Stardew Valley

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certifiableGrimalkin

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certifiableGrimalkin

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27 comments

  1. certifiableGrimalkin
    certifiableGrimalkin
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    The person who originally was working on the randomiser, Chikakoo, before their break that got me to try fixing it up for 1.5, is coming back to get their mod back up and running. I'm not the best at modding, in general, and heavily depressed, so, if you're looking for fixes and improvements to the randomiser, I would be looking for them over there. https://www.nexusmods.com/stardewvalley/mods/5311
  2. Dromey
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    I can't get this working on the steamdeck for some reason, does anyone know why?

    All my other mods work just fine on steamdeck/linux, and this mod works for me just fine on windows, but on the steamdeck it doesn't appear to be loaded at all.
  3. pegfingers
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    love the look of this mod (seaniedew even made a video on it if you didn't see; https://www.youtube.com/watch?v=QMoG5x6MQBs). was just curious if this works with the Archipelago randomiser mod? it switches the doors to indoor locations, so Pierre's could be in Linus's tent, or the Gourmand Frog in the farmhouse. it also adds some things related to unlocking recipes, but i don't believe it changes any. just think it'd be great if they were combine-able for a truly randomised experience.
  4. 1R0s3
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    Hi, im playing the mod and really enjoying it but whenever i walk into a new area, a text pops up telling me that the music has been replaced. Can i turn this off?
    1. axolotlman19
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      Yo, you go to the config folder and theres a way to set hud to false
  5. AnshiAneko
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    So, I only wanted to randomize the bundles but for some reason every time I choose to randomize only the bundles the mod doesn't do what it should. The bundles are randomized only when I have every option on. Any idea what to do?
  6. aprilp2008
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    Last night my game was running fine with the randomizer going this afternoon when i went to log in and selected the save file it would start to load it then go back to the main menu/opening screen. here is the log on computer.

    [game] IndexOutOfRangeException: Index was outside the bounds of the array.
       at StardewValley.Locations.CommunityCenter.refreshBundlesIngredientsInfo() in stardewvalley\Farmer\Farmer\Locations\CommunityCenter.cs:line 84
       at StardewValley.Game1.loadForNewGame_PatchedBy<SMAPI__spacechase0.JsonAssets__spacechase0.SpaceCore>(Boolean loadedGame)
       at System.Threading.Tasks.Task.InnerInvoke()
       at System.Threading.Tasks.Task.<>c.<.cctor>b__277_0(Object obj)
       at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
    --- End of stack trace from previous location ---
       at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
       at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread)
    [SMAPI] An error occurred in the overridden update loop: IndexOutOfRangeException: Index was outside the bounds of the array.
       at StardewValley.SaveGame+<getLoadEnumerator>d__95.MoveNext_PatchedBy<spacechase0.SpaceCore>(<getLoadEnumerator>d__95 this)
       at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate)
  7. GanyuGaming
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    So, I'm not quite sure if the mod is working correctly. I have the options for random crafting recipes, random community center bundels and forage enabled, but forage spawns normally, the bundles aren't random and crafting recipes are normal as well. Though when I planted the spring forage seeds, once they grew, they were random. Did anyone else have this happen? I'd really love to play this randomizer..
  8. KankuroGB
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    Not sure if you're taking suggestions or not, but here are a few adjustments I'd like to see/experience.


    • Add more options to the GMCM such as splitting the fish options so you can choose if you want the fish's difficulty to be randomized or not while still having all the fish still be randomized, etc.
    • It would be cool to have this be completely chaotic and randomize everything completely, example being you can find a joja cola, parsnip, wool, wine, etc as a foragable and mix the "items pools" the same way. The trees seem to be setup this way, or at least almost completely random.
    • Randomize the animals you buy from Marnie (make it so you can't see what you get until after you buy and choose the building to house it)
    • If possible, randomize the tree sapling drops to allow for more tree possibilities. For example, your first banana tree sapling would give you truffles, but the next time you get one to drop it could give stone.
    • Randomize the stone, ore, and gem nodes to mix the drops between the three.
    • Randomize fetch quest items; I know this could result in finishing a fetch quest (like Robin's Axe) taking much longer than normal, which is fine as long as this option is added into GMCM to be on or off.
      - For the progressive fetch quest for the Pirate's Wife, just make sure none are locked behind one that it requires to progress.
    • Randomize the enemies in the mines completely, not just their stats and behaviors.


