining and meeting people

Just an imperfection that sticks out like a sore thumb, why is your mining level 0 until day 6. This is pathetic. Remember all rocks outside count as xp, and both four corners and hilltop farm have discreet nodes. ALSO, that is a lot of work, meeting everyone for just 100g, waste of time, better to forage with 100% completion.

Everything else is on point thus far in my read

Pam doesn't drive the bus on Spring 25

Hi just wanted to make a small note that Pam has a unique schedule on Spring 25 where she goes to the clinic instead of driving the bus, so in order to buy the Deluxe Speed Gro on Spring 25 you need to ensure you kept at least one Desert Warp Totem on hand for that specific day.

Probably most of the time people will have bought some totems already and haven't noticed but it can basically brick the run (short of a restoring a save) in that scenario.

Thanks for the fantastic guide.

Day 5

Spring 5:

Retrieve the pickaxe + gems + stone + copper + all but 3 parsnips + all but 1 coal from the chest

  • Leave Jade, Emeralds, Rubies, and Diamonds though since we want to save those for the Skull Caverns.
  • We need 1 parsnip for the bundle, 1 parsnip to ship (optional), and 1 parsnip for Pam (optional).
    - We need 1 coal to craft a scarecrow tomorrow.

Summer 5:

  • Clint is still working on the iridium pickaxe, so we cannot do a skull cavern run
  • Reminder that ocean fishing is most profitable in summer (regardless of weather)
  • Plant summer seeds today to get to foraging level 6 by Day 12 (it always storms on Summer 13 and lightning rod recipe is unlocked at level 6)
    • Complete summer foraging bundle at Community Center to get 30 Summer Seeds
    • Look around map for additional foraging items to craft as many summer seeds as possible
  • Save all Fire Quartz for Quality Sprinklers & Lightning Rod crafting (1 Fire Quartz + 1 Coal = 3 Refined Quartz, more coal-efficient than using regular quartz)

Summer 1/2:

It also may be worthwhile noting that if you don't succeed in planting at least 272 starfruit in your first starfruit batch, you won't achieve Level 10 farming before planting the third batch of starfruit, and therefore won't be able to harvest 3 batches unless you start on Summer 1 instead of Summer 2.

Proof:
Farming experience at the end of spring: 3,300 (level 6)
Required total farming experience after harvesting first batch of starfruit: 15,000 (level 10)
Experience needed: 11,700
Starfruit gives 43 xp / crop harvested
11,700 / 43 = 272

Min-max guide feedback... Please enable Discussions!

If you enabled Discussions on this repo, folks could have a place to chat about the min-max guide without creating Issues.

Great guide, BTW! However, I am struggling with Spring 14. Finding 32,500g is no small feat. I've followed the guide to the letter and reached my fishing milestones when I should have with no backup strats. I have attempted Spring 14 three times now and have failed to come up with the required 32,500g. I chose Miner profession because the guide doesn't appear to say what level 5 mining profession to choose. Was my choice incorrect? Am I supposed to sell literally everything I get after mining on Spring 14--all bars, ore, gems (except for one of the four mentioned earlier in the guide), except the ones required to craft my 21 sprinklers?

I've noticed that as the guide has gone on further, it's become less detailed in certain ways. I should've taken notes starting my playthrough so that I could share and help to improve the guide, but alas... If I can't make it past Spring 14 then I'll have to reset the entire playthrough.

I've been using a spreadsheet to perform all the calculations. Here's my spreadsheet for the beginning of Spring 14, showing that if I sold nearly everything I have, I am short 8,261g. That means I need to somehow find 8,261g on Spring 14 before saving. The fish prices are all with the 50% bonus.

image

Some things off the top of my head:

