|This talk page is for discussing Tools.|
Once you've completed the bundle and the glittering boulder gets removed, head to the mine and a cutscene will trigger. At the end you'll get the copper pan. --Chubums (talk) 04:02, 19 March 2016 (EDT)
Double up tools
I would like to know if this, sort of exploit can be re-created for other players. If you have a Slime Hutch, and have a chest in the hutch, leaving a basic tool overnight (pickaxe, hoe, axe, water can, scythe) results in the mayor giving you a new one the next morning under the assumption that you "lost it". I've confirmed it with the axe and water can. I guess it's only useful if you really don't want to carry things to free up inventory space. Kitsunabi (talk) 5:04, 27 March 2016 (EDT)
- Might also be useful to use a tool while you're real one is upgrading. -- Kapra (talk) 18:00, 27 March 2016 (EDT)
Watering Can Efficiency
The section on watering cans states that using the large area modes cost the same amount of stamina as watering each square manually. That isn't the case, at least with some configurations. The Copper Watering Can takes 2 stamina to water a single square, but only 4 to water three squares, meaning it's more efficient, at least in terms of stamina used, to water larger areas at once. Skills#Proficiency looks to support this. --Kalzekdor (talk) 09:04, 12 November 2016 (UTC)
A few suggestions
I was considering making two additional notes regarding tools but I'm unsure if this page is the best or if there is another (or multiples).
- While in most cases if your tool finishes on a festival day it means you won't be able to pick it up since Clint's shop is closed, there are two festivals that would still allow you to get your tool should it finish on them: Dance of the Moonlight Jellies in the Summer and the Spirit's Eve festival in the Fall.
- Based on this topic on the SdV subreddit, it might be worth noting that if you start your tool upgrade the day before a festival, it will still be ready to pick up the day after (meaning that he does work on festival days, unlike Robin).
EDIT: I see now on the Blacksmith page it says that you can't drop off or pick up tools on festival days, but as stated above, you can do so on festival days where the festival is in the evening. That seems like the best place, yes? Mrhaydel (talk) 14:52, 7 February 2017 (EDT)
- I will add a link to "upgrading tools" on this (the Tools) page, go ahead and add the info to the Blacksmith page. IMHO that works best. ;) margotbean (talk) 20:08, 7 February 2017 (UTC)
Great, consider it done!
Watering Can Efficiency Redux
I see that this issue has been taken up before, but was not addressed fully earlier.
The last edit made references a function from the code in its comment. Proportional, perhaps. But proportions of what to what? There is more at operation here than a single simple proportion.
Let me quote actual game behavior, as reported directly to the user. With the standard (starting) Watering Can, filled to capacity, one can water 40 tiles before going empty, at an energy cost (rounded by the game) of 56E. That is 1.4E per tile (one possible proportion).
With the Copper Watering Can, filled to capacity, one can water 55 tiles one at a time before going empty, at an energy cost of 66E. That is 1.2E per tile, not the same proportion as with the standard can, but still proportional. Let's try the proportions between cans. 55 tiles to 40 tiles capacity is 55/40 or 1.375. 66E to 55E is 66/55 or 1.179. Not the same proportions for both tiles and energy, but still proportions.
With the Copper Watering Can, filled to capacity, one can water 84 tiles three at a time before going empty, at an energy cost of 90E. That is 1.071E per tile, not the same as either other proportion above. 84 tiles to 40 capacity is 84/40 or 2.1 times the coverage, not the same proportion as the single-tile coverage. 90E to 56E is 90/56 or 1.607 proportion in energy efficiency, three tiles at a time favored over one. Also not the same proportion as that between can types.
I just don't see what proportion(s) are the basis for the cited function, and question the conclusions drawn from the code reading. There really are two things to consider from any single can itself: the raw capacity versus the tile coverage it gives, and the energy consumption rate that derives from its use. In each of those there is an efficiency rating that can be computed as a "proportion", as demonstrated above.
