Stardew Casino Luck - plansalud.info

stardew casino luck

stardew casino luck - win

I just joined Reddit, and I have some lovely tips for you guys!

So what I do is for one of my casino farm days is:
~Wait until a lucky day ( max luck preferably )
~Eat a lucky lunch or something ( optional )
~The only thing you should use is the slot machines, they are overpowered because no matter what, if you get 1+ cherry then you get profit! NEVER buy these tokens because it's definitely not worth it.
~When using slots, try use the 100 when you can. Get to around 20,000 and then start using 100.
~Little extra thing, if you talk to Sandy ( who works in the Oasis ) then she might randomly give you some milk! :D
~If you want to trade in your tokens for cash follow this ( so let's say i had 100,000 tokens, right? I would buy AS MANY hardwood fences as I can, which would be 1000. Hardwood fences sell for 10 gold each, which means I could get 10,000 gold from it! That means if you got 3 stardrops, you could cash out TWENTY FIVE THOUSAND GOLD. )
~If you're on a windows PC, use Free Mouse Clicker to go AFK. If you're on a Chromebook ( like me ) use a play store autoclicker called Easy Auto Clicker - both of these are completely free.
~I went AFK for two hours, and I got roughly 600,000 tokens. I CASHED THEM OUT FOR AROUND 60,000 GOLD! I got this automatically, so if you have a PC with Stardew Valley, then I would 100% recommend doing an overnight farm when possible! ^w^

Also, as a last little tip that's kinda related to this topic, I recommend getting the greenhouse A.S.A.P! I'm saving up to a million tokens ( 100,000 gold ) and then I'll buy lots of expensive seeds, then I'll plant them all in my greenhouse and get tons of profit! Sweet Gem Berries work very well for me, as I can duplicate them ( kind of ) in the Seed Maker. You can get these from the travelling merchant lady to the left of Marnie's Ranch. She appeares on Fridays and Sundays. ALSO ( im sorry for dragging on... ) I'd recommend using the Stardew Valley Wiki, as you can learn all about the different fish, loved items, foraging skills, recipes and secrets of the beautiful valley!
Happy harvesting!
New Redditer =D
submitted by YaBoiJ2Trappy to StardewValley [link] [comments]

Some suggestions to contribute to the development of this outstanding game

Hey all, thought I'd add my two cents in the discussion. Feel free to agree or disagree, but most importantly discuss. There are a few key points I'd like to address but I want to kick this off with some praise. Devs, I love this game so far, and I'm really excited to see where it goes from here. The basics are done and the sky is the limit.
Dwarf fortress, factorio, Rimworld, FTL, Kerbal Space program, Space Haven. I think you should be incredibly honoured to be on that list, and I truly think this game will be there in the coming years. After playing for only a few hours I had that beautiful epiphany moment I had with each of those other games when I realised exactly what was possible here. Obviously all the features aren't there yet, but that oh so important moment is, and I love it. Great job so far, you've gained a fan for the long haul.
A lot of the stuff I want to discuss here deals with the fundamental direction in which the game will go in the future. I'm not the developer, this isn't my art, it's not my decision to make, and these are only my opinions.
The edge of death
At the moment, Space Haven feels very tense. Everything that the player does is important because the wrong choice can quickly lead to failure and death. The only problem with this is that if every decision is important, none of them are. It quickly becomes a game about making the right decision. This means that more often than not, there is a correct option that leads to success and an incorrect option that leads to failure. Don't get me wrong, there should always be choices that lead to failure. In KSP if you set your stages in the wrong order your rocket will never make it to orbit. But you still see new players building millions of different types of rockets that lead to success. For example, in my first game I was playing through the tutorial and got sick of having to run away from pirates. So I ignored the next objective and built two guns and a shield instead. This lead to me spending a lot more time and resources in the tutorial area, which leads to starving out really quickly. I noticed the spiral to failure and it was pretty easy to identify exactly when it happened, but it felt like there was nothing I could do to stop it once it started. I think this can be addressed using the term "degrees of failure"
Degrees of failure
If Indiana Jones failed his dexterity save when jumping across a chasm and fell to his death it would have been a short and unenjoyable movie. Same issue if he succeeded and skipped across like it wasn't even there. The generation of tension and excitement in this situation can be achieved by degrees of failure (and similarly degrees of success). He doesn't make it, but jumps just far enough to grab the ledge, he needs to use his strength to pull himself up! Exciting stuff! Let's draw a parallel to a similar game in a very different setting - Rimworld. In Rimworld, if you don't produce any food, your pawns will all starve and you'll lose the game. Total failure. And also very unlikely. What's much more likely is not producing enough food to make it through winter. In this situation, your pawns might be hungry and weak, one of them might even die, generating a story event and increasing the difficulty of the game until the colony can recover. Memorable and interactive. The game is harder, but some tough choices or a bit of luck will put you back on track. Space Haven is currently lacking this. Skipping a water mining opportunity half an hour before can lead to the end of a run (total failure) and once the issue becomes apparent, there are sometimes no possible solutions that can save the ship. While this might be realistic, it does not make for fun and interactive gameplay. Realistically, Dr Jones would probably fall to his death. But we all want to believe that with a bit of skill and determination, he can succeed.
The checklist
Building a ship feels a bit like going through a really long checklist. Yes, there are limitless cool designs at our fingertips, but the ship is still forced to go down the list of pretty much all the things in the build menus and plop them down somewhere. This is rather choice limiting and removes the creative freedom I know a large slice of the pie crave when they play games like this. All management games have a checklist. Space Haven's checklist is a bit too long at the moment. I'd like the option to just trade for the hull blocks I need instead of setting up the production line necessary or scavenging wreckages for them. The trading system in its current iteration doesn't really support that, because it's mostly geared towards ships that are going down the checklist who just need one or two things - as opposed to a system that allows you to mass produced drive fuel and sell it high enough to buy the rest.
The thing about water
The thing about water in space is that there isn't really anywhere for it to go. Yes, a minute amount of it will escape into the big empty every time an airlock cycles and a bit of air escapes, but more the most part, the ship is a closed system when it comes to life supporting water. This excludes any water that might be used in reactions or industrial processes of course. But water used for crops ends up in the air mostly and the rest is eaten and absorbed by the space dudes. The toilet currently recycles a tiny amount of water. But what's happening to the rest of it? Are we venting it into space? Is there a leaky panel somewhere we need to investigate? From a gameplay perspective, I completely understand the need for shortages. I don't think abundance gameplay is all that enjoyable for the majority of players, although there is a place for it. What tends to happen in this game, however, is everything becomes limited by water. Every objective set by the player becomes a "but first I need to get some ice" situation, which gets really tedious really fast. It's like a permanent ticking clock behind the player's head that only gets worse the bigger your ship gets. For sure though, there are people who love that gameplay and would miss the feature if it went, but how to remove the pressure from the clock without making the game too easy?
An eventful universe
Quests and catastrophes, boons and debuffs, events are a really cool solution here. Whether they come from a pre-written script of rich storytelling like in stardew valley, or they're randomly generated from a bank of possibilities like Rimworld, or somewhere in between like FTL or other roguelite games like slay the spire, or sunless sea. We could spend hours coming up with random events as many people in this sub already have, but disease, pirate persuit, and fetch quests can only go so far to add depth. I'd like to rip a page out of the Rimworld book again, because it's a very similar game in a lot of ways. I don't by any means want this game to become Rimworld. Space Haven is its own thing with its own rules and its own feel. I digress. The Rimworld Royalty expansion seemed to some like a way of just adding new optional content (and it definitely did that), but the real secret is what it did to the game under the surface. Rimworld, even with a modlist longer than this post, always felt like Rimworld. It was the same addictive gameplay loop and great story generation but with a new skin on it or something new and fun to do. Royalty is different. It added a new layer to the story. There's this whole new feel, and an underlying established storyline underneath the one you're generating by playing the game. Excellent game design. Maybe Space Haven should find a way to add that underlying layer if people want to engage with it. I don't know. The game is still so new, and I'm sure the devs still have a long pipeline of plans for it.
Self-endulgent suggestions
Here's the part of this write up where I rattle off a list of possibilities I'd like to see in the game. I don't think they should all be implemented. If I did then I'd just go make my own game with blackjack and hookers. Anyway I'm done explaining myself, here's the list, don't take it seriously:
Thanks for listening to my feedback so far, looking forward to where this game will go in the future. High hopes.
submitted by Flux7777 to SpaceHaven [link] [comments]

