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User talk:Margotbean/archive3

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Character Quotes - Manual of Style?

Margot.

You seemed like the right person to come to after covering my observation re Pig 5 Heart Sell Price over at animals. I've noticed that there seems to be a lack of consistent styling of character quotes across different characters (take a look at how they're done for Haley's article, then how they're done for Sebastian's article and you should see it). A quick search across the wiki hasn't turned up anything for a 'Manual of Style' document either, so while 'be Bold' is true, there's also 'But not reckless', and approaching stuff without the info behind it, is kinda reckless IMO. Anyway, is there a wiki-wide consensus on how quotes for characters should be handled? Also, if there's a page on SDVWiki detailing Manual of Style or anything like that, I'd appreciate being linked to it.

Best regards! Matticusmadness (talk) 03:24, 4 January 2019 (UTC)

Tomato

Doing what again? The change does not introduce any argument about which category a tomato falls in. It simply removes "ambiguity". The *status* is what is highlighted in Demetrius's event. And it's not an ambiguity that they talk about. I think Katzeus recommended that the issue be avoided. The word ambiguity brings the issue up. Leaving it out lets it rest. Reconsider please. Butterbur (talk) 05:35, 12 January 2019 (UTC)

Signatures Edits needed?

Hi Margot. Thought I'd better run this by you before it risks becoming a bigger issue as my edit count increases

I noticed you tweaked my signature in your reply at talk:Marriage to remove the 'color' and 'sup style' modifications to the signature. Is there anything in the SDV Wiki Rules against signatures having different colours in them? I couldn't see anything about it in Help:Editing and it's never done me any trouble on Wikipedia or on Wikias (now 'fandom' s), plus I tweaked the 'color' when I modified the signature in 'preferences' so it could be read on SDVWiki's blue and green 'house style', so it's a little confusing as to why your edit to the signature felt warranted. The markup is, as you might have guessed, in my standard version of my signature (set in 'Preferences') now so if you want the 'color' and 'sup style' wiped out, let me know and I'll figure something else out for it.

After all, if it's breaking a rule, least I can do is fix things so it's not breaking said rule anymore, right? Heh... All the best! MM (Communications) (Crops) 02:37, 18 January 2019 (UTC)

I'd just like to leave the comment that the color modification makes the signature hard to read against certain standard backgrounds, at least on my machine. Butterbur (talk) 07:16, 19 January 2019 (UTC)

Welcome Template

Hello, I'm Dove, or GamerGirl. I have created a welcome template page for your wiki, seems that it is obvious that every wiki needs a welcome template, as it is easy to use the template to welcome a new user rather than typing it out. Hope it helps! GamerGirl (talk) 15:22, 12 February 2019 (UTC)

'Journey Of The Prairie King' in JA

Hi! We need to move the page ja:アドベンチャー・オブ・Prairie King to correct translated name ja:アドベンチャー・オブ・プレーリーキング. Could you do it? FlameArche (talk) 19:44, 12 February 2019 (UTC)

Hi FlameArche! I've responded on your talk page on the Japanese wiki. Cheers! margotbean (talk) 20:30, 12 February 2019 (UTC)

Profile editing

Heyyy do you know how to edit your profiles description or do you have to be a high rank to do that? Ultrabobt (talk) 21:22, 15 February 2019 (UTC)

The Farmer in the Dell

It's ok. It's trivia after all. I thought it was cute and in keeping with the spirit of the game. But it's certainly not necessary. Butterbur (talk) 05:23, 18 February 2019 (UTC)

WP:REVDEL?

Hi Margot.

Do you have WP:REVDEL permissions? I could be wrong, but this edit feels to me like it could do with its edit summary being cut from Public View due to the email address in it.

Hope you're doing well. :) MM (Communications) (Crops) 21:07, 4 March 2019 (UTC)

Can you contact with me

Instagram

Keeping version history up to date on the main page

The main page of the wiki hasn't been updated since March 14th and the mobile version numbers are falling behind. I thought you might have permissions for that page and could update it to reflect the current versions. Overlord Odin (talk) 03:48, 26 March 2019 (UTC)

It seems our dear Admin has taken care of this already. My bad, I could have updated it sooner... Thanks for shooting me a message, next time I'll get to it quicker! margotbean (talk) 17:48, 26 March 2019 (UTC)