    I understand these are a lot of asks, but just thought I'd give some feedback after doing a perfection run with this. If you have any questions or want to discuss anything about this feel free to message me. I do have knowledge of C# (though rusty), but haven't worked on any STV mods. That being said, if you'd like some help, I can make some attempts with a bit of starter guidance
  9. aefnnsty
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    Great mod really fun everything is working fine but everytime I open Pierre shops, adventures guild and willy the game crashes (the rest of shops are fine) jvjdngkickss it just closes. I'm on mobile 1.5

    Here's the log

    [21:30:04 ERROR More Random Edition] This mod failed in the Display.RenderingActiveMenu event. Technical details: InvalidCastException: Specified cast is not valid.  at Randomizer.CraftingRecipeAdjustments.ReduceCrabPotCost (StardewValley.Menus.GameMenu gameMenu) [0x0000d] in <75e4b0eaf231454298152c8a44a5eca7>:0   at Randomizer.CraftingRecipeAdjustments.HandleCraftingMenus () [0x0009c] in <75e4b0eaf231454298152c8a44a5eca7>:0   at Randomizer.ModEntry+<>c.<Entry>b__4_6 (System.Object sender, StardewModdingAPI.Events.RenderingActiveMenuEventArgs args) [0x00000] in <75e4b0eaf231454298152c8a44a5eca7>:0   at StardewModdingAPI.Framework.Events.ManagedEvent`1[TEventArgs].Raise (TEventArgs args) [0x0003e] in <a657c589ffdc433da6b7a1a6216be427>:0 [21:30:04 ERROR More Random Edition] This mod failed in the Display.RenderingActiveMenu event. Technical details: InvalidCastException: Specified cast is not valid.
  10. Hi, thanks so much for this! I'm enjoying the mod a lot, but I keep running into this error:

    [More Random Edition] This mod failed in the GameLoop.SaveLoaded event. Technical details: 
    DirectoryNotFoundException: Could not find a part of the path '/Users/snaaaple/Library/Application Support/Steam/steamapps/common/Stardew Valley/Contents/MacOS/Mods/Randomizer/Assets/CustomImages/Critter\Seagull'.at System.IO.Enumeration.FileSystemEnumerator`1.CreateDirectoryHandle(String path, Boolean ignoreNotFound)at System.IO.Enumeration.FileSystemEnumerator`1.Init()at System.IO.Enumeration.FileSystemEnumerator`1..ctor(String directory, Boolean isNormalized, EnumerationOptions options)at System.IO.Enumeration.FileSystemEnumerable`1..ctor(String directory, FindTransform transform, EnumerationOptions options, Boolean isNormalized)at System.IO.Enumeration.FileSystemEnumerableFactory.UserFiles(String directory, String expression, EnumerationOptions options)at System.IO.Directory.InternalEnumeratePaths(String path, String searchPattern, SearchTarget searchTarget, EnumerationOptions options)at System.IO.Directory.GetFiles(String path)at Randomizer.BigCritterBuilder..ctor() in D:\Program Files\Steam\steamapps\common\Stardew Valley\Mods\.Randomizer fix stuff\Stardew Valley Rando 0.5.0 This one works!\More Random Edition\ImageRandomizers\CritterBuilder\BigCritterBuilder.cs:line 97at Randomizer.AssetLoader.RandomizeImages() in D:\Program Files\Steam\steamapps\common\Stardew Valley\Mods\.Randomizer fix stuff\Stardew Valley Rando 0.5.0 This one works!\More Random Edition\AssetLoader.cs:line 176at Randomizer.ModEntry.CalculateAllReplacements() in D:\Program Files\Steam\steamapps\common\Stardew Valley\Mods\.Randomizer fix stuff\Stardew Valley Rando 0.5.0 This one works!\More Random Edition\ModEntry.cs:line 271at Randomizer.ModEntry.<Entry>b__4_1(Object sender, SaveLoadedEventArgs args) in D:\Program Files\Steam\steamapps\common\Stardew Valley\Mods\.Randomizer fix stuff\Stardew Valley Rando 0.5.0 This one works!\More Random Edition\ModEntry.cs:line 59at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101