The 100% Completionist Guide To Stardew Valley

Bored with the mundane activities on your farm? Looking to get the most out Stardew Valley? I'm trying to create a definitive Completionist Guide for the most updated version of the game. Other ones I've found online are either incomplete or from earlier versions. Please comment anything you think belongs on this list. I will update it accordingly, even if you find this list months from now please let me know if I missed anything.

Main Game:
Get all skills up to Level 10
Get Max Points for Grandpa’s Evaluation
Complete Community Center
Complete Museum
Obtain all Stardrops
Catch every Fish including the Legendaries
Craft every Item
Ship every Item
Cook every Recipe
Find all Lost Books
Find every Secret Note
Complete all Story Quests
Complete all Achievements

Friendship, NPCs, & Events:
Dance with someone at the Spring Flower Dance
Win the Egg Festival, the Ice Fishing Contest, the Grange Display, and collect the Golden Pumpkin
Get Max Hearts with every NPC
Get Max Hearts with your Pet
Get Married with 2 kids
Get Divorced
Build Pam’s new House
Interrupt Marnie & Lewis (Secret Note #21)
Obtain the Tea Sapling from Caroline
Complete every Heart Event
Trigger the 2 Group 10-Heart Events
Find Penny’s, Abigail’s, and Alex’s lockers at the Spa
Visit everyone during their checkups at Harvey’s Clinic
Obtain all Heart-Event specific Items (Leah’s Sculpture, Flute Block, Drum Block, Mini-Jukebox, Sam’s Boombox, My First Painting, the various Penny ones)

Farm & Tool Completion:
Have each Animal on the Farm
Have every Fruit Tree
Upgrade all Tools to Iridium level
Obtain the Golden Scythe
Pickle every Vegetable
Jelly every Fruit
Make Wine from every Fruit
Make Juice from every Vegetable
Make each type of Honey
Make each type of Aged Roe & Caviar
Build every Building from the Carpenter’s Shop
Build the 3 Obelisks, a Jumino Hut and Gold Clock
Have all 3 Giant Crops (Cauliflower, Melon, and Pumpkin)
Obtain all types of Slimes in the Slime Hutch
Have each type of Fish in a Fish Pond

Other Quests:
Reach Floor 120 in the Mines
Complete the Wizard quest
Unlock the Casino
Buy everything at the Casino
Get a Statue of Endless Fortune
Reach Level 100 in Skull Cavern (Secret Note #10)
Give all items to the Trash Bear
Beat Jumino Kart
Beat Journey of The Prairie King in Normal & Hard Mode without Dying

Other Collections/Items:
Find and return Robin’s Lost Axe
Find and return Linus’ Blackberry Basket
Find and return Mayor Lewis’ shorts
Find and return the Ornate Necklace to Caroline or Abigail (Secret Note #25)
Obtain the Pearl from Willie for having a Fish Pond with 10 Crabs
Obtain a Pearl from the Mermaid Show (Secret Note #15)
Get the Jumino Plush (Secret Note #13)
Get the Solid Gold Lewis Statue (Secret Note #19)
Obtain the Stone Junimo Statue (Secret Note #14)
Obtain the Treasure Chest near the Railroad (Secret Note #16)
Obtain the Green Strange Doll north of Joja Mart/Movie Theater (Secret Note #17)
Obtain the Yellow Strange Doll in Calico Desert (Secret Note #18)
Obtain the 3 Strange Statues (??Foroguemon??, ??HMTGF??, ??Pinky Lemon??)
Obtain all Galaxy Weapons
Get all 8 Rarecrows
See all 8 Movies and obtain all Movie Posters
Get every Item from the Crane Game
Obtain the Butterfly Hatch, Green Turban, Magic Turban, and Magic Cowboy Hat from the Desert Trader
Get all the Paintings from Painter Lupini at the Night Market
Obtain all Weapons, Armor, and Rings from the Adventure’s Guild
Complete all Adventure Guide monster slay goals
Buy the Return Scepter
Complete the Wallet (Dwavish Translation Guide, Rusty Key, Club Card, Special Charm, Skull Key, Magnifying Glass, Dark Talisman, Magic Ink, Bear’s Knowledge, Spring Onion Mastery)
Obtain all Decorations, Furniture, and Paintings
Buy every Hat at the Abandoned House
Craft every Clothing item

Luck Based:
Have a Meteorite crash-land on your Farm
Obtain a Tea Set from the Feast of the Winter Star
Get a Strange Capsule
Get the Stone Owl Statue (From the Owl Event)

If you’re a heartless freak and you ignore the Community Center and sell your soul to Jojo:
Complete Joja Mart
Obtain a Soda Machine
submitted by 42ndRedBalloonFromUp to StardewValley [link] [comments]

