Stardew Valley
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Khloe Leclair

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KhloeLeclair

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9 comments

  1. mightygaspar
    mightygaspar
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    Hi, I'm new to modding and just poured over your code trying to analyze what it does and how it works.  I'm not the best at backwards engineering.  Anyway, I'm wondering if this framework has the ability to add custom events similar to the void witch.  Possibly a cuckoo bird that would replace an incubating chicken egg or something that replaces a farm animal in the middle of the night with a something else.
    1. KhloeLeclair
      KhloeLeclair
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      It doesn't currently add that specific type of event, but I plan on adding all the vanilla event types with configuration options.
    2. mightygaspar
      mightygaspar
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      Neat!
  2. EnbyMo
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    is aaaaaaaaaaaaa your farm name? XD
    1. KhloeLeclair
      KhloeLeclair
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      It is a great name for a test farm. I didn't even think about how funny it'd make that message until I was adjusting it in photoshop.
    2. EnbyMo
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      it made me laugh so hard XD. thought it was part of the message, gives me Monty Python and the Holy Grail "Castle of aaarrrrggh" vibes lol.
  3. TheUnknownMutant
    TheUnknownMutant
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    I hope we get a lot of nightly events with the help of your mod :D thank you :D
  4. PrincessFelicie
    PrincessFelicie
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    how does the mod interact with rubble? I see in the first two sample events that it wants to spawn 50 fishes in one and 25 trees in the other, does the entire event get canned if the code can't find 50/25 valid spots, or does it instead spawn as many items as it found room for?

    Adding a lot of events is great, but the "risk" is that they collectively total up to too high a chance to trigger, making them feel too routine. Could it be possible to figure out a way to dynamically determine the trigger chance of an event based on the total number of events? Maybe a weight system or something like that.

    Very excited to see this project grow!
    1. KhloeLeclair
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      The placement event has a fairly rigorous check to make sure that it isn't placing things where they shouldn't go. It's possible it'll act up on some maps, but that's what testing is for. It uses the same logic as foragable spawning for the most part, as far as positions go.

      The way spawning works currently is that the event will keep going as long as at least *one* thing can spawn. I suppose I could add a behavior toggle to cancel the event if the minimum number isn't met?

      As for the risk of too many random events, I have plans for how that could be handled as well. Will be addressed in the next update. Hopefully that'll bring an author guide too.