    It seems like only some things are getting randomized (eg. foragables and recipes are not random, even though they're set to random=true in the config). Would you happen to know what's happening?
  11. sophieeloise
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    Hi there, thank you for your work on this mod! I have come across some issues though that I think is due to conflicts with SMAPI. I played a bit of this mod yesterday without SMAPI installed by accident and it worked just fine. But when I enabled SMAPI again and created a new game, most of the randomiser stopped working. For example, the forage wasn't randomised, the assets for the crops weren't, the birthdays were normal, and the crafting recipes were normal too. I'm not sure why this is as the log shows no issues with the mod other than the note that it will break in the next major SMAPI update.
    I can play it fine without SMAPI, but I did want to try other mods with my game. Thank you.
    1. certifiableGrimalkin
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      That is peculiar. This mod should not work without SMAPI, at all.
      Could you send a link to your SMAPI log, as described on this site, of when this mod isn't working?
      How do you disable/enable SMAPI? By uninstalling and installing it, every time?
    2. sophieeloise
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      For the SMAPI thing, I'm not sure what I did before but when other mods weren't working, I checked my vortex app and pressed 'enable' on SMAPI under the mods section? I'm not sure how that works but it let the other mods work.

      Here is my log for this mod, I don't know what this means, sorry if it's on me:
      [11:47:41 INFO  SMAPI]    Patched game code[11:47:41 INFO  SMAPI]    --------------------------------------------------[11:47:41 INFO  SMAPI]       These mods directly change the game code. They're more likely to cause errors or bugs in-game; if[11:47:41 INFO  SMAPI]       your game has issues, try removing these first. Otherwise you can ignore this warning.[11:47:41 INFO  SMAPI]       - More Random Edition[11:47:41 DEBUG SMAPI]    No update keys[11:47:41 DEBUG SMAPI]    --------------------------------------------------[11:47:41 DEBUG SMAPI]       These mods have no update keys in their manifest. SMAPI may not notify you about updates for these[11:47:41 DEBUG SMAPI]       mods. Consider notifying the mod authors about this problem.[11:47:41 DEBUG SMAPI] Launching mods...[11:47:41 TRACE More Random Edition] Requested cache invalidation for 'Strings/UI'.[11:47:41 TRACE SMAPI] Invalidated 0 cache entries.[11:47:41 DEBUG SMAPI] Mods loaded and ready![11:47:41 TRACE SMAPI] Checking for known software conflicts...[11:47:41 TRACE SMAPI]    None found![11:47:41 TRACE SMAPI] Checking for updates...[11:47:41 TRACE SMAPI] More Random Edition edited Data/CraftingRecipes.[11:47:42 TRACE SMAPI] More Random Edition edited Data/ObjectInformation.[11:47:42 TRACE SMAPI] More Random Edition edited Strings/StringsFromCSFiles.[11:47:42 TRACE SMAPI] More Random Edition edited Data/Bundles.[11:47:42 TRACE SMAPI] More Random Edition edited Data/weapons.[11:47:42 TRACE game] setGameMode( 'titleScreenGameMode (0)' )[11:47:42 TRACE SMAPI] More Random Edition edited Strings/StringsFromCSFiles.[11:47:42 TRACE SMAPI] Running on GPU: AMD Radeon(TM) Vega 8 Graphics[11:47:43 TRACE game] Steam logged on: True[11:47:43 TRACE game] Initializing GalaxySDK[11:47:47 TRACE game] Requesting Steam app ticket[11:47:47 TRACE SMAPI] Detecting common issues...