  • At one point I had to cut down extra trees in order to make an extra home chest because I was confused about what I should and shouldn't be selling. I only kept stuff necessary for Community Center bundles, along with lucky finds like Ancient Seeds.
  • There were several timings that felt way too tight--"leave for home at 1:00 AM and when you get there, do stuff." I had to reset the day several times on different days due to this. My pathing is efficient, as well.
  • In several places the guide is ambiguous about what you are supposed to take on your body when you move between locations or pass out in the field. For example, I was storing my copper, iron, and gold bars in my mine chest while mining on Spring 14 and had to reset because the guide didn't say to take them. The guide is this specific in many places, but in some places it's not--it's inconsistent.
  • My mine chest at the beginning of Spring 14 has almost two full rows of items. Was I supposed to be shuttling these home when I pass out in the days prior and putting them into my second home chest in preparation for sale? I am going to have a tough time taking everything with me to reach the 32,500g minimum.
  • The guide does not appear to mention what to do with old equipment--armor and weapons. Should these be sold on Spring 14 in support of the 32,500g goal? Trashed? Stored for later?
  • One big omission is mentioning the optimal crop and scarecrow placement for the beginning of spring. The reason this matters is after I harvested my kale, I still had a couple of mixed seeds growing--plants required for the Community Center. Those plants were near the scarecrow and interfered with the interlocked sprinkler design I'm required to build. It would've been nice to know to place the scarecrow centrally below the house to get maximum tillable ground coverage, and to plant the mixed seeds on the edge of the tile coverage of the scarecrow so they don't interfere with the sprinklered kale planting later on.
  • The guide does not mention whether to keep the farm clear of sticks, rocks, and seeds that spawn overnight. At one point I made an executive decision to protect my initial parsnips planting with cobblestone path. Several times I had to grab the axe or pickaxe (when I had it available) and clear sticks and rocks.
  • During the level 120 mining push before Spring 14, it's not clear what I'm supposed to be eating. Chub? Common mushrooms? I ended up eating a mix as I am running low on Chub.
  • The guide is clear about skipping pretty much everything in the quest to reach the bottom of the mine. I understand the motivation, but that means fewer ore, gems, and other stuff to sell to reach the 32,500g goal. Isn't balance important here?

Trash cans

The guide is very specific about checking trash cans in the first two days, but then it goes silent. What is the intent for trash checking after Spring 2. I am happy to submit a PR if I know what it is to say? Are we ignoring trash cans once we get the Fiberglass rod? Are we hitting them only as extremely convenient? And what's the purpose of checking trash cans? Income, food, resources, or just general "goodies"?

Day 1 and 2

Day one doesn't have a place to meet mayor Lewis, therefor not completing "Introductions" quest talking to willy on day 2, and making the gift quest not complete day 2. Willy also does not sell the fiberglass rod day 2, it now requires a fishing level for him to have in shop

Crows

It's apparent, but not explained, that the route doesn't avoid Crows (Spring Crops bundle delay) by limiting the number of crops to 15 on Spring 1. I don't know the reason why it doesn't. I would add an explanation in a pull request if you can point me to the explanation. Otherwise, can you add it at Min-Max_Guide.md:325?

River fishing placement

Hello!
Love the guide, but I'm not sure if I understood the place to fish & place the chest.
Is this the spot? Red X: Player, Purple Square: Chest
Location

Min/Max wheat issue/question

Just wanted to point out in your guide you say wheat seeds are 5g each but they're 10g each.

Also I think it'd be helpful to put a note near the end of summer to put in the sprinklers and hoe the extra area because it's impossible to harvest the starfruit, buy the seeds, hoe an extra like 800+ tiles, add speed-gro and plant the wheat seeds in the same day. If you hoe and put sprinklers you can offload some of that into an earlier day. Just would be nice for dumb people like me to have a heads up it's a ton of stuff to do. This is also relevant because if the tiles aren't already watered from before you need to water them too to get them in 2 days.

Year 1 Spring 25: Starfruit Seed count

Your Year 1 Spring 25 guide says to aim for "around 400-500 Starfruit Seeds." I am wondering how such a high count is possible on Year 1.

According to my calculations, it would cost 400 * 400 * 2 = 360,000g just to buy the Seeds and the Deluxe Speed-Gro, not counting another 5,000g one must spend on Spring 25 to upgrade the Copper Hoe to the Steel Hoe. That's 50 Quality Sprinklers, so add on another 50 Iron Bars, 50 Gold Bars, and 50 Refined Quartz, which costs 150 Coal to smelt.

Given I just have the crummy Gold Pickaxe--which one is supposed to have at this point in the guide--and I must use all of my Coal smelting Bars and all of my Iron Bars and Gold Bars to make Quality Sprinklers, I am really struggling to see how this is possible. I began running Skull Cavern relatively early and also reached Mining level 10 relatively early, using your guide as my reference point. I have been trading in Gems to the Desert Trader as expected and keeping my speed buffs up. I usually reach anywhere from level 40 to 60 in Skull Cavern before passing out. I have the second Backpack upgrade so I am able to take back virtually all the drops.

I am hamstrung by the inability to make Explosive Ammo--not enough Iron Ore and especially Coal to spare and perhaps not having had a best-luck day in awhile. I can't afford Mega Bombs due to purposely saving G for Spring 24.

