Stardew Valley
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  1. Bennoloth
    Bennoloth
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    Official 1.6 update request! The people want trains!
  2. Slimyz
    Slimyz
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    I'm missing the config file. I already played several in game days, and the mod is working, but the config file does not get created. How to fix?
    1. imnotcamden
      imnotcamden
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      I was having this same issue, so I tried to just not enter a game and click exit after a minute and it popped up right away. Hope this helps :)
  3. trashcan9
    trashcan9
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    Is there a way to configure the mod so that the train comes on the regular schedule so that it is compatible with the Almanac mod, while only giving Better Train Loot per the mod's title?
  4. JWC5556
    JWC5556
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    Quick question. Is there a way of adding ?BigCraftable items to the trains like furnaces or cask? I tried using the SMP list item index list from the game but it gave a error and said item does not exist. I was trying to add some of the craftable items as rare and ultra-rare items.
  5. SakuraKoi
    SakuraKoi
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    Well, this sure helped me to complete the Bundles in year one but yet, I still decided to disable it since it is still more of a waste of time considering the investment.

    Sure, the vanilla trains are way worse, no doubt, however 'better' does not automatically mean 'good'. The main problem is that one has to run up to it and be present for small-time stuff to drop. While sometimes usable to get the aforementioned Bundles earlier (i.e Red Cabbage and Garlic) or IIRC that's where I got two Lucky Rings, everything else is of quite small quantity and random so.

    A better train system, which would also narratively makes sense, would entail for the train to place a chest with 'surplus' supplies. The major could have negotiated for it (possibly Special Order to upgrade) and while less frequent (5 a day, especially another one when one just went back to work, quickly becomes annoying), instead larger quantities could be supplied and announced. Also there would be no need to be present and waiting for some sticks and stones. Overworld Chests I did also disable for the frequent 'junk' (lots of furniture in the default list, also Deluxe Scarecrows...), the default list of BT may be better than that and custom configs/list are always great to have but those feel more like working (for cheating).

    Otherwise, I don't think (Better) Trains, unlike Trash Cans and Panning, could be made worth one's time for it is better spend elsewhere.
    1. Theoddon
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      This is entirely configurable.... and if you use challenging bundles mod, the mod won't help you complete community center early since you'll need multiples. Try my config. It makes it so trains are as rare as vanilla (maybe 1-2 a season), delays them a bit more, but they drop much more loot. When you see the message you can go basically fill your inventory up with random goodies.

      {
        "enableMod": true,
        "useCustomTrainTreasure": true,
        "enableNoLimitTreasurePerTrain": false,
        "showTrainIsComingMessage": true,
        "showDesertTrainIsComingMessage": true,
        "showIslandTrainIsComingMessage": false,
        "enableTrainWhistle": true,
        "enableDesertTrainWhistle": true,
        "enableIslandTrainWhistle": false,
        "baseChancePercent": 0.2,
        "basePctChanceOfTrain": 0.03,
        "trainCreateDelay": 20000,
        "maxTrainsPerDay": 0,
        "maxNumberOfItemsPerTrain": 15,
        "enableForceCreateTrain": false,
        "enableMultiplayerChatMessage": false,
        "configVersion": 5
      }
  6. inviisiiblelee
    inviisiiblelee
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    This mod is great! I've been using it for awhile and it's become my favorite one, aside from Better Trash Cans haha.

    The only issue I have is that forcing a train doesn't seem to work? The button 'Y' is set for the emote menu on my game and I thought that was the issue but once I changed it, it still didn't work. I don't have any other mod with that keybind as far as I know, so if it could be possible to change the set control, that would be awesome! In the meantime, Train Whistle mod does help with this, and they work great together!

    Thanks for your work!
  7. sameerxxe
    sameerxxe
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    I have the basePctChanceOfTrain parameter set to 0.25, which should be a fairly high value but I do not a single train even on days with great luck.
    maxTrainsPerDay is set to default.

    I thought of trying enableForceCreateTrain, but that didn't work either. Or maybe I just don't know which button actually triggers it on PC.
    Anyways, it seems the trains have disappeared from my game.

    Any suggestions?