[11:47:47 TRACE SMAPI] Invalidating cached assets for new editors & loaders...[11:47:47 INFO  SMAPI] Type 'help' for help, or 'help <cmd>' for a command's usage[11:47:47 TRACE SMAPI]    changed: More Random Edition (added 2).[11:47:47 TRACE SMAPI] More Random Edition edited Data/CraftingRecipes.[11:47:47 TRACE SMAPI] More Random Edition edited Data/ObjectInformation.[11:47:47 TRACE SMAPI] More Random Edition edited Strings/StringsFromCSFiles.[11:47:47 TRACE SMAPI] Invalidated 5 asset names (Data/Bundles, Data/CraftingRecipes, Data/ObjectInformation, Data/weapons, Strings/StringsFromCSFiles).Propagated 3 core assets (Data/CraftingRecipes, Data/ObjectInformation, Strings/StringsFromCSFiles).[11:47:47 TRACE More Random Edition] GenericModConfigMenu not present[11:47:47 TRACE game] Window_ClientSizeChanged(); Window.ClientBounds={X:0 Y:0 Width:1280 Height:720}[11:47:47 TRACE SMAPI] More Random Edition edited Strings/StringsFromCSFiles.[11:47:48 TRACE More Random Edition] Requested cache invalidation for 'Minigames/TitleButtons'.[11:47:48 TRACE SMAPI] More Random Edition loaded asset 'Minigames/TitleButtons'.[11:47:48 TRACE SMAPI] Invalidated 1 asset names (Minigames/TitleButtons).Propagated 1 core assets (Minigames/TitleButtons).[11:47:48 TRACE SMAPI] More Random Edition loaded asset 'Minigames/TitleButtons'.[11:47:48 TRACE More Random Edition] Requested cache invalidation for 'Strings/UI'.[11:47:48 TRACE SMAPI] Invalidated 0 cache entries.[11:47:51 TRACE game] Window_ClientSizeChanged(); Window.ClientBounds={X:0 Y:0 Width:1280 Height:720}[11:47:53 TRACE game] Signing into GalaxySDK[11:47:54 ALERT SMAPI] You can update SMAPI to 3.18.4: https://smapi.io
      [11:48:29 TRACE game] Galaxy auth failure: FAILURE_REASON_CONNECTION_FAILURE
      [11:51:21 TRACE game] Disconnected: ClosedGame
      [11:51:21 TRACE SMAPI] Disposing...
      [11:51:21 TRACE SMAPI] Disposing the content coordinator. Content managers will no longer be usable after this point.
    3. certifiableGrimalkin
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      In the case of your log you posted, was the main menu changed to the one from the randomiser? From what the log is saying, SMAPI was loaded, and the mod was, for the time, still working as intended.

      Just as a quick check, are you using PC Stardew, or mobile/android Stardew? Just getting confused by the few mentions of GalaxySDK in the log, but, I think that might be a Gog thing. >w<

      In general, I don't really know how Vortex works, nor do I have much insight into how it's coded, but I heard a lot about it not being fully compatible and messing up with a lot of Stardew stuff. Mostly just heard a lot of horror stories of people using it, and seeing as manually installing mods for Stardew is pretty easy and anecdotally less prone to error, never really tried it.

      Also, if it were possible, I'd love to see the log for when you enter or create a save. Most of the grunt work of this mod is done on save load, so, that's when it has the greatest chance to fail. Feel free to just post the link that the smapi log parser gives you, it makes it a lot easier to read the log, that way. >w<

      Also, nothing to be sorry for. Happy if I can be of any help. -w-
      Troubleshooting mods is not easy, the more so if they're not your own. >w<