I simply don't have enough Jade to spam Staircases and only just recently made a second Crystalarium with the one Battery Pack that dropped from a monster. I've also been using Warp Totem: Desert items to reach the desert very early. I haven't used the Bus since the first day when I had to buy a ticket.

Am I missing something huge here? Can a minimum if 360,000g really be acquired that easily before Summer 2? That's 240 Iridium Bars, or 1,200 Iridium Ore! That's 93 Iridium Ore per day assuming one mines all day every day from Spring 17 to Summer 1 (this doesn't actually happen due to the need to do other things like visit Clint and clear the farm).

You can see in my spreadsheet that I've maximized the number of Quality Sprinklers with eight Seeds per each.

image

Help!

The Museum, Geodes, and Forage

I may have missed it, but the guide seems not to give a general approach for Museum donations other than the first artifact. Is there a general recommendation between selling and donating. Same with Geodes and Forage (sell vs plant or gift).

Great Min/Max Write-Up. A couple notes on CC Completion.

You mention wanting to unlock the Island Farm as soon as possible, and say that some items can only be attained in Winter. In fact, none of the Winter-specific items are restricted to that season.

The Nautilus Shell is available on the Cart 1-2x per year. It's also a rare drop from a Fish Pond (though that's probably a waste of time) using crab pot catch. So, if your seed has an early Nautilus Shell, you can have your Fall Crops, and complete the Greenhouse, by Fall 10 (Hyper Speed Gro + Pumpkin). Put a few Winter Roots (available on Mines, levels 41-79) in a Seed Maker and plant your Winter Seeds in the Greenhouse on Fall 11; you can have your Crocus and Snow Yam by Fall 16. Assuming you've got all the other stuff complete (including the infamous Red Cabbage) you should be able to access Ginger Island by Fall 17. Of course, this requires tight play on everything else, but it should be doable for a min/max player.

It's interesting that you consider Stardew Predictor to be cheating. It can be abused and I'd say that most uses are cheating, but I think using it to predict the Cart (and probably only that use) is still within canonical play. My justification is that 1.5 now allows you to choose a random seed; if choosing a seed with familiar Cart behavior isn't cheating, then I don't think predicting the Cart is cheating either. Before 1.5, you weren't even guaranteed a one-year CC to be possible (ignoring the ultra-rare drop) because of the Red Cabbage.

Fishing spreadsheet mistake?

I think you made the same mistake I was about to make at Intro!I29. You calculated the average as

(max - min)/2 = 13450 ms

But it should be

min + (max - min)/2 = 14050 ms
or more classically
(max + min)/2 = 14050 ms

Right?

Day 5 coal

Should add a mention of bringing 1 coal home with you when leaving the mountain lake on day 5, for the scarecrow on day 6.

Transitioning to 1.6

I thought it would be a good idea to figure out the goals/roadmap/structure once 1.6 is released on March 19th.

Once appropriate updates are ready, should main transition to 1.6, even if the ideal routing is in the air?

Should 1.5 move to its own branch, or just a tag be enough?

Vanilla + QOL mods is definitely my preferred way to play, and I'd be happy to help with any of the work to transition the guide.

Green Bean for Spring Crops bundle

Green Bean is not mentioned. Specifically, at the visit to Pierre on Spring 1, buying the Green Bean Starter is not mentioned, and at the end of Spring 1 where it says the following, it does not mention purchased Green Bean Starter.

"If one of the mixed seeds is not a Cauliflower (check with a mod or the wiki) you'll need to delay handing in the initial bundles and shipping any additional gold for the vault originally scheduled for Spring 15 until Spring 17."

Catfish for klutzes

It's apparent that this guide is for mere humans even though it is a tight route.
It's also apparent that this guide is trying really hard to leverage forest river catfish on rainy Spring 3.
There is a compounding problem for a player who not getting to Fishing 4 on Spring 2. 1) They are in the lower rankings of player ability to catch fish, and 2) they are attempting Catfish with inadequate farmer proficiency.
So I will go ahead and ask this question about what is deemed optimal for Catfish fishing before I try to address klutzes possibly around Min-Max_Guide.md:380.

  1. Is the guide officially recommending that the mere human player probably will not get the advantage of the available Catfish if they are not at Fishing level 4?
  2. If a player cannot or does not get to Fishing level 4 on Spring 2, should the guide warn that failure to reach fishing 4 on Spring 2 doesn't foreshadow a profitable day of Catfish fishing, and that they should consider fishing at the beach (or are short casts at the river a viable strategy?) until they reach level 4 and can afford Trout Soup?

Tom

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