How to Level 0 Stardew Valley: A Guide

No one asked. But here it is: First lets establish what is and isn't possible. Farming exp is granted when you harvest a grown crop, so you could technicaly grow crops and stay level 0. The only benefit of this is that you can create giant crops. Mining exp is granted when braing any rock, except the giant boulders on farm and regulae rocks in the mine that didnt drop coal. This means progressing in the mines is possible but very painstaking, however we use a clever work around for this so dont worry. Fishing just can't be done in any way. There are a couple things you can forage that give no exp being: snow yam, winter root, salmonberries, and blackberries. If you choose the mushroom cave you can also harvest those without gaining exp. Combat levels when you kill aything, so mines become virtualy imposible by conventional means. With all thay being said, lets get into the todo list.
The routine for almost every day will be the following: Check garbage cans, Talk to all adult non-romanceable friendable villagers except marnie willy dwarf krobus, but including wizard as soon as unlocked Use hoe to dig up clay around town.
Every friday and sunday check the traveling cart for bundle items. Although completeing the centre isn't possible due to the quality crops bundle, the rewards grant us some otherwise unattainable items.
On spring 15th-18th collect all of the salmonberries, then gift them to pam, linus, demitrius whenever possible.
At the stardew valley fair try and get the stardrop however it is not nescisary At spirits eve of course get and sell the golden pumpkin. During night market, get the free pearl, check the traveling cart then spend the rest of the night collecting free coffee to sell At feast of winter star try to get a liked gift to try and get one npc to nearly 10 hearts.
Save the first jade you recive from the wizard once friends with him.
Attempt to get all npcs we talk to to 10 hearts by regifting them things they send you, as this will stop decay which will reduce alot of work on our part, if not, just finnish this offin spring year 2.
ASAP after that you want to be getting enough money to buy all the vault bundles so that you can get to calico desert. This will also award you with the crystalarium which is vital for this not taking 200 years to complete. Take the jade you saved from wizard gifts and let the crystalarium grow hundreds and hundreds of them. Jade is important because on one day of the week you can trade it for staircases at the desert trader. We can then use these to descend in the mines, as attempting this without them would be feasibly impossible. Once at the bottom of the mines, we can now go to skull cavern. Use the same staircase method, and preferably some luck boosting food, to descend skull cavern until you find a treasure room. There are 64 different items you can find in here but pretty much most of them are useless, and all but one have any use but to be sold. The one item that is usefull is another crystalarium. By repeating this alot of times you can farm crystalariums and use them to grow diamonds (which since getting to the bottom of the caves can now sometimes spawn in trash cans) for a pretty decent weekly income. By this point your field will be getting pretty full as you can't remove the rocks or trees, so we really ought to get to getting a gold clock. Well first we will need to forget about the community centre and sell our souls to joja. Once that is done you can go ahed and complete the required quests to unlock the wizards special buildings, and thus the gold clock for 10 million gold. You can use the crystalariums to get there, or if you would like, you can use a totaly legit but kinda cheaty feeling method to get the gold to do so. The method in question requires you to get a rainbow shell from demitrius' mail, a battery pack from pam's mail, and a solar essence and 10 beets from the traveling cart. You can then of course use these items to unlock the casino. An interesting and overlooked feature of 1.4 is that the patterns generated in the slot machine were removed and instead it was programmed to slightly favor the player, WITH LUCK HAVING AN IMPACT. This means you can buy a couple thousend qi coins, eat some luck food, set an auto clicker over the bet 100 button and run it iver night for great profits. I tried this with luck 3 and it generated about 70k in gold worth every hour, however at this point due to all your skull cavern dives you should have pleanty enough prismaric shards to trade in at the desert trader to get a magic rock candy, at which point you win more than you loose. The way you convert these into coins is by buying hardwood fences at the qi coin trader and selling all of them which nets a 10th of your qi coins in gold. After this we can go ahed and buy our gold clock, and our farm is saved.
There are a couple other things you can still do such as get married, fully upgrade your house ect, but this is where i feel the game is about as "completed" as it can be at level 0.
I hope you enjoyed this guide, and ive been thinking abiut making this into video form, if you have made it this far in the pist you are clearly interested in the concept so maybe let me know what you think? Unless one of you is also crazy enough to actualy attempt this yourself that is.
submitted by explodingpineapple64 to StardewValley [link] [comments]

List of Pro Tips & Non-Obvious Mechanics

Hey StardewValley! Given the influx of new players here, I thought I'd share a list of the tips & tricks I've discovered myself or gathered over time to help players both old & new. This sub's been great for inspiration, & I wanted to give back to you guys. Even experienced players can play dozens of hours without ever discovering the things here. It's not a guide on how-to basics (e.g. watch TV); that's beyond the scope of this list. For that, I recommend checking out the FAQ & Wiki.
If you're looking for a way to take full screenshots of your farm (& any other area), check out my guide here. Also, check out this site by u/kihashi for a great way to track bundles (sub), and this site for fish (link is dead - if this tool was moved rather than closed, please let me know if you have any info about it!)
Last Updated: 15 October 2020. Total number of tips so far: 133!
Added/revised in latest update: updated formatting for spoilers (thanks u/Blixtmen).
Check back from time to time to see what's new!

