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  1. buiduc102
    buiduc102
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    Làm sao tôi có thể điều chỉnh các thông số của quái vật? Bạn có thể cho tôi một cái nhìn tổng quan ngắn gọn không?
  2. WhateverNone
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    Is it possible to add an option to adjust the monster spawn rate?
    1. mikemonroe
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      Unfortunately that's most likely not possible with my modding skills, so you'll have to ask someone else.

      (And in case there is confusion, this mod doesn't add new monsters, only modifies existing ones.)
  3. ChrisOrDave84
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    Does this still work in 1.6? I don't get any errors but the monster don't seem any stronger either
    1. mikemonroe
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      I don't actually know. I'll have to look into it but it will probably take some time.
    2. mikemonroe
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      I checked it now. It seemed to work fine, but I did update some things before testing it, so maybe it did the trick. Please try the new version, if it doesn't work let me know and include your smapi log (via smapi.io/log) so we can figure it out.
    3. ChrisOrDave84
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      Hey new version works fine, thinking about it I'm not sure if the old version was actually broken or I was just being impatient/lucky due to the randomness. Now monsters are definitely stronger though
  4. Nauj1067
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    Me podrias explicar como aumento el daño y vida de los mounstruos a mi gusto? por favor :c
  5. ashen1414
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    hmmmm idk why but....i just cant seems to kill some monsters like those GRUBS and MUMMIES xD only deal 1 damage and they can just hit me ONE SHOT KILL xD is that part of this mod effect?
    1. mikemonroe
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      It definitely shouldn't be an effect of this mod, the damage you do to monsters isn't changed at all by it. Hopefully 1-hit kills by those monsters don't happen either. Check your mod list for anything related to combat/monsters (or ask in the Stardew Valley discord server, in modded-game-support or modded-farmers channel).
    2. ashen1414
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      hmm hmm u right , it doesn't effect entirely mummies or grubs , just some of em happens to be so TANKY dat i only deal 1 damage to them and they just hit me like a truck xD boom 180 damage to me =/ but npc that follows me somehow can kill them normally even to those i only hit for 1 damage on them , but my npc seems to hit them good =p ill try and ask in discord yep ! But yea i do activate SVE stronger monster and use this mod as well btw
  6. GabrielVieiraBaron
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    Does the mod work with monsters that invade the farm at night?
    1. mikemonroe
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      I think it should, but I'm not exactly sure. If you have the lookup anything mod installed, you could use it on a monster that has spawned on the farm and post the displayed damage and health values and the monster name here (or a picture of the information), that way we could check if it's working for them.
  7. StarxEden
    StarxEden
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    greetings, what can i do?

    [SMAPI] Type 'help' for help, or 'help <cmd>' for a command's usage
    [Content Patcher] Error loading patch 'Stronger & More Random Monsters > Include assets\monster_data_{{DamageOption}}.json': file '' doesn't exist.
    [Content Patcher] Error loading patch 'Stronger & More Random Monsters > Include assets\monster_data_new_monsters_{{DamageOption}}.json': file '' doesn't exist.
    [Content Patcher] Error loading patch 'Stronger & More Random Monsters > Include assets\monster_data_{{DamageOption}}.json': file '' doesn't exist.
    [Content Patcher] Error loading patch 'Stronger & More Random Monsters > Include assets\monster_data_new_monsters_{{DamageOption}}.json': file '' doesn't exist.
    [NPC Map Locations] Using maps\_default\spring_map.png.
    [NPC Map Locations] Unknown locations:.
    1. mikemonroe
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      I believe it's harmless debug messages, I think it only happens before those tokens are initialized and the files will load correctly later in the process. I recommend going to the mines and seeing if the monsters are changed, if they appear completely native then there might be a problem, and in that case you can upload your smapi log to smapi.io/log (the site has instructions for it) and I can look into it.

      Optionally you could type "patch summary" into the smapi console after loading a save and preferably encountering some monsters and it would show you some info on if the files were correctly loaded https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide.md#patch-summary
  8. ftwranger
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    does this work with 1.5.3?

    edit: yes and no , it's not working with new dangereous state enemies
    1. mikemonroe
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      Sorry for the late reply, I didn't notice the comment until now.

      Yeah, I haven't looked into 1.5 monster shenanigans yet, should happen at some point, but will probably take a long time.
  9. thmtrxhsu
    thmtrxhsu
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    I agree with FAMEDEIROS. You should have released into two versions: " More challenging" where damage is caped at 3 and "Hard" where damage is caped at 5. It doesn't make sense for everyone to modify the file when you can release two plug and play versions.

    The ideal circumstance where this mod makes the most sense:
    -You don't use Stardew Valley Expended (due to lag it adds and since it implements its own monster stat scheme)
    -You use More Random Edition mod, but don't like fully random stats for monsters
    -You use No Random Mine Monsters (balances this mod)
    1. mikemonroe
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      Fine, I don't want to release two versions but I'll think about making a config option to reduce the damage in some way. I'd still like to hear what parts people are finding too difficult.

