Stardew Valley
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Arruda

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felipearrudapontes

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31 comments

  1. felipearrudapontes
    felipearrudapontes
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    Hi everyone, see @SilvaStari comment. I'm discontinuing this mod, since the original mod now incorporate the balancing options, and is currently working for 1.6
  2. SlivaStari
    SlivaStari
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    Hi Folks, I've combined the Balanced Mode into the original mod: https://www.nexusmods.com/stardewvalley/mods/8801
  3. ThatGuyPerry
    ThatGuyPerry
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    No longer working as of 1.6.5
    https://smapi.io/log/503e730879e14fe884764df35c9451bd
  4. meatballsss
    meatballsss
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    Broken on 1.6.5 but still works on 1.6.3 .. idk about 1.6.4 .. since i jumped from .3 to .5
  5. smovie
    smovie
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    update for 1.6 pls!
  6. zifeiyuOO
    zifeiyuOO
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    I had the same problem,When using the forge, the mod allows me to combine as many rings as I want all at the same cost of 20 shards and seemingly no failure rate.Hope the author can update again, really like this setting.
  7. Moonshine567538
    Moonshine567538
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    Hi there! I was getting an odd bug and I was hoping you could help me out?

    When using the forge, the mod allows me to combine as many rings as I want all at the same cost of 20 shards and seemingly no failure rate. I checked the configs and they're at the default setting, even tried uninstalling and reinstalling fresh, but no dice. Any idea on how I could fix it?
    1. justnrik
      justnrik
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      Same here, the mod is basically behaving as CombineManyRings, it neither increases the cost nor fails.
    2. 4nn4nd4
      4nn4nd4
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      This is not happening here, I just downloaded the mod and it is working fine, I lost a ring, btw... lol
    3. felipearrudapontes
      felipearrudapontes
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      Hi Moonshine567538, I just tested out here with the latest stardew valley (1.5.6) and SMAPI (3.13.4), and the latest version of the mod, and I didn't have any issue. I'm also testing in a clean mod environment.  Maybe you have another mod that is changing the forge behaviour?

      Does it appear a text saying "Change of success: 100%" (or some other percentage) in the text box when you use your forge?
      Also, have you tested making a 3 or more ring combination? Since the mod will only activate for the "extra" rings (other than the original two that you can combine by default in stardew valley vanilla).

      If you don't see the text, and even when creating a 3 or more ring combination you still don't see it, then it is most likely that you have another mod that also changes the forge behaviour to something else other than the Balanced Combine Many Rings mods.
    4. Theoddon
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      Same issue. It's one of these frameworks that is causing the problem. https://imgur.com/a/HwQdQbT

      It happens with these installed and doesn't with them not installed. Not willing to remove any of these mods in favor of this mod, so I didn't spend the time trying to figure out which one causes it. Guess I am ditching this mod until the issue can hopefully be addressed.
    5. justnrik
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      I was checking the harmony summary and SpaceCore and JsonAssets are touching Forge stuff, I tried removing them with all their dependand mods and this mod still doesn't work as it should, it allows many rings to be combined but the price is neither increased nor combining many of them will fail. It also doesn't display the success chance.
    6. SleetBro
      SleetBro
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      Testing from a fresh save, it appears to work fine with no other harmony mods installed but breaks when SpaceCore, which apparently completely rewrites how the forge works under the hood, is added. My best guess is that your ring combination cost calculation is being overwritten by lines 684-686 in https://github.com/spacechase0/StardewValleyMods/blob/0a5962646c4aac2e0645b636f4dc5326020f285b/SpaceCore/Interface/NewForgeMenu.cs where it sets the cost back to 20. This is a pretty serious issue since a lot of other mods depend on SpaceCore, so it might be worth making SpaceCore a dependency of this mod and implement this mod's functionality in terms of the reworked forge code.
    7. Chilion
      Chilion
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      After checking with and without space core, I can confirm that having space core active does mess with this mod. Will a fix be made soon?
    8. zifeiyuOO
      zifeiyuOO
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      I had the same problem,When using the forge, the mod allows me to combine as many rings as I want all at the same cost of 20 shards and seemingly no failure rate.
  8. UneteroKenora
    UneteroKenora
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    I appreciate the will of wanting to balance this mod, which is quite broken as principle.  
    Thing is... The way you did the balancing feels Dreadfully similar to Mobile Game Lottery mechanics, it's Hard Grind + Disgusting RNG mix that haunts me.
    I rather have this be complicated because you need to finish a questline, or higher (Reasonable) Material required increase, and other things... 

    but to be fair, this IS a cheat mod, and trying to balance a cheat will be Difficult for obvious reasons
  9. Brimbane
    Brimbane
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    Is it also possible to combine two already combined rings (e.g. two merged rings plus another two merged ones.)?
  10. Chronstell
    Chronstell
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    This is most certainly asking a lot, but I'd like more options in how the combining resources ramp up in price. Preferably, I'd like to keep the cost of combining 3+ rings to be static rather than ramp up with each combination(I.E. every combination beyond 3 costs 100 cinder shards regardless of amount combined). However, you can pay more to increase your chance to combine rings, but this loses effectiveness as you put more complex combined rings in, until the point where you're capped at only 33% chance to combine rings at 999 cinder shards. Also, the chance to successfully combine rings could also be capped at a 80% chance regardless of the amount put in and bottom out at a 10% chance to succeed. That way there's always a chance that you don't succeed like it's current implementation.  Finally, I'd like to choose which ring gets destroyed on a failed attempt; specifically choosing to get rid of the uncombined ring to make it less of a set back but still be costly since basic rings on their own tend to be rare/expensive to re-obtain and so losing a whole combined ring seems like too much to risk.

    Again, I know I'm asking a lot here, it's literally an overhaul of the ring combination system, I just want to get my idea out there. It's a cool mod that I shall use regardless of whether any of what I suggest is used or not.
    1. VonLoewe
      VonLoewe
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      This is a very interesting idea. You can spend as many Cinder Shards as you have to increase the success chance, up to a cap, which is smaller with each ring.

      I'd like to add, add a config for the maximum amount of combined rings (12 seems silly... I'd use 4 at the maximum), and, if choosing which ring is destroyed, add an option for "both".