Farm & Buildings

  1. Place scarecrows, sprinklers or lights on flooring/paths to prevent the hoe from digging them up.
  2. Left-click to drop a sellable item you're holding into the shipping box directly without opening the inventory.
  3. Retrieve the last shipped item from the box by right-clicking on the shipping box & clicking on the shipped item.
  4. With upgraded tools, hold down the button to increase the area of effect. This seems obvious, but a surprising number of people miss it (e.g. watering cans not only have better capacity, but water more tiles & in different patterns if held down). Bonus: tool sparkle colour corresponds to the upgrade level.
  5. The pickaxe can undo tilled soil.
  6. All tiles above tilled dirt that uncovered an item (always clay except winter) will also contain that item. Video. (Patched, thanks u/greymeta).
  7. Shake trees for seeds. Edit: during the last 2 weeks of fall, maple trees drop hazelnuts instead of maple seeds (thanks u/rabidcow).
  8. If you don't get giant crops on harvest day, leave mature crops unharvested for a few days (ensure continued watering) & they'll form. The number of days needed varies; personal experience has been 4-12 days for fusion.
  9. You can plant fruit trees inside the greenhouse, both in the plot & on the floor outside the plot border. Planting behaviour differs slightly normal; you can plant trees in tilled & untilled soil here (unlike only untilled on farmland). The most efficient is my layout. You can plant more trees along the bottom edge, I chose not to as they obscure the view of the plot.
  10. There's a 0.5% chance that you can get ancient seeds from the seed maker instead of the same variety as the input crop. Blueberries & cranberries are great choices for farming ancient seeds.
  11. It's faster & easier to hold right-click while harvesting crops rather than clicking individually on every tile. Hold seed bags to replant the tiles simultaneously, saving time.
  12. Junimos can phase through trellis crops to harvest, so you can plant them without gaps. Remember they don't harvest when it's raining.
  13. The star quality of crops that you put into machines such as kegs has no effect on the end-product quality. To maximise profits, process the lowest star goods & sell the leftover higher star goods (unless you can afford to wait & process everything). However, note that cheese in casks is an exception. Cheese ages from base quality to silver (3d), to gold (4d), to iridium (7d). Putting in cheese that already has a star quality begins its processing at that stage, cutting down the days taken to reach the next higher quality, giving you quicker turnaround/profit. Therefore, star quality does have an impact on the end product here.
  14. You can place torches on fences, the floor, & behind objects/furniture.
  15. You can make oil from sunflower seeds, sunflowers, & corn in the oil maker (corn's usually overlooked).
  16. You can make wider fence gates by having a different kind of fence on either side of the gate. For instance, (HW) = hardwood fence, (W) = wood fence, & (G) = gate. Normally, you'd make (HW)(HW)(G)(HW)(HW). Instead, make (HW)(W)(G)(W)(HW). The stumps to which the gate is attached must be a different material than the main fence (it doesn't matter which), so another example: (W)(HW)(G)(HW)(W). Screenshot. This makes it easier for a horse to go through. Source. Edit: it doesn't necessarily need to be fences, as long as you disconnect the gate's stumps. The rest is cosmetic: other path blocking items (such as tub o' flowers) also work (thanks u/greymeta).
  17. Self-sustaining grass feeders can regenerate grass to keep fields green & animals fed. Grass spreads on its own (including from under fences), provided it isn't eaten first. Animals will only eat grass they can stand on; a feeder's a patch that we prevent them from eating. Lay down grass starters & put fences on top of it (suggested: 2x2, but any config's okay). After a few days, you get new grass around it that animals eat, while the grass underneath remains unharmed, making new grass around it. Screenshots w/ spread. Source. Guide w/ math. Edit: lightning rods work too (thanks u/Raichu7).
  18. To get flower honey, it doesn't matter if there are flowers around a bee house when the honey starts forming. They only need to be there when you collect it. Similarly, if you harvest a flower around a bee house that had flower honey ready for collection, it will become wild honey. Bonus: to get just "honey" (not wild honey), use the pickaxe on a bee house that's ready for collection to pick both up. This unlabelled honey doesn't serve any different purpose & sells for the same amount as wild honey. Just a little quirk.
  19. Use "indicator kegs" outside barns/sheds to signal when the kegs inside are ready for collection. Load all the kegs inside with fruit & load one outside (e.g. next to the door) just after. You don't need to go inside the barn to check whether the wine's ready - once you see the indicator keg's ready, the rest are too. Edit: currently, a known issue (as of 1.11) causes indoor & outdoor keg timers to go out of sync during festival days. Time elapsed when you come back to your farm (after the event) is only applied to the indicator, making them finish processing faster, yielding a false positive. Source (thanks u/GlassDeviant).
  20. If you're not carrying an axe/bomb, don't get boxed inside fencing/trellis crops. You won't be able to chop your way out. You'll have to sit there until you pass out. That is your life now. If you're carrying/able to craft a gate though, you can "overwrite" the fence with it and let yourself out (thanks u/idonteven93).
  21. Underrated side effect of the botanist perk: all foraged items use less inventory space (the same quality will stack). Very useful when collecting truffles.
  22. Farming in winter is not only possible, but potentially lucrative.
  23. You can axe away unwanted bushes in the forest farm, but note they won't grow back.
  24. Remember that Sandy sells unique seeds that you can't buy anywhere else.
  25. Plant grass starters on the 28th for batshit growth the next day. It's a good way to keep animals happy in a small space (thanks u/owlrecluse). Remember that grass dies in winter, so cut everything by fall 28 into hay; new grass will spawn in spring (thanks u/aznanywayz).
  26. A pickaxe isn't strictly necessary to pick up an object that usually needs it. Click on it repeatedly with an empty hand, & it will eventually pop up for collection (thanks u/owlrecluse). Edit: I tested it with sprinklers, kegs, oil makers, seed makers, recycling machines & cheese presses (gates too, thanks u/MuphynManOG).
  27. You don't need to remove broken fences before mending them. Just place a replacement on top of it even if the tile is red (thanks u/AlfLives).
  28. In the forest farm, tall grass can be planted on short grass, but will not spread there (thanks u/EndlessArgument).
  29. Remember that you can process coconuts & cacti in machines (e.g. preserves jar) (thanks u/blasek0). Buying coconuts from Sandy just to process them isn't worth it (math here), but if you have idle jars, throw in coconuts you find in (spoiler, unlockable area:) the desert for profit (thanks u/Psylisa).
  30. Fences decay over time unless you get the golden clock. Instead of making traditional fences you have to fix, you can make indestructible, functional fences by using objects such as preserves jars instead. See my farm for an example. Others include tub o' flowers, lightning rods, kegs, etc.
  31. Giant crops can survive indefinitely through the seasons (they don't die out like normal crops if they're not in season). If you just want some giants for aesthetics, don't harvest them & they'll live on even through winter. Example.
  32. As of 1.07, lightning is more likely to strike trees & crops, but lightning rods have a very good chance of intercepting them if they aren't already processing a battery (thanks u/Avarice0107).
  33. If you like having Junimos hang around your farm, fence in a harvestable crop/flower in the vicinity (single tile will do). Junimos will come out to harvest it, but the fence will prevent them from reaching it. This way, you can have them about all the time, not just on harvest days.
  34. Follow-up to #33: Junimo huts have a toggle harvest button. If you don't want Junimos to harvest but still like them hanging around, you can stop them by toggling it off. You still need ripe crops to lure them out (or else they stay in), but you can toggle it on/off midday, so you can have them harvest most crops & then just stay out until you want (thanks u/some_internet_rando). Update: use this to grow giant crops in range of the Junimo huts. Junimos don't harvest giants if they're already there, but this lets you leave ripe crops on the field for some time to fuse (see #8).
  35. To save time tilling the field for planting in a new season, leave crops planted that will die out on next season's day 1. You can then quickly clear away the dry plants with a scythe & be ready to plant new ones, so that you have more time to do other things on that day. Useful in the transition from winter to spring where you can use cheap winter seeds that you don't mind losing.
  36. If you blow up your Statue of Perfection with a bomb it is destroyed & does not drop as an item. However, you can just get another one by interacting with the shrine again. Source (thanks u/reverendsteveii).
  37. If you want to redesign your farm, the quickest way is to have Robin/Wizard move your buildings & use bombs to clear the rest. Note that explosives are destructive on certain items, so if you want to reuse something, remove it manually. For e.g. if you use the pickaxe to remove 1 tile stone fencing, you'll get 1 unit of stone fencing intact to reuse elsewhere. Bombing it turns it into 1 stone (2 units stone = 1 tile stone fencing, so you get back half the ingredients).
  38. Debris around the farm (e.g. wood) can spread, destroying placeable objects/crops when it does. Pathways prevent debris from spreading onto (& across) them. If you have a valuable crop such as starfruit or a rarecrow (some of them are irreplaceable) ensure you protect them by placing the scarecrow on a path & have paths around the crops (thanks u/ghoulavenger). Source.
  39. If you're lacking farm space to tap trees or need lots of resin to make kegs, use empty spaces outside the farm to plant trees there. See The Valley, Shops & Gifts #27 on how to plant trees outside the farm. Example.
  40. You can use a crystalarium trick to change any gem/mineral into another. Video & source.
  41. If you are dissatisfied with your choice of farm cave & want to change it, you can use the What FarmCave mod or edit your save file. Neither choice is the end of the world. They're not moneymakers; they just give you a nudge towards completing a relevant community center bundle.
  42. There's a secret passage in the forest farm (picture) (thanks u/ImTheBoo512). You can check all hidden walkable areas when placing buildings at Robin's (thanks u/pqkluan).
  43. You can put hats on the alien rarecrow!
  44. Make sure to have inventory space when you pick up the parsnip gift in your house on day 1. If it's full, it'll be discarded (thanks u/GreenPlazma).

