Stardew Valley
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Arruda

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felipearrudapontes

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22 comments

  1. 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.)?
  2. 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
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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.
  3. crazykidthree33
    crazykidthree33
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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".
  4. spookfan45
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    I was not seeing the cost when I'm at the forge right now, but I then I saw the text over to the right in the box.  Looks like you cannot combine already dual power rings.  It has to be one at a time.  That's okay.  Initially I was interpreting this as 'you can add iridium-crabshell with napalm-savage or whatever for 200 shards.  I'm super excited to use this mod.  Thank you very much for your hard work!
  5. Theoddon
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    Fantastic. Thanks for the config options. I set mine up for 0 chance of failure but 200 shards per additional combined ring. (Does it cap at 999?)

    You should consider adding support for Generic Mod Config Menu https://www.nexusmods.com/stardewvalley/mods/5098 - It's very simple and helpful.
    1. felipearrudapontes
      felipearrudapontes
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      Yes, it caps on 999. I'll take a look into the generic mod config menu, seems like a good idea =)
  6. Aulberon
    Aulberon
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    Can you add an option so instead of breaking the ring it only consumes the Cinder Shards?
    I love the idea and I would love to have more control over the values(So I can increase the cost/failure rate), but I don't think it should break the rings.
    1. felipearrudapontes
      felipearrudapontes
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      Added in the last update, you can control how much it will cost per extra ring (besides the normal 2 rings combination), and how much it increase on the failure rate. and by default it will no longer destroy the rings, just consume the shards (unless you enable this in the configuration).
    2. Aulberon
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      Thank you for this update!!!
      Valeu irmão!
  7. Theoddon
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    Would like a less punishing option that has 0% chance to break rings. Maybe on failure, just consume the shards but don't break the rings. I understand some people want it to be punishing but I would just reload the day if my rings broke. 

    Personally, I would rather there be a 0% failure rate and it just cost more. 
    1. 4nn4nd4
      4nn4nd4
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      It breaks my heart to think of breaking my ring lol. 
    2. felipearrudapontes
      felipearrudapontes
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      Great idea @Theoddon. I've set this as the default behaviour now. So instead of breaking the rings on a failed forge, it will just use the shards. also added some configs to the mod.
  8. madsheph3rd
    madsheph3rd
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    is it makes it harder ? or easier ?
    1. 4nn4nd4
      4nn4nd4
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      Harder! 
  9. ryukenryuu
    ryukenryuu
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    It's really challenging lol