In case you're still looking, I recommend the stardew-predictor website by mouseypounds. It doesn't work directly in game like this mod, but it should tell you the same thing
I've been on hiatus since September, hence the lack of response.
I'm slowly starting to work on updates again and am aiming to have most open bugs addressed within the next week or two. Once all the bugs are fixed I'll get around to outstanding comments and messages.
Thanks to everyone who has been patient, please know I'm working hard to get everything fixed.
This is a very convenient MOD, It doesn't work in 1.6.4. So I tried to find the reason in the code, I made some changes to the code and tried to make it effective. By changing the random counter number instead of Patch Utility.CreateRandom. (in Method Object_DrawInMenu_Postfix) I gave a simple test and it effective for Geode and MysteryBox in GeodeMenu. such as: //Random Seed Number plus one Game1.stats.GeodesCracked++; if (__instance?.QualifiedItemId == "(O)MysteryBox" || __instance?.QualifiedItemId == "(O)GoldenMysteryBox") { Game1.stats.Increment("MysteryBoxesOpened", 1); } //will get the right Treasure result (for GeodeMenu) Item treasure = Utility.getTreasureFromGeode(__instance); //Random Seed Number reset Game1.stats.GeodesCracked--; if (__instance?.QualifiedItemId == "(O)MysteryBox" || __instance?.QualifiedItemId == "(O)GoldenMysteryBox") { Game1.stats.Increment("MysteryBoxesOpened", -1); }
This was my original plan, but I decided at the time I didn't want to mess with stats to much, hence why I (tried to) patch Utility.CreateRandom. I now realize this might be a more convenient option and will be implementing this in an upcoming update. Do love the code example by the way, always fun to see others interpretations
Thanks, Looking forward to the next update. PS. Mystery Boxes Nesting Mystery Boxes can lead to dead loops, which can be solved by adding a tag to prevent duplicate draw.
Hi, it doesn't seem to be correct anymore, I'm guessing the 1.6.4 update broke it.
Also, thanks so much for this mod, much more convenient than switching back and forth to the predictor website :) (But until this updates, at least the website is showing the correct results)
I originally planned this, but figured at the time it wouldn't work (the randomization was seizure inducing). I now know there's ways around this and will look into adding this too
So All this time I was going to blacksmith only on lucky days and sometimes after eating lucky lunch in hope for better outputs and it was meaningless all along? T_T
Predictor is now updated. And while it's great to see in game what you're getting, being able to see if Gunther needs it still (like it shows in predictor) is really nice, too.
While I like the mystery, this is pretty useful if you're looking for something very specific from them. It's also wild to think they're set in stone the moment you get them though, I could have sworn it was set daily instead of the geode itself being set. Very useful information to have, no more waiting for lucky days!
This is an awesome idea for a mod. You're like an old school businessperson. "Make something people didn't ever realize they need." The people right now is me.
25 comments
I've been on hiatus since September, hence the lack of response.
I'm slowly starting to work on updates again and am aiming to have most open bugs addressed within the next week or two. Once all the bugs are fixed I'll get around to outstanding comments and messages.
Thanks to everyone who has been patient, please know I'm working hard to get everything fixed.
I live for the mini-Gunther to indicate stuff for the museum.
By changing the random counter number instead of Patch Utility.CreateRandom. (in Method Object_DrawInMenu_Postfix)
I gave a simple test and it effective for Geode and MysteryBox in GeodeMenu.
such as:
//Random Seed Number plus one
Game1.stats.GeodesCracked++;
if (__instance?.QualifiedItemId == "(O)MysteryBox" || __instance?.QualifiedItemId == "(O)GoldenMysteryBox")
{
Game1.stats.Increment("MysteryBoxesOpened", 1);
}
//will get the right Treasure result (for GeodeMenu)
Item treasure = Utility.getTreasureFromGeode(__instance);
//Random Seed Number reset
Game1.stats.GeodesCracked--;
if (__instance?.QualifiedItemId == "(O)MysteryBox" || __instance?.QualifiedItemId == "(O)GoldenMysteryBox")
{
Game1.stats.Increment("MysteryBoxesOpened", -1);
}
I now realize this might be a more convenient option and will be implementing this in an upcoming update.
Do love the code example by the way, always fun to see others interpretations
PS. Mystery Boxes Nesting Mystery Boxes can lead to dead loops, which can be solved by adding a tag to prevent duplicate draw.
Also, thanks so much for this mod, much more convenient than switching back and forth to the predictor website :)
(But until this updates, at least the website is showing the correct results)
Update should be out soon to fix it (again)
Excellent job!
5 Stars haha
I now know there's ways around this and will look into adding this too
All this time I was going to blacksmith only on lucky days and sometimes after eating lucky lunch in hope for better outputs and it was meaningless all along?
T_T
I might move it somewhere to make it display a bit better, but there's a basic visual indicator for now
It should work in 1.0.2