Fishing

  1. Hold bait while harvesting from crab pots to prevent accidentally picking them up & reload them in one go.
  2. Cast the fishing line at bubbles in the water for quicker bites.
  3. Fishing's not limited to water (you can fish in lava/swamps).
  4. You can pause time while fishing by clicking the on-screen journal button (not shortcut key). Fishing continues with the journal open. Once you hear a bite, close the journal to start reeling in the fish. This allows you to catch nearly 4x the fish in the same time, & hit a high fishing level early on. Edit: you need to have a quest in the journal for the button to show up; complete any quest & not collect the reward to keep it there (thanks u/greymeta) patched in 1.4 (thanks u/LandoChronus).
  5. It's possible to reach reach unreachable fishing spots like this by casting your line at an angle. Press the WASD keys once you start casting & it will move the hook slightly in that direction (thanks u/teibbes). Screenshots (thanks u/Kairuni).

Animals & Ranch

  1. Silos can be reloaded not just by cutting grass, but manually from outside & from within a coop/barn. Hold hay & right-click the silo/indoor dispenser to add it to the silo. This allows you to have less silos on your farm. Put a chest down nearby to hold multiple stacks of hay (much larger capacity than a silo) & just reload it when it gets low. Full tip here.
  2. Hold a piece of hay while petting animals to prevent the mood dialog from coming up & pet all quickly.
  3. You can place machines (e.g. mayo) inside barns/coops.
  4. If an animal is blocking your path inside or sleeping in an inconvenient spot, exit the barn/coop & come back to randomise their positions. Also works with pets in your house.
  5. The hitbox for cows is centered on the bottom of their sprite (makes sense: udders). It's fairly large, but does not cover the top of their sprite. To milk them, aim low, below their hooves. There's no specific order between animals, so if there's one you want to hit, aim away from overlaps (thanks u/rabidcow). On PC, get the Better Ranching mod to make this a lot better.
  6. Hold a tool that doesn't have a right-click action (such as the scythe or copper pan) while picking up eggs to prevent the dialog asking you to eat it from coming up (thanks u/KwinAlexander).
  7. You can use symbols when you name your animals. Use the = key to get a star in the name & + for a smiley face (not sure about the console equivalent).
  8. Further to #4, if a really stubborn animal is in your way, you can move them by clicking on their change/barn coop button & cancelling it out. When the screen closes, they will be in a different location (thanks u/aznanywayz).
  9. As of 1.2.x, you can now choose the colour of the animal you buy from Marnie, mentioned on the "choose a new for your " screen. If you don't get the one you want, cancel & re-roll until you do. Source. Relevant Shane's 8-heart event spoiler: this also applies to blue chickens, so you no longer need to depend on the 25% RNG which converts a regular chicken into a blue one.
  10. You can put hats on your horse (thanks u/fishfeathers).

Mining & Adventuring

  1. A floor in the mines containing tons of mushrooms (see video) spawns on a regular, predictable basis. It's very useful for money, completing bundles, & cooking.
  2. You can reset mine levels by re-entering the mine. I farmed iridium fairly quickly by repeatedly reloading skull cavern level 1.
  3. Get the slime charmer ring faster by killing big slimes in the skull cavern (they split into many tiny slimes, each count as 1 kill).
  4. You can till soil in the mines to find artifacts, cave carrots, clay, & geodes.
  5. You can tell the difference between regular rocks & rock crabs in the mines by glancing at their shadow. No shadow = it's a crab. (note: may not work any more). Bonus: hitting a rock crab with a pick will wake it up & it will attack you, but hitting it with a weapon does not (you get the PING & a 0 damage indicator. A bomb or explosive slingshot ammo will shatter the shell, & it'll run away from you instead. Using the pickaxe from above hits them down, so they don't come at you & do damage right away (thanks u/Caillielf). You can use the pickaxe to pop the shell too, though it takes a few swings (thanks u/Isalan).
  6. You can use eggs as slingshot ammo. Hide behind the bushes & egg people (you know you want to). Edit: you can also load it with ore for combat, & explosive ammo makes a decent combat/mining tool (thanks u/pimhazeveld).
  7. Holding C will allow you to spam weapon swings faster than you can manually click. This can make weapons such as daggers much more effective in combat. Also works with any swing-able tool (e.g. scythe).
  8. You can eat something while a bomb explodes to deny the damage & stop time for a bit (if you time it right). It still causes damage & knocks mobs back (thanks u/Joey0312).
  9. You can till dirt at mines, get items, un-till it using the pickaxe, & repeat to get more items (random each time, may include artifacts). Source (thanks u/Alkaizen). Note: this tip's for educational purposes only; even though this is possible, it's not the most efficient way to mine for artifacts. It's much easier to go to floor 15/55/95 (the layout is the same every 40th floor), till the dirt right by the elevator, leave, & come back. The dirt resets every time you go to the floor. This is much less of a drain on energy & time & is the recommended method (thanks u/Zolge).
  10. You can pick up coal from minecarts.

