Random Events

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Random farm events happen overnight when the player sleeps.

Farm events

One farm event is randomly selected each night. An event is always selected (except if there's a wedding), but it might have extra requirements which make it do nothing; in that case it still prevents other events from triggering. The event is chosen in the order listed below.

Nothing

No event happens on the night before a wedding, or if another event is selected below but does nothing.

Earthquake

An earthquake on summer 3 unlocks the railroad area.

Bundle completion

An event is shown for completing a Community Center or Joja bundle.

The Crop Fairy

Except in winter, there's a 1% chance of the fairy event being chosen. If it's not raining, the event chooses 100 random terrain features; at least one of those must be a crop that's not from Wild Seeds and not fully-grown. If it's raining or no crop was found, the event does nothing.

The crop fairy fully grows all crops in 5x5 area around the selected crop, so they're ready to harvest. Although the center crop can't be from Wild Seeds, one of the surrounding crops can be; in that case they'll all produce the same item chosen at random.

The crop fairy visiting at night.

The Witch

There's a 1% chance of the witch event being chosen. The event randomly chooses one coop (each with an 80% chance if it's been upgraded at least once, and has fewer than 50 placed objects), else one slime hutch (each with a 50% chance if it contains at least one slime or other NPC, and has no Wicked Statue). If no building is selected, the event does nothing.

The witch flies over the selected building. If a coop was selected, she leaves a Void Egg you can incubate into a Void Chicken; if a slime hutch was selected, she turns any slimes inside into black slimes.

In late-game you can visit the Witch's Hut, but the witch is never present.

RandomEventsTheWitchCoop.gif

The witch flying over a coop.

RandomEventsTheWitchSlimeHutch.gif

The witch flying over a slime hutch.

Meteorite

There's a 1% chance of the meteor event being chosen. The event chooses a random 3x3 area on the farm, and checks if there's a 2x2 area within that contains no water, placed objects that block movement, buildings, resource clumps, or farm animals. If no such 2x2 area is found, the event does nothing.

A unique Meteorite sound effect plays, and a meteorite appears the next day on the farm in the selected area. Any crops or paths in that area are destroyed. In the morning, a message is shown saying "An explosion was heard in the night..."

Meteorites don't despawn naturally, and require a Gold Pickaxe or better to mine. They drop 6 Iridium Ore, 6 Stone, and 2 Geodes.

A meteorite on the farm.
Message shown in the morning.

Message shown when using a low-level pickaxe on a meteorite.

Strange Capsule

After year one, there's a 1% chance of the strange capsule event being chosen. The event only does something if 50 random tiles on your farm are clear and allow item placement. The random tiles may include invalid positions (like the house or ponds), and the event won't run if even one of those tiles can't hold the item, so it's extraordinarily rare for the item to appear.

A unique UFO sound effect plays, and a Strange Capsule appears on a random tile of the farm.[1] It turns into a broken Empty Capsule after about three days.

The Strange Capsule item when picked up.
The Empty Capsule item after about three days.

Stone Owl

There's a 1% chance of the stone owl event being chosen. The event checks the same conditions as the strange capsule event, so it's extraordinarily rare for the item to appear.

An owl sound effect plays, and a unique Stone Owl appears on a random tile of the farm. This owl is unrelated to the Stone Owl sold at the Night Market.

The Stone Owl

Personal events

If no farm event was selected from the above list (regardless of whether the event did something), the game chooses from one of these events instead.

Child is born or delivered

See also: Children

This event is chosen if you agreed to have a child 14 days ago in the spouse asks for a child event. The child appears in the farmhouse crib the next day.

Bug: if another event is selected above, the child is never born or delivered.

Spouse asks for a child

If married to an NPC:

This event has a 5% chance of being chosen if you've been married for at least 7 days, sleeping at home, have at least 10 hearts with your spouse, have the nursery upgrade, have been married for at least 7 days, aren't already having a child, and have no children or one child at the toddler age.
Your spouse asks if you want to have a child. If you agree, the child is born or delivered after 14 days.

If married to another player:

This event has a 5% chance of being chosen if you're sleeping at an eligible home and aren't already having a child. A home is eligible for children if it's owned by one of the married players, has the nursery upgrade upgrade, and doesn't already have two children.
One player is randomly chosen to propose having children; if both players accept, the child is born or delivered after 14 days.

In either case, you can safely decline without repercussions; the event will be rechecked on later nights with the same conditions. See Marriage, Children, and Multiplayer#Marriage for more info.

Farm animal birth

See also: Animals

There's a 50% chance the farm animal birth is selected. The event randomly chooses one upgraded Barn that isn't full (each with a chance equal to 0.55% * number of animals inside, e.g. 1.65% for three animals), then one random animal in that building. If no building is selected or the animal can't give birth (e.g. it's a baby or you disabled pregnancy for that animal), the event does nothing.

The selected farm animal in the barn gives birth. A message is shown asking you to name them.

Wild animal attack

See also: Animals

This event is guaranteed to be chosen if no other event was, but has a 50% chance of doing nothing. The event randomly chooses one barn or coop whose door is open with some animals outdoors (each with a chance equal to 1 / number of buildings, e.g. 100% if you have one building and 50% for two).

A unique dogs sound plays, and one of the selected building's animals left outside disappears permanently. All other animals show a message indicating "something bad happened last night", but are otherwise unaffected.

Animal info shown after an attack.

References

  1. See SoundInTheNightEvent::SetUp in the game code.