Talk:The Mines

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Revision as of 23:08, 16 March 2023 by Margotbean (talk | contribs) (Reverted edits by Orrinpants (talk) to last revision by Margotbean)
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This talk page is for discussing The Mines.
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Galaxy Soul

The Galaxy Soul article states that during "dangerous mines" quests (Qi) unspecified enemies may drop that item. This article does not list the item, even in the Special Items subsection. It does not say whether or not it would also be a potential drop when a quest is not active but the "dangerous mines" toggle is set by the Shrine of Challenge. Giles (talk) 17:48, 13 April 2021 (UTC)

Dangerous Monsters

Pages are all lacking speed info (except for Dangerous Squid Kid - thank you Snakebeast for updating that!).

The relevant code is probably StardewValley.Monsters.Monster::BuffForAdditionalDifficulty. In this function/method, damage, HP, and defense are buffed, but there is no equation to change speed. So, it is likely that all dangerous monsters have the same speed as their normal counterparts, unless the monster has a specific entry in the data file Monsters.xnb.

If no one else is interested in updating the pages (or no one sees this note), I can work on changing the pages (I'll put it on my "to do" list...) Thanks, margotbean (talk) 19:08, 4 July 2021 (UTC)

So it's same speed as the "weaker" version in every case? Botautal (talk) 22:06, 4 July 2021 (UTC)
All pages should be updated now (most/many already were...). - Botautal (talk) 22:38, 4 July 2021 (UTC)
Some monsters have no weaker version (like the Blue Squid), and some have their own entry in Monsters.xnb, like the Royal Serpent. The Skeleton Mage has a weaker counterpart that is unimplemented, but the speed should be what is in the data file. Other than those exceptions, all dangerous monsters should have the same speed as the weaker counterpart.
Thanks for updating the pages, I appreciate it!! margotbean (talk) 03:00, 5 July 2021 (UTC)

Dangerous mines

Can someone please add more info on the dangerous mines (eg how often beach foragables spawn, brief descriptions of the different areas). User:Corndrology (talk) 06:11, 30 October 2021

That sounds like a great idea for a separate page. I wouldn't want to see a second table of "Floors" for example, on the main page, but it would work as its own page. margotbean (talk) 16:09, 30 October 2021 (UTC)
Also note Dangerous monsters are already listed on the Monsters page. -- Charly (talk) 16:41, 30 October 2021 (UTC)

Weeds for floors 100 and 120

The game has weeds above the floor on these floors, with the wiki not saying it makes me look suspicious. 9000 (talk) 8:50, 13 July 2022 (UTC)

Floors 100 & 120 can never have weeds, but floors 101-109 can, and it already says that on the page. Floors 111-119 shouldn't have weeds. margotbean (talk) 14:48, 13 July 2022 (UTC)

Page for Dangerous Mines

Just letting you know that I've created a page for The Dangerous Mines as you thought it was a great idea. 9000 (talk) 9:06, 15 July 2022 (UTC)

Turns out it doesn't work so well as a separate page, if almost all the information is the same as on The Mines page... margotbean (talk) 14:45, 15 July 2022 (UTC)

Ladders from Rocks Formula

I feel like the ladder drop chance from rocks could be expressed a lot more concisely as a formula rather than a paragraph, like the chance of treasure rooms in Skull Cavern.

Base chance: 0.02 + (2 x Daily Luck) + (Luck Buffs / 100) + (1 / # of Rocks Remaining)

Chance with no enemies: 0.06 + (2 x Daily Luck) + (Luck Buffs / 100) + (1 / # of Rocks Remaining)

As it is currently it feels clunky and hard to follow, plus it's inconsistent with the way other probabilities are presented. Leninheads (talk) 18:51, 20 July 2022 (UTC)

That seems like a fine change; my only concerns are deleting the words pointing out that the Special Charm affects daily luck (although I'm not sure where 0.5% comes from, it seems like it should be 0.05 = 5%?) and the fact that food/drink buffs add 1% for every point of Luck. (The paragraph should say food/drink buffs or simply luck buffs, as you have in your equations.) Let's also not lose the part about a ladder spawn preventing another one from spawning by breaking a rock in the mines, and the whole bit about shafts in the Skull Cavern. margotbean (talk) 15:47, 21 July 2022 (UTC)
0.5% from special charm is correct, it should be 0.2 x daily luck, not 2, sorry about that. Would it make sense to add similar clarifications about what daily luck and luck buffs are to the treasure rooms section? Leninheads (talk) 23:09, 21 July 2022 (UTC)
On the Skull Cavern page? No, I don't think so, there are links to Luck and the "Buffs" section of Luck already on the page, that appear before the equations are presented to the reader. margotbean (talk) 15:54, 22 July 2022 (UTC)

Monsters become stronger?

