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Talk:Grass Starter

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Plant in Winter?

This just doesn't seem right. I tried planting grass starter on Winter 28 to see if it would survive to Spring 1 and grow, and it did. I was gratified. One less task to accomplish on the first day of a season.

But then I backed up to Winter 26 and planted then. (I do perverse things like that just to see how programs will handle them.) Not only did the grass survive to Winter 27, but a couple of patches had grown!

Ok, so grass that was alive on Fall 28 dies on Winter 1. But after that, we can plant again and it will live and grow? I suspect a bug. Has anyone else seen this? Butterbur (talk) 04:55, 11 November 2017 (UTC)

Yes, I just tried it, and grass planted on the farm on Winter 1 survived and spread up until Spring 1, at which point my farm was basically covered in grass. I can't find anywhere in the code that is supposed to destroy grass, except on Winter 1.
In addition, I planted grass all over town (forest, bus stop, mountains, etc.) during winter and it survived on Spring 1, although none of it ever spread. margotbean (talk) 17:04, 11 November 2017 (UTC)
No kidding? Wow! I'm amazed! I think I'll be exploiting this hereafter. One could fill the silos in winter! Butterbur (talk) 05:31, 12 November 2017 (UTC)

Update: Well, yes, this works, as long as you keep playing, and as long as you play into spring you'll keep the grass. But if you exit, even just to title, and reload, and your day is still in winter, then your grass is gone. If you want to use this trick, I'd recommend applying it on Winter 28. Once you save the day, you'll be safely into spring and can reload at will. Butterbur (talk) 17:49, 13 November 2017 (UTC)

Bummer! Well, thanks for discovering that and fixing the page. margotbean (talk) 18:02, 13 November 2017 (UTC)

Recipe

There's a new recipe for Grass Starter. It can be bought at Pierre's

It takes 10 fiber to craft one grass starter

I'm not sure whether this a is a 1.4 change or not. It's not currently listed on the Version History page, but I'm fairly certain it wasn't there before this new update.

Please delete this section after editing the info into the wiki. Bladeoflight16 (talk) 07:30, 28 November 2019 (UTC)

The info is now in on the version history page, and will be added to all relevant wiki pages as soon as humanly possible! Thanks so much for pointing this out! margotbean (talk) 16:02, 28 November 2019 (UTC)

Explosive Spring Growth

I cannot find why planted grass disappears in winter on game exit, but I suspect there is logic on save or load that checks for winter, and ignores any existing grass. But I can explain Spring 1 growth. On Spring 1 from year 2 onwards, try to add 15 random pieces of grass, then rapidly expand all existing grass. The parameter in growWeedGrass is how many times to expand grass. On Spring 1 it is expanded 40 times:

     if (dayOfMonth == 1)
     {
       
       ...
       if (Game1.currentSeason.Equals("spring") && Game1.stats.DaysPlayed > 1U)
       {
         this.spawnWeedsAndStones(40, false, false);
         this.spawnWeedsAndStones(40, true, false);
         for (int index = 0; index < 15; ++index)
         {
           int xTile = Game1.random.Next(this.map.DisplayWidth / 64);
           int yTile = Game1.random.Next(this.map.DisplayHeight / 64);
           Vector2 vector2 = new Vector2((float) xTile, (float) yTile);
           Object @object;
           this.objects.TryGetValue(vector2, out @object);
           if (@object == null && this.doesTileHaveProperty(xTile, yTile, "Diggable", "Back") != null && (this.isTileLocationOpen(new Location(xTile * 64, yTile * 64)) && !this.isTileOccupied(vector2, "", false)) && this.doesTileHaveProperty(xTile, yTile, "Water", "Back") == null)
             this.terrainFeatures.Add(vector2, (TerrainFeature) new Grass(1, 4));
         }
         this.growWeedGrass(40);
       }
     }
     this.growWeedGrass(1);
   }

BlaDe (talk) 19:17, 5 March 2020 (UTC)

Thanks for looking that up! Now, are we safe to say each grass starter that exists on Winter 28 will expand 40x, or is it can possibly expand up to 40x?
Also, we need the name of the class and method in order to put a reference on the page.
NB: Based on above comments, I found the code that destroys grass on Winter 1, but that was in November of 2017. And I didn't put a code reference. o.O margotbean (talk) 19:43, 5 March 2020 (UTC)
Good point! Farm::dayUpdate, near the end of the method. I believe grass dies in GameLocation::seasonUpdate. What I haven't found is how grass in winter dies on game exit/load.BlaDe (talk) 19:52, 5 March 2020 (UTC)