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::As for the percentages, I simply don't know if it's that simple or not!  [[User:Margotbean|margotbean]] ([[User talk:Margotbean|talk]]) 17:52, 17 April 2021 (UTC)
 
::As for the percentages, I simply don't know if it's that simple or not!  [[User:Margotbean|margotbean]] ([[User talk:Margotbean|talk]]) 17:52, 17 April 2021 (UTC)
 
::: Well, some of the current numbers are 100% false since I tested it by running the code in dotnetfiddle (you can easily test thousands of outcomes this way) or you can test examples e.g. by setting snake skull chance to 100% and then you can see that snake vertebrae will never happen. Normally when there are multiple "if" statements they will be evaluated in order, however since "return;" statement was used inside the if block then additional blocks will not be tested if the former if block triggered. essentially a positive "if+return;" is the same as using a failed "else if" check. Ergo vertebrae has a 25% chance only if the 10% chance for snake skull did not happen. So it's 0.25 x (1.0 - 0.1) instead of 0.25 x 1.0. As for the golden coconut you have it backwards: <code>Game1.netWorldState.Value.GoldenCoconutCracked.Value</code> means you have already cracked a coconut - not that you haven't cracked one yet, (see GeodeMenu.cs line 141 for reference where it tests for "&& !Game1.netWorldState.Value.GoldenCoconutCracked.Value" (& NOT GoldenCoconutCracked) for receiving the golden walnut on 1st crack. Also I just found (Golden Coconut (1) +Mixed Seeds (1)) on an Island Southeast artifact spot in my 100% perfection file. I will correct the numbers that I am 100% sure of, the global ones might need further revision because you are right in that the general ones are a bit more complicated. Anyway I hope I explained it well if not testing the code segments on dotnetfiddle is a great way to test the outcomes of the given code! [[User:Dubesor|Dubesor]] ([[User talk:Dubesor|talk]]) 14:35, 18 April 2021 (UTC)
 
::: Well, some of the current numbers are 100% false since I tested it by running the code in dotnetfiddle (you can easily test thousands of outcomes this way) or you can test examples e.g. by setting snake skull chance to 100% and then you can see that snake vertebrae will never happen. Normally when there are multiple "if" statements they will be evaluated in order, however since "return;" statement was used inside the if block then additional blocks will not be tested if the former if block triggered. essentially a positive "if+return;" is the same as using a failed "else if" check. Ergo vertebrae has a 25% chance only if the 10% chance for snake skull did not happen. So it's 0.25 x (1.0 - 0.1) instead of 0.25 x 1.0. As for the golden coconut you have it backwards: <code>Game1.netWorldState.Value.GoldenCoconutCracked.Value</code> means you have already cracked a coconut - not that you haven't cracked one yet, (see GeodeMenu.cs line 141 for reference where it tests for "&& !Game1.netWorldState.Value.GoldenCoconutCracked.Value" (& NOT GoldenCoconutCracked) for receiving the golden walnut on 1st crack. Also I just found (Golden Coconut (1) +Mixed Seeds (1)) on an Island Southeast artifact spot in my 100% perfection file. I will correct the numbers that I am 100% sure of, the global ones might need further revision because you are right in that the general ones are a bit more complicated. Anyway I hope I explained it well if not testing the code segments on dotnetfiddle is a great way to test the outcomes of the given code! [[User:Dubesor|Dubesor]] ([[User talk:Dubesor|talk]]) 14:35, 18 April 2021 (UTC)
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::::Hello from 2 years later -- I'm also confused, because I frequently receive 3 (!) omni geodes from ginger island artifact spots when the wiki says it should only be 1. I thought it may be due to my gemologist/excavator profession but a different player without that profession got the same x3 drop. I can't find anything in the code that even specifies object 749 (omni geode) as a drop from tilling (just mining omni nodes, beach supply crates, panning, monsters, shop stock)... something is definitely fishy.[[User:Cooperka|Cooperka]] ([[User talk:Cooperka|talk]]) 02:25, 12 April 2023 (UTC)
    
== Finding artifact spots with Tracker profession ==
 
== Finding artifact spots with Tracker profession ==
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[[Artifact_Spot#Notes|§ Notes]] says the Tracker profession "can make it easier to find artifact spots". This is, at the very least, not true on the Android smartphone port. (I think that version the equivalent of PC version 1.4.5, but "?" and then lower left shows no version.) Arrows point to wild resources, but not artifact spots. Apparently finding artifact spots this way was added somewhere along the way, although I cannot find the change in the [[Version History]]. --[[User:Norbert|Norbert]] ([[User talk:Norbert|talk]]) 13:15, 20 February 2022 (UTC)
 
[[Artifact_Spot#Notes|§ Notes]] says the Tracker profession "can make it easier to find artifact spots". This is, at the very least, not true on the Android smartphone port. (I think that version the equivalent of PC version 1.4.5, but "?" and then lower left shows no version.) Arrows point to wild resources, but not artifact spots. Apparently finding artifact spots this way was added somewhere along the way, although I cannot find the change in the [[Version History]]. --[[User:Norbert|Norbert]] ([[User talk:Norbert|talk]]) 13:15, 20 February 2022 (UTC)
 
:I was able to test this on PC with v1.3.36, and the Tracker profession showed arrows for artifact spots in that version. So, the mobile version should be working the same. I would suggest you consult the official forums to see if there is a bug report and/or fix for the problem in a thread there (https://forums.stardewvalley.net/forums/help-bug-reports-non-modded.12/). Best of luck, [[User:Margotbean|margotbean]] ([[User talk:Margotbean|talk]]) 18:02, 20 February 2022 (UTC)
 
:I was able to test this on PC with v1.3.36, and the Tracker profession showed arrows for artifact spots in that version. So, the mobile version should be working the same. I would suggest you consult the official forums to see if there is a bug report and/or fix for the problem in a thread there (https://forums.stardewvalley.net/forums/help-bug-reports-non-modded.12/). Best of luck, [[User:Margotbean|margotbean]] ([[User talk:Margotbean|talk]]) 18:02, 20 February 2022 (UTC)
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==1.6==
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v 1.6 spots. Some spots appear which look different from the old ones, having a green wavy stem instead of the brown orthogonal ones. The new ones have the new seeds and books beneath them. How can we differentiate between the two in the wiki? Should there be a new page, and what should the new ones be called? [[User:Altair0|Altair0]] ([[User talk:Altair0|talk]]) 23:50, 23 March 2024 (UTC)
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:[[Seed Spot]] seems like a good idea. [[User:Margotbean|margotbean]] ([[User talk:Margotbean|talk]]) 01:57, 24 March 2024 (UTC)
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