      About SVE when its stronger monsters are enabled: it will overwrite all values modified by this mod when it loads after, and when this mod loads after SVE it will overwrite the SVE changes (it's determined by alphabetical order in this case, normally this mod should load after SVE).
    2. thmtrxhsu
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      Thanks for doing it. I'm in process of modding your mod, and I totally understand why you didn't want to do it. That being said, there really is no need for "true" random daily monster stats, rather just stats that change from day to day without any obvious repetition. That's where my mod comes in. You see, I noticed your mod takes 10 to 15 seconds to load on my computer which isn't the best, and I said to myself there has to be a better way. So rather than being truly random what I am doing is allowing for 7 random seeds instead of 28; each random seed assigned 4 days but in an non-obvious way so that patterns can't easily be memorized just by playing the game. This has the effect of cutting your monster config files to 1/4 of there original size, and between that and 1/4 of the original seeds....I figure there's a good chance your mod will load much faster. You probably have a fast system where you don't notice it taking too long to load, but it does on older CPUs. I will share the link when I am done. Now this might piss you off in the sense that added the less damage config could now be done in 1/4 of the time, but what you have to remember is that if you hadn't published the update I would have never been doing this. So thanks again.
    3. thmtrxhsu
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      So I did it, but load time did not change. What I can summarize is that SMAPI each input file its own mod which would be fine if it was dialogue, but because it is more intricate there is a latency of 0.3 ms to 0.5 ms per input file. Best solution is to put everything in one input file. So I was wrong about why the mod loads slowly on my system besides my CPU, but there is hope. Stage 2 commences.
    4. thmtrxhsu
      thmtrxhsu
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      Success!

      Load time reduced by 75%.

      https://mega.nz/file/QElDWKSa#RjnxaymSRBGtZ0AEbRqysQPCsPfQvE43TT9acHGBk3M

      Ah but I just noticed your switch function within the content.json doesn't work so well, so the user will have to manually set it to use the mod above i.e., to normal.json or less_damage.json
    5. mikemonroe
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      Unfortunately your modification won't work as you wanted or at all because content patcher doesn't accept the way you did the conditions. Instead of having multiple When conditions per patch you could do it like this: "When": { "Day": "2, 11, etc." } and it should work. (I don't know if there are other problems with the format.)

      I was probably mistaken from the beginning when I added the conditions for 28 days, just doing conditions for each weekday (e.g. monday) would probably have been enough and give a fresh randomization infinitely. I might modify the mod to work like it some day and that could be the best option for you too.
    6. thmtrxhsu
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      Thanks for the feedback. Apart from combing through massive amounts of data, it was fun learning content patcher modding through your mod. I'm of course assuming it yours since it apparently has no author on nexus or within the manifest. I'll try to implement the changes as you have stated and repost here. I thought I tried it your way,. I tried several ways in fact, but will give it another go. Ya I can see content patcher only caring about the first When.
    7. thmtrxhsu
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      Here is the final version with your changes implemented. One thing you could change are the seed days from the normal to less_normal file. I recommend against the switch because although it worked at times. It wasn't reliable.

      https://mega.nz/file/MY9jwAQZ#jBzjHX6-eloh9bkHPbIcuTC-5E3r0hVLGVACqG3SNlg
    8. mikemonroe
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      What do you mean by it not being reliable, like in what conditions it didn't work and how? The dynamic token should always be set to the normal option (value _normal in my mod) without conditions and to the less damage option if LessDamage is true.
  10. FAMEDEIROS
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    Is it possible to change the variables? Like to reduce monster damage, so to avoid Hit Kill etc. It may be unbalanced, since there is no mods that add defensive equipments to the game (boots or rings), only weapons.
    1. mikemonroe
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      There shouldn't be many monsters that can kill you in one hit, although the damage can get high frequently and the lower levels of mines might be pretty harsh if you go there without having leveled combat. Do you have specific monsters in mind that you feel do too much damage? I can consider changing the damage calculation especially for specific monsters, but increasing damage is probably the most important way to make the monsters more difficult, and there isn't many to begin with.

      Or do you mean that is it possible for you to change the values? If so, then yes, it's very possible and I can tell you how to do it.
    2. FAMEDEIROS
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      Hi. Thanks for the fast answer. I would like to change the rng damage that your mode makes. Like, someday one monster does 20dmg, next day it goes to 45. As i said before, there are no defensive items in this game, so its pretty difficult to receive so much damage :D
      I didnt find any confi.json file, thats why im asking if its possible for me to change those values.
      BTW im really sorry for my english, im brazilian. Thanks
    3. FAMEDEIROS
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      maybe rebalance dmg from 1.0 - 4.0 to 1.5 - 3.0, or something like that.
    4. mikemonroe
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      The damage values are set in the assets/NN_monster.json files, in the lines that begin with "1:", and the rng part is this "{{random: 1.{{random:{{range:0,9}}}} , 2.{{random:{{range:0,9}}}} , 3.{{random:{{range:0,9}}}} , 4 }}", so if you wanted to change it to 1.5-3.0, you could do something like "{{random: 1.{{random:{{range:5,9}}}} , 2.{{random:{{range:0,9}}}}, 3 }}" (33% chance for value 1.5-1.9, 33% for 2.0-2.9, 33% for 3). There are 28 of these entries for each monster.