    Edit: Nevermind. Fixed itself after 3-4 in-game days.
    Still curious about how to Force Create trains though.
    1. Theoddon
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      Funny, I came here to say I set basePctChanceOfTrain all the way down to .0005 and I still get a train every day (set to max 1 train per day).
  8. simdebster
    simdebster
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    Just wanted to thank you for this mod. You have made the train fun. I had given up on the train completely because I could never get there in time and even if I did manage to get there, it would drop nothing. Before this mod, it was a big waste of time.
  9. MattyToo
    MattyToo
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    Hi, I don't quite understand the spawn chance percentages, even with my settings at "baseChancePercent: 0.1" & "basePctChanceOfTrain: 0.01" & max trains set to 2, I'm still getting at least 2 trains, sometimes more, a day. How can I set it a little closer to vanilla spawn rates? Or one train spawning every 2-3 days? I love the loot drops, it makes trains actually fun. Thanks for a great mod
    1. Aair
      Aair
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      The "baseChancePercent" has to do with the loot drops.  This more effects where in the railroad location will loot drop.

      The chance of a train (per time tick i.e. 8:50 -> 9:00 -> 9:10) is "basePctChanceOfTrain" + the player luck.  I believe luck ranges from -0.1 to 0.1.

      The "maxTrainsPerDay" is the maximum number of trains the mod could produce.  The game will still create loot and trains independently from the mod, so for example you can set  maxTrainsPerDay = 0 and still get trains and the mod/game loot.

      I would say settings that are close to the base game would be:
      maxTrainsPerDay: 1
      basePctChanceOfTrain: -0.03 (this is to counter act high luck days)  

      or just set the maxTrainsPerDay: 0 and only the game would create trains but you would be able to get mod loot.

      I also really like Kilyle suggestions but it will require the mod to be more fully in control of the trains.  I'm looking into how to do that and I hope to have this mod version 2.0 done soon.
    2. MattyToo
      MattyToo
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      Thanks for your reply, that makes sense! I changed my settings to match and it's perfect
    3. ftwranger
      ftwranger
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      wow , knowing train chance takes luck into account and is based on time tick and not the  whole day make everything different , now it makes sense !
      I'm installing this mod again with base train chance of 0 so I only get train on lucky days.
  10. Kilyle
    Kilyle
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    This has drastically improved my experience with the train (vanilla behavior is like "a train! that you might get one thing from! and it might be a rock!"), albeit overkill and I'm working to tweak the settings.

    I've found that I can hop to the end of the tracks and just wait there, with my menu up, as the train passes, thus wasting no in-game time but having it drop all the loot. I know this is against my usual sense of immersion but I'm actually tickled with the "ignores time pauses" train and I love the mechanic. Plus, I've got a little time to jot down notes or work on Finnish while waiting for the train to move on.

    Anyway, config options I'd like to see. This is just spinning out ideas, things I've thought up either while waiting on trains, being annoyed by the trains (or the loot, or the lack of trains or lack of loot), or while actually typing up this comment; it's your call how much (if any) to use, so here goes:

    Set the number of trains as per *week*, not just per *day*. Maybe even a per month as well. Like:

    Min/Max Number of Trains:
    In Spring: At least two, no more than five.
    In Summer: At least three, no more than eight.
    In Fall: At least two, no more than five.
    In Winter: At least one, no more than three.

    Maximum Trains Per Week: 2
    Maximum Trains Per Day: 1
    -- If Max Trains x number of days/weeks is less than the seasonal numbers, fewer trains happen, I guess? This is more of a hard cap on how many times per day a train can derail your schedule.
    So at a certain point, the train would become certain. I think. If it didn't show up any of the previous possible days.

    Train start and stop times. I could enjoy this mechanic *so* much more if I knew a train couldn't come before noon (and therefore I could get most of my watering done before getting derailed) and if the train whistle didn't come after 7 p.m.