The Valley, Shops & Gifts

  1. You can buy ice cream in non-summer seasons even when no one's manning the stand! Park your horse behind the counter & instead of getting the message that says no one's working there, you can now buy as much as cream as you like, whenever you like. From your horse. This is one of my favourite tips because it's just so random. Source.
  2. You can plant fruit trees outside the farm. (Patched, thanks u/OldManInternetz). If you planted some before the patch, those will remain.
  3. When a villager's heart meter is full, it will no longer decay over time even if you never talk to them.
  4. Buy items from shops in multiples of 5 by holding Shift while right-clicking. Edit: on console, hold ▢/X (thanks u/wohlstand). On Switch, hold A+Y (thanks u/maniolink).
  5. You can put chests & machines almost anywhere in town (chests at the mine entrance/people's houses, kegs in the tunnel, furnaces/kegs at the quarry, worm bins outside Willy's etc.). Remember to store them away from NPC paths (they trample & destroy anything in their way).
  6. Villagers appreciate the star quality of gifts if they are liked/loved.
  7. Due to the internal re-use of some item IDs, you can use certain wallpapers as stand-ins for some items in the game, including the prismatic shard (e.g. giving Haley a specific wallpaper is equivalent to giving her a coconut). If you have a catalogue, you have an unlimited free supply of some neat items & gifts. See video. Note: video contains an animal & quest spoiler! Edit: patched (thanks u/Chenjiringu & u/chalo1227).
  8. You can forage in the trash bins around town for some decent loot. If someone (except Linus) is within 7 tiles when you do it, they'll disapprove & lose some friendship points (line of sight doesn't matter, forage freely).
  9. Clint's ore quests can't be instantly completed with ore you already held or took out of a chest in a stack straight away. Put the stack in a chest & take it out one by one for it to count (video) Edit: dropping the exact amount & picking it back up works too - if you drop & pick up more than what's required at once, it won't register (source). You'll hear a "ding" (journal says "Talk to Clint."). It doesn't matter what you do with the ore now. You don't need to hold it while talking to him or even have it in your inventory (don't risk gifting it to him & making him depressed). Source (thanks u/justintnelson, u/grand_cheesemonger, u/FutureCode, u/diakked, & u/Raichu7).
  10. When you hear a whistle & get a notification saying "a train is passing through Stardew Valley", head up ASAP to the tracks & catch it go by. You might get lucky as it drops some resources. In winter, the train carries presents (just cosmetic but cute).
  11. If you want cash instantly, you can sell directly to Willy & Pierre instead of waiting for the shipping box overnight. Useful in early game if you want money for same-day planted seeds. Edit: you can also sell mine loot, weapons, & shoes at the Adventurer's Guild (thanks u/Caillielf & u/Lykanth), wood/stone to Robin, & ores/minerals/bars to Clint (thanks u/Fiametta37).
  12. Birthday gifts can be given to a villager at any time, regardless of whether you've already given a villager their 2 gifts for the week. Useful to boost friendship quickly, especially for the spring dance.
  13. You can give everyone a bouquet & see all their heart events without penalties before choosing one to give a pendant to.
  14. Remember that the travelling cart comes on Fridays & Sundays & can be very useful in completing community center bundles (especially for off-season goods).
  15. You can access the lower portion of the (mild spoiler, unlockable area after upgrading axe:) secret forest for some more hardwood. If you ever wondered why the wiki claimed you could get 12, this is why.
  16. Make Pam reach the bus stop faster by blocking her path when she's on the way there. She'll run past you. You can also plant a tree in her path to block her to make it more permanent (see #27).
  17. At the Stardew Valley fair, always bet on green at the wheel. Here's the math from decompiled code.
  18. You can complete the crab pot bundle without ever building a crab pot. Cockles can be foraged at the beach & crabs drop from the rock crabs in the mines.
  19. Once a bachelor or bachelorette is at 8 hearts, you can repeatedly give them more bouquets to quickly raise their hearts to ten in the same day. You don't have to wait another potential 2 weeks to see their 10 heart event. It takes approximately 20 bouquets (thanks u/Cocowife).
  20. When trying to complete a community center bundle, check how many blank squares it has. Some bundles show a large list of items needed, but you only need as many items as there are empty squares; you often don't need everything (thanks u/bagelpizzaman).
  21. You don't need to go to the community center (& each room separately) to check on bundle progress. See it at any time by clicking on the bundles button (thanks u/Trayoos).
  22. If you plan to process geodes & upgrade tools on the same day, process the geodes first as Clint will work on your tool only until it's done (thanks u/Lemerney2).
  23. In your co-op partner's house, you'll find a chest inside with level 1 tools to use. This is helpful early in the game your tool is being upgraded at Clint's. Note that you can't upgrade these tools if you've already upgraded the others. For example, if you take a regular watering can to Clint's to get it upgraded to copper, and you already have a copper watering can, steel is the only available option (thanks u/vegankilljoy).
  24. Unlockable area spoiler: if you can't enter the casino, zoom all the way out to be able to interact with the bouncer & the vendor (thanks u/moonlawliet).
  25. Unlockable area spoiler: you can buy deluxe speed-gro at the Oasis on Thursdays for cheaper than at Pierre's (thanks u/FutureCode & u/eyemahdin).
  26. During fairs & events, always remember to check for interactions everywhere. For e.g. the fall fair has a top area that is easily overlooked, near the water fountain. If you ever wondered why Gus, Elliot, Maru, George, & Evelyn were, that's where they went. You can click the grill to get burgers there!
  27. 1.1 building spoiler: you can bring your horse with you when you use a warp obelisk, so you're not stuck with having to walk. Park your horse right in front of the obelisk. Dismount (be careful where you click, otherwise you'll warp without your horse). Start walking into it until it shakes & you phase into it, so you occupy the same space as the horse. Click the area that covers both the horse & the obelisk, & as you warp, you will jump on to it. As long as your cursor covers both the obelisk & the horse, you'll be transported with it. Source.
  28. You can plant non-fruit trees outside the farm. Pick a spot, use the hoe to dig there, & plant your maple seed/acorn/pine cone there (thanks u/gridbuster).
  29. Unlockable area spoiler: pay back the cost of the 500 g bus ticket to Calico desert easily by foraging. Even the lowest quality coconut goes for 100 g, so pick up a few coconuts/cacti along your way to the skull cavern (better still process those in preserves jars/kegs), & you can make back the money without much effort, besides any good loot you'll pick up in the skull cavern as well.
  30. To rearrange the museum exhibit, you'll need to have something to donate (to access that screen). If you give your last item to complete the collection & have nothing left to donate, you'll get stuck with that layout, so make sure you set up everything beforehand. PC players can get around this by using the museum rearranger mod which allows you to change the layout at any time.
  31. Unlockable area spoiler: Calico spin at the Casino is the best/only way to make the Qi coins you need to buy everything, & it follows a pattern which can be exploited. Video tutorial (thanks u/KippDynamite). Illustrated tutorial (thanks u/Joey0312). pattern exploit patched in 1.5, but now the game favours the player and is greatly affected by luck (thanks u/Piececrafter).
  32. 1.1 quest spoiler: in the witch quest, you have to get past the goblin henchman by giving him void mayonnaise, which is easily obtained by fishing in the swamp right there. The first item you'll catch is void mayo. If you put a chest there & stash it, you can fish another one, stash it & repeat ad infinitum (you get it about 25% of the time). Source (thanks u/Myrandall & u/Nuderval).
  33. Remember that you can regenerate health & energy at the spa by standing still in the pool. While you're there, you can enter the opposite gender's locker room, even though it says you're not allowed in. At the pool, push up at the stairs continuously while spamming the button to dismiss the notification & you'll get through (thanks u/Skinn_Bones). Source.
  34. On the 28th of any season, go to the bush in the little alcove north of the swings/slide in town & click on it at exactly 12:00 pm to get a secret gift! Furniture item: Junimo plush..
  35. Standing at the edge of the map & swinging your tool will allow you to creep forward & escape the map, to do some cool things. Video & source.
  36. The map-escape trick in #34 can also be exploited to get infinite health & energy at the spa. Video & source.
  37. You can force the quality of spring onions to be gold only (especially helpful in early game). Fill up your backpack completely, with a gold quality spring onion in 1 slot (no other type of spring onion in your pack). When you click on a spring onion to pick it up, it will spawn as one of the 3 or 4 qualities. Since different qualities occupy different slots, any time a non-gold quality is spawned, it won't let you pick it up since there's no space. Keep clicking until a gold is spawned, whereupon it will be added to the stack in your pack. The quality also affects how much people like them as gifts. Video & source.
  38. Don't waste resources making chests for community center quest items. You can lock them into the slot as you get them (note multiples need the exact number). That way you don't have to keep track of what you have (thanks u/lolcrunchy).
  39. You can get Mayor Lewis' shorts without befriending Marnie (thanks u/Ryandw2).
  40. Unlockable area spoiler: buy Qi coins easily by holding right-click on the coin machine & spamming Y on the keyboard (thanks u/deadline_wooshing_by).