The article says after reaching the bottom of them mines, some monsters will be stronger. I haven't been able to find how exactly monsters are stronger. There's absolutely no discussion online about this. Any help? --IBugOne (talk) 07:31, 24 July 2022 (UTC)

This is definitely a question for Pathoschild. I've looked through the code, and am not finding anything helpful atm. Please post a message on his talk page. Thanks! margotbean (talk) 16:23, 24 July 2022 (UTC)
I just dug through the code and noticed Monsters.Monster::parseMonsterInfo. There's an conditional block that does the following:
resilience.Value += resilience.Value / 2;
missChance.Value *= 2.0;
Health += Game1.random.Next(0, Health);
DamageToFarmer += Game1.random.Next(0, DamageToFarmer / 2);
coinsToDrop.Value += Game1.random.Next(0, (int)coinsToDrop + 1);
So in human words,
  • "Resilience" is bumped by 50% (maybe it's monster's Defense?)
  • Chance for missing a hit is doubled
  • HP is increased by a random value between 0 and 100%
  • Damage is increased by a random value between 0 and 50%
  • "Coins to drop" is increased by a random value between 0 and 100% (but what the heck is this?)
- IBugOne (talk) 17:56, 24 July 2022 (UTC)
Nice work! Now that you've found it, you can compare the indices with Modding:Monster data, which explains the fields in some more depth. "Coins to drop" is unimplemented. margotbean (talk) 14:57, 25 July 2022 (UTC)

Files for floor layouts

Since of some text in wiki pages saying layouts for floors in The Mines and the Skull Cavern, would it make sense if we uploaded files of the floor layouts and the themes? Because I want to see what they look like without going on the game to see them. 9000 (talk) 8:48, 26 July 2022 (UTC)

Your best bet is youtube or twitch for that. If you like, you can unpack the data files and look at the floor layouts there too. margotbean (talk) 14:05, 26 July 2022 (UTC)
I have them in a folder here: https://drive.google.com/drive/folders/15ZwEUPe6KLVgakM35ivqb-koJo0ruXcz?usp=sharing BlaDe (talk) 21:38, 26 July 2022 (UTC)

Removed Dangerous Mines page

Since of you removing the page called: "The Dangerous Mines" as you thought it did not work so well being a page. Well, when you removed the page, I actually forgot to add proper information to the page. Here is some examples: a Monster List, Crates and Barrels, and Special items. Also there was a bug with dungeon levels where when Haunted Skulls kept spawning on a dungeon level, it would be its regular variant rather than its dangerous variant. So what do you think? should it be added back of no? I'll let you decide. 9000 (talk) 9:04, 13 August 2022 (UTC)

Dungeon floors being infested floors

Since of me playing in 2020 and people on YouTube, before v1.5 was introduced, some dungeon floors were infested floors, this also included floors 2-4, 42-44, and 82-44, 19, 59, and 99, 31-39, 71-79, and 111-119. So were infested floors on dungeon floors removed in v1.5 because I've have not found any floors being infested floors. IBugOne also made the change that they are never infested floors, feel free to check the game code for research. 9000 (talk) 9:04, 29 August 2022 (UTC)

This is one of the minor changes in 1.5. Here's the code diff from v1.4.5 (which I spent a good effort to grab from Steam) to v1.5.6 (current):
@@ -2094,69 +2374,112 @@
    }
    if (this.isQuarryArea || this.getMineArea(level) == 77377)
    {
-     ((NetFieldBase<string, NetString>)(object)this.mapImageSource).set_Value("Maps\\Mines\\mine_quarryshaft");
-     int numBrownSpots = base.map.get_Layers()[0].get_LayerWidth() * base.map.get_Layers()[0].get_LayerHeight() / 100;
+     this.mapImageSource.Value = "Maps\\Mines\\mine_quarryshaft";
+     int numBrownSpots = base.map.Layers[0].LayerWidth * base.map.Layers[0].LayerHeight / 100;
      this.isQuarryArea = true;
      this.isSlimeArea = false;
+     this.isMonsterArea = false;
      this.isDinoArea = false;
      for (int i = 0; i < numBrownSpots; i++)
      {

While there's a 25% chance for a quarry floor to generate as infested (isMonsterArea), v1.5 explicitly resets that flag to false to prevent that from happening. - IBugOne (talk) 15:52, 29 August 2022 (UTC)

Blue slimes spawning on floors 1-29

Since of us playing and me finding blue slimes in these floors is making me look confused because floors 1-29 should never spawn blue slimes. Feel free to check the game code for research about slimes. 9000 (talk) 9:10, 30 September 2022 (UTC)

Please read the section of the page Slimes#Variations, for "Blue Slime (Frost Jelly)", please read what it says under "Location". margotbean (talk) 18:42, 30 September 2022 (UTC)
What I found was "But can sometimes be found on other floors." That is all I found on the page. 9000 (talk) 9:26, 1 October 2022 (UTC)