    Percentage of Trains After Year One: Default 40% (of base numbers). So 0% means no trains after the first year, while 100% means the same number of trains, and 500% means five times as many trains (starting in Year Two). Or, perhaps, some settings to indicate general trends. E.g. the first year should give you a fairly random assortment of useful items and some bits that help with the bundles, and food, and some seeds (for the current season or the season to come, ideally balanced toward seeds you could reasonably plant and still have them harvest before the end of the season). But the second year should go a bit more exotic and not throw so much "trash" your way (you're not likely to be helped by a few bits of rock and wood; maybe the wood train changes to hardwood or larger bundles of wood, the rock train has a higher chance of geodes and ore, etc.), have more cosmetic items (did that train just drop a sofa?), etc.
    So Like:
    First Year Necessities? (Trains more commonly contain items useful for crafts you're likely to be doing during that season; e.g. more stone and wood in the Spring, more sprinklers and lightning rods (or lightning rod ingredients) in the Summer, more fodder during the Fall, or whatever)
    Second Year Bundles? (Trains slightly more common to drop items needed by unfilled bundles)
    Second Year Less Trash? (Trains no longer drop stone, wood, copper ore, trash, low-level seeds, low-level weapons/armor)
    Housewarming Gift? (The first three trains after you upgrade your house contain a random piece of furniture, and two each random wallpaper and random flooring; happens for each house upgrade)
    Rancher Insurance? (If it's Winter or late Fall and your Silo is under 75% capacity, the train has an above-average chance to drop Fodder. Also, if some of your buildings have animals but no Heaters, it has a higher chance of dropping a Heater.)
    Community Spirit? (Trains have a higher chance of dropping beloved items, and spec a little higher toward two groups: The top three Bachelors/Bachelorettes you've been courting, and the lowest, say, eight villagers who aren't datable. Thus, you can bring up the rest of the group, and more easily court your chosen love.)
    Third Year Redecorations? (The trains commonly drop random furniture, wallpaper, and flooring, and have a slight chance of dropping a Catalogue.)
    Cooking Supplies? (Trains have a higher chance of dropping the items needed to cook the recipes you've learned.)
    Exotic Cooking Supplies? (As above, but balanced toward the things that are harder or more expensive to acquire, and/or the recipes that give the best buffs.)
    and so forth.

    Trains in Bad Weather? Could set to one of several settings:
    No Storms; No Rain; No Snow; Only If Raining; etc. Maybe even "Prefer Rain" or "Prefer Sun" to make the likelihood something like 80/20.
    ("Only If Raining" means the player isn't distracted by watering a lot of stuff. "No Trains During Storms" means I don't hit up against Weather Illnesses for venturing up the mountain when it's horrid out. If you integrate with Ferngill, you could add heat waves as well; I believe it's realistic that they don't send trains down certain tracks when it's particularly hot.)

    Percent of loot that sticks around if you're not there to see the train -- if you could manage that, because it'd be really handy.
    Or, if you can't, then maybe a way to set the "delay" as "until I dang well get there, thank you" (lol).

    If it's possible to set percentage of types of train in the config, that'd be nice. Also how likely each type of train is to give out the goodies. Like, if I could set "Passenger Train" to only 5% of trains but giving out treasure 95% of the time and balanced a bit more toward high-quality treasure, that'd be neat.

    Also, I'm confused if the percentage chance is per *train* or per *car* on the train. 'Cuz my initial configs had a base chance percent of 0.2 and a base percent chance of train of 0.15 and I was getting a dozen or more goodies on most trains (and multiple trains per day, a fair amount). I've reduced the number of trains per day and the max number of goodies and I'm waiting to see how that affects the spread.

    So, just some possibilities.
    1. DaezeeChayne
      DaezeeChayne
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      I love this mod but felt after a while the train was a bit too dominant, everyday even with 1 in the config I could get more than 1.  So I took the mod off but then missed it.  So I stuck it back in and turned trains max per day to 0 and I have The Train Whistle mod to call it if I want.  It still comes fairly often but its much better now!  I know this has nothing to do with your mod suggestions but I thought I would post my working config option here. :)
    2. Aair
      Aair
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      I'm in the process of getting this up to date for version 1.5, I'll think about your ideas and see what I can come up with.  Thank you for the suggestions.
    3. Aair
      Aair
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      I have not enabled any of the suggestions yet, but I do like giving more options to the player.  I'll figure out what I want to implement first after I make sure there is no current issues with my mods in version 1.5.x. 

      Some of the suggestions will be more tricky then others based on how the game creates trains and it's drops.