Player, House & Skills

  1. Stay up past 2 am by clicking on the on-screen journal icon (not shortcut key, as with Fishing #4) once you see the pass-out animation begin. You get a short time to get to bed safely before the animation is triggered again (this is repeatable). You still get an energy penalty the next day, but it's better than losing money early in the game. (patched, thanks u/vegankilljoy).
  2. If a pet/villager is blocking your path, keep walking into them. They vibrate at first, & after a moment, allow you to phase through.
  3. Cooking ingredients are pulled from both your inventory & the fridge. I used to put cooked food in the fridge before I realised this. Edit: inventory items are pulled before the fridge (thanks u/Pellantana).
  4. Don't store your legendary fish in the fridge. You might make legendary sashimi by accident. It tastes of regret, & a reloaded day.
  5. Sashimi recipe + crab pots = easy energy. If you have fish that isn't very valuable, make it more profitable by turning it into sashimi. Useful if you have a lot of crab pots.
  6. Foods that give you speed buffs stack with coffee, & the horse. Wiki.
  7. You can place objects on top of & under furniture, even furniture on furniture (e.g. artifacts & decorations on tables, torches underneath tables, & chairs on top of tables). Place a torch behind the Tree of the Winter Star to give it a nice glow.
  8. Rotate furniture with right-click before placing it.
  9. You can hide chests behind bookcases & under tables. Place the chest in the same spot & you can make functional furniture while saving space in the house. To move a hidden chest, pick up the furniture first to get to it. Source.
  10. You can place paths inside the house.
  11. Turn on "always show tool hit location" in settings to better see where tools will hit.
  12. Controller players: do you often find actions taking place outside the spot you're facing? Are you watering a random tile behind/around you instead of the one in front? This happens because your cursor location interferes with where you're facing. The quickest correction is to hit Y/equivalent to bring up your menu/backpack & dismiss it again. This resets your tool hit to the spot you're facing. I made a gif to demo this.
  13. If you randomly/accidentally click things, you might use a tool which costs energy even if it doesn't accomplish anything. Equip a weapon or the scythe instead, which costs nothing to swing.
  14. Hover the cursor over the energy & health bars to see the exact numbers of how much you have & use.
  15. If you lose your scythe (e.g. after passing out in the mines), & can't find it anywhere, you will likely find it in the fridge.
  16. You can change the pitch of flute & drum blocks by right-clicking them. Here's a creative example!
  17. When selecting items from the inventory/chest, you can Shift-click a stack to halve it. Useful if you want to redistribute resources, split stacks, or to get to a certain number quickly (e.g. if you want ~300 wood, halve a 400 stack, drop it in your inventory, & halve the source again for another 100) (thanks u/Ihateleeks).
  18. Some objects, such as campfires, can be placed both inside & outside the house/sheds.
  19. As of 1.2.x, you can use the Del key to trash items in your inventory. You no longer need to drag them into the trash can. Just select the item & press Del.
  20. As of 1.2.x, you can use LB/RB (Xbox controller, tested on PC) to scroll through your three inventory rows, so you have a full new hotbar accessible with the controller without needing to open up the inventory screen (thanks u/fearofthesky). Source. If you are on PC, Rotate Toolbar does the same for KB/M.
  21. Just as you can use Shift to buy items in batches of 5, you can hold Shift while clicking on an item to craft it in batches of 5 instead of 1. Useful for items you usually want to craft a lot of at once, such as fencing (thanks u/spambreakfast).
  22. Remember to have free space in your inventory while picking up presents in the mail from your neighbours. If you don't (or otherwise ESC the screen before collecting it) you'll lose the mail (thanks u/pikaababe).
  23. Jack-O-Lanterns on display will turn to mush on the night the season changes from fall to winter. Protect them by keeping them in a chest/inventory (thanks u/Blu-Cup64).
  24. By using item numbers instead of names you can spawn any item in the game, no mods required.
submitted by SidewinderN7 to StardewValley [link] [comments]

A comprehensive guide to Luck

Hey everyone, I wanted to clear up some information regarding luck. Right now, the official wiki article isn't correct about the meaning of each TV message, and the list of things luck affects is inaccurate and incomplete. (Wiki has now changed with information from this post.) I've done a lot of digging through the source code (1.06), and gathering info from other users, to understand how it works and what it does and doesn't affect. Hope you find this info useful!
I tagged a lot of things as spoilers in case any new players want to discover them on their own.