When considering the benefits of the tool upgrade, then there is also the question of how these measures relate in the two tool levels; in other words, in what way(s) exactly is the upgrade an improvement? Those are the can-to-can proportions given above. I have left the raw capacity measure alone as uninteresting to the game player, since all that will be of concern in the game is how much farm land can be watered between refills, and at what energy cost. The "capacity" is in effect derived from the actual coverage observed, not the other way around.
I think that the page is misleading now in implying a straightforward relationship of measures, especially if simple proportional factors are to be supposed (there are few of those). What's more, it neglects the obvious fact that the upgraded can has two modes of operation while the standard one had only one mode, and the extra mode provides a yet more efficient use of the tool.
Rather than find and describe the mathematical bases for the calculations that the program does, I think it would be more useful simply to use statistics such as the tile and energy counts I have listed in this comment as the basis to describe to the user what the upgrade benefits are. I would also avoid the misleading term "proportional" unless a full description of what proportion is meant and how much it is (but that's really not the approach I would take in any case).
- I could have said some of this better. In particular, the number of watering can "charges" is not the real issue. The issue is what the function that "DoFunction" actually does with the charges. "DoFunction" obviously calls another function, one it is given a pointer to. Thus, it is capable of executing any number of other functions, each of which may have its own behavior. While the number of "charges" may increase proportionally with the upgrade stages, that is no guarantee that the increases of efficiency seen in the program will reflect those same proportions. We need to be talking about what the player sees and experiences, rather than a computational base point deep in the code. Butterbur (talk) 02:02, 27 March 2017 (UTC)
- The problem remains, but my suggested solution will not work. I was forgetting about the effects of increasing tool proficiency as the player levels up the farming skill. My numbers above reflect skill level 8. While I expect that the skill level has nothing to do with tile coverage, I'm sure it must affect energy consumption, so those two elements were never on the same track to begin with. The numbers I quote are still the ones that a player would want to know, but there are too many variables for publication of tables to be very practical. (Or does someone disagree with that? We have other large tables.) But tracking down all the relevant numbers could prove cumbersome and error-prone. I'm discontented, but expect that rather meaningless generalities are all that can be said, unless we want to get very technical and complex. That's not where I'd go. Butterbur (talk) 22:10, 27 March 2017 (UTC)
I am in a position to revisit this problem now, with a full span of information gathering. There are multiple influences that affect the tool efficiency at any given time, each operating under certain proportions, but the combined effect creates a complex of relationships that cannot all be described as a single simple proportion. The watering can, by including the water "charges", has one whole level of complexity more than any other tool.
I propose to create new articles for each tool, where the efficiency issues related to that tool (along with anything else) can be discussed in more detail. These would over-burden this article, and the current articles for each upgrade need expansion, but are not appropriate places to replicate material that is common to all the tool grades. Butterbur (talk) 00:36, 7 June 2017 (BST)
Getting rid of some tools
What can and can't be done.
|Throw out of
I saw there is a note about this in Inventory#Inventory_Screen, saying "Tools cannot be trashed".
- Remember that tools and weapons are 2 separate things. I made a couple of changes to the Weapons page about trashing/selling slingshots. Before I make any changes to the Tools page, what about the Auto-Grabber? Can it be trashed? The Copper Pan? Heater? margotbean (talk) 14:37, 24 August 2018 (BST)
With the v1.4 changes, the new Tool Disposal section lists basic tools that now can be disposed of, but it omits Hoe. is that an oversight? Also, since Scythe is a Melee Weapon, is it also possible now to sell it at the Adventurer's Guild? Butterbur (talk) 00:41, 6 December 2019 (UTC)
I see that with the new update, trash cans have been added for each player, where you can get rid of items but reclaim some of its intrinsic value. However, this only seems to be available for new files. Existing files (i.e., characters that have been played since before the update) do not get the trash can. Is there a way for an existing farmer to get one? I have too many hours into this character to create a new one, just to get a trash can. Thank you. GamerMom (talk) 16:36, 19 December 2019 (UTC)GamerMom