Daily luck

It can range from -0.10 to +0.10, and is determined completely randomly when you go to sleep. The TV fortune forecaster will give show you one of six forecasts based on where your luck for the day falls within that range.
If your luck is:
-0.10 to -0.07 (Red Skull)
The spirits are very displeased today. They will do their best to make your life difficult.
-0.07 to -0.02 (Bats)
The spirits are somewhat annoyed / mildly perturbed today. Luck will not be on your side.
Note: the choice of phrase doesn't matter. It's just a 50/50 which message you get.
-0.02 to +0.02 (Swirling Lights)*
The spirits feel neutral today. The day is in your hands.
*If 0.0
This is rare. The spirits feel absolutely neutral today.
+0.02 to +0.07 (Pyramid)
The spirits are in good humor today. I think you'll have a little extra luck.
+0.07 to +0.10 (Star)
The spirits are very happy today! They will do their best to shower everyone with good fortune.
As you can see, daily luck doesn't go from a -3 to +3 whole number scale as widely believed. I kind of wish it did though, as it's easier to talk about ("+3 luck day" vs "0.7-1.0 luck day"..."Star luck day?"). Still, if we assigned easier numbers for the sake of conversation, it would be more accurate to use a -2 to +2 scale for the 5 most common forecasts (true neutral also being 0).
Things affected by daily luck:
There's a few other things daily luck affects that I couldn't quite interpret, or not sure if implemented. Among them is the chance of getting Ancient Seed from weeds when using a sword, apparently?

Added luck from food

Luck buffs given by certain foods is not added to your directly daily luck. It acts as it's own modifier, with whole number values. For example, Lucky Lunch gives you +3 added luck. Buffs do not stack. (There's code to remove buffs from previous food.)** Most things affected by daily luck are also affected by luck buffs from food. Exceptions include: lighting strike checks, chance of getting ore (gems still affected) from the copper pan, and quality drops from ducks/rabbits, which is determined when the day begins (before food can be eaten, and buffs from the night before are reset).
** As, I've read it, the code seems to let the larger stat modifier remain for each buff when eating new food. However, what seems to actually happen is that any food with buffs overrides active buffs. Don't know why this happens or if this is intentional. Probably reading the code wrong. The only exception I've seen is that buffs from drinks can stack with buffs from food, but there's no +Luck drink.
Additional things affected by luck buffs (but not daily luck):
Now, here are some things NOT affected by any luck:
I've gone through the specific code for most of these things to be sure they aren't affected by luck, because I'm sure there'll be folks certain it does. Even I still feel like I get more trash from fishing on unlucky days. However, after reading the code, I've come to believe some outcomes are mostly placebo / self-fulfilling prophecy (deciding what you do based on luck). In fact...
The influence of luck
Finally, looking through the specific functions where daily luck is used, I found it actually has very little influence. As you could imagine, the effect is at most ±10% for some cases. Many other cases are even lower. For example, the chance of finding treasure is affected at most ±5%. By comparison, the base rate is 15%, and Magnet bait and Pirate profession each increase the rate by 15%. Luck buffs tend to have an even tinier effect. +3 luck adds only a 1.5% to the fishing treasure rate. It's so small I have some doubt I'm even calculating added luck correctly...but I don't wan't to get too much into the math in this post.
Anyways, I hope some people find this useful. If there's anything in the post I may be wrong about, or if there's anything I may be missing, let me know.
edit: fixed profession name, added new info. thanks to Zhentar for clarifications
submitted by leuven to StardewValley [link] [comments]

[PDF] Supernova (Amulet #8) by Kazu Kibuishi

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Details of Book
Author : Kazu Kibuishi
ISBN : B078TNLQYD
Number of pages : 208 pages
Editor : Scholastic Inc.
Date of Publication : September 25th 2018

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Emily has lost control of her Amulet and is imprisoned in the Void, where she must find a way to escape the influence of the Voice. Meanwhile, Emily's brother, Navin, travels to Lighthouse One, a space station where the Resistance is preparing to battle the approaching Shadow forces that would drain planet Alledia of all its resources. Emily and Navin must be smarter and stronger than ever to ensure Alledia's survival.

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submitted by JenniferKFreemann to u/JenniferKFreemann [link] [comments]

Sebastian!!! (Stardew Valley Theory)

I was playing Stardew Valley (I will abbreviate Stardew Valley to SDV) and on summer 25th 3:30pm at the railway I saw Sebastian smoking!!! This does not seem that weird irl but in SDV this is quit odd so I did some more repeating of his schedule and found a odd place he goes... on the 22nd of Winter year 6 he goes to the wizards tower with Abigail stand on the red circle (the one that the junimo appears on in the cutscene to unlock the community centre) and they disappear, idk where they go but they come back out of the tunnel where the bus drives through and you put the battery pack to unlock the casino. If you are wondering it only happens on that date, you can see them walking right in the morning and they come back at midnight. Why, why on that date, I know why on that date (this part is a lot of maths) there are 112 day in a SDV year and 28 days in a season there are 4 seasons, Winter being the fourth. So 6 - 1 = 5 112 X 5 = 560 3 X 28 = 84 84 + 560 = 644 644 + 22 = 666 The day that the strange thing happens is the 666th day of SDV. Now there is another odd thing about this date it is one of the 2 days with a fixed luck on day 5 of spring year 1 (the day you unlock the mines) your luck is always max and on the 22nd of winter year 5 your luck is always the worst it can be even worse than the normal worst the fortune teller will say " Stay within your shelter the spirits whisper to me today will be worst day ever, evil is at its peak. So stay safe my comrades." So is Sebastian a satanist!!! Well I think so but after this day he has a rare new line of dialogue being " I now can rest 'cause I know my duty is fulfilled" Kinda odd if I say so my self. But if you have any idea where they went please tell me, I don't think they went to the witches hut or the community centre they maybe went somewhere in the desert and walked back through the tunnel and stuff. So thank you for reading my post, I am not matpat and bye.
submitted by Oscarawsome1 to u/Oscarawsome1 [link] [comments]

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Dragon Quest VI [DS] (Commentary) #077, The Magic Carpet

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Dragon Quest VI [DS] (Commentary) #077, The Magic Carpet

This is video #077 in my playthrough of Dragon Quest VI: Realms of Revelation for the Nintendo DS. This video contains commentary. To view the non-commentary...

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