Xbox transfer files to PC

Is it possible to hook up a pc or laptop to an Xbox and transfer your Stardew Valley save files? Or even without hooking anything up, would it be possible to share it via lan or something? Ultrabobt (talk) 17:30, 2 April 2019 (BST)

Deletion of Modding:Projects

Hi! You deleted 'Modding:Projects/Stardew Valley Expanded' and the related pages without discussion. Stardew Valley Expanded is a large mod which is very popular, and is currently overwhelming both the author's ability to support players and the community support channels. That's why we're working with the mod author to set up a community-maintained page in the new 'Modding:Projects' section. Could you explain why a 'Modding:Projects' section should be disallowed on the wiki? —Pathoschild (talk) 18:34, 14 April 2019 (BST)

The wiki isn't for FAQs about a particular mod. As I said in the comments to the edits, those belong on the forums or on nexus. The wiki isn't the place for forum overflow. margotbean (talk) 18:51, 14 April 2019 (BST)
The modding namespace is for mod guides and documentation, and I think that can include collaborative documentation about popular mods in a self-contained subsection. Collaborative pages require a wiki, they're not suitable for forums/Discord/Nexus. —Pathoschild (talk) 18:56, 14 April 2019 (BST)
Collaboration is entirely possible on the forums. margotbean (talk) 19:08, 14 April 2019 (BST)
Discussion is certainly possible on the forums, but collaborative editing isn't. To clarify: are you firmly opposed as a moderator to allowing a 'Modding:Projects' subsection, or are we just discussing possibilities? —Pathoschild (talk) 19:18, 14 April 2019 (BST)
I believe I've answered your question. FAQs about specific mods belong on nexus or the forums. The onus is on the author to keep the original post(s) updated with feedback from users. margotbean (talk) 19:28, 14 April 2019 (BST)
Alright. We'll look into alternate options to store modding documentation. —Pathoschild (talk) 19:31, 14 April 2019 (BST)

Deletion of search aids

Hi! You deleted the redirect pages I've added regarding the main defining features of a character you might not remember the name of like Gus as Bartender and... the doctor as the doctor. Yet you've kept Fabio as a redirect page just because I asked you to saying "All right, lol, because you actually signed your post, and only as a search aid, it can stay.".

You're right, Fabio is deleted as well. If you can't remember the villagers' names, go to the main page and click "Villagers". margotbean (talk) 22:16, 18 April 2019 (BST)
Whatever, keep being the wiki nazi I guess. --Barlakopofai (talk) 00:13, 19 April 2019 (BST)

Oh yeah also do you know how to make a redirect not appear in the search bar? It's clearly an option since some pages are case sensitive and don't automatically redirect if you type them in lowercase--Barlakopofai (talk) 20:53, 18 April 2019 (BST)

There is no way to make pages not appear in the search bar. All pages are case-sensitive, and the search is not as "smart" as say, a google search. If you type the name of a page using the wrong case, you will be taken to a page of results that contains the page you were looking for, usually as the first result. margotbean (talk) 22:16, 18 April 2019 (BST)

Lost Books

Noticed your recent edit on "Fishing", and its comment.

True, the count kept in the game file indicates 20 Lost Books found when the game finally stops generating any artifact spots for them.

However, after you find the first artifact spot (and count=1), the library has two titles it didn't have before: "Tips on Farming" and "A Book by Marnie". In addition, once the game file count actually reaches 20, the game still generates more Lost Book artifact spots, and until you pick some more up, it will continue to generate them (as far as I can see). Even so, the game file count remains at 20 the whole time, and no more titles appear in the library.

So I guess the text you changed needed something. And I'm not sure what's better than what you said. But what you said still doesn't really reflect the rather bizarre game behavior. Are there known bugs in this area? (And does anyone really care? I've tracked this stuff in my games for as long as I've played, but I only got started because at first it looked like it might be significant.) Butterbur (talk) 07:48, 14 May 2019 (BST)

I don't know what stops lost books from generating in Fishing Treasure Chests, and how exactly the bug behaves. The code says if(lostBooksFound < 21 and random number < .1) then generate lost book. If, as you say, the count in the save file never increases past 20, then lost books ought to generate forever. But, we know from playing the game that they don't. So, I simply don't know what's happening in the game code.
We've established that lost books keep generating in artifact spots, but until when? The end of the day sleep and save? Or finding a 22nd lost book? More testing is needed. If we can figure it out, it definitely belongs on the wiki, in a few places... margotbean (talk) 19:21, 14 May 2019 (BST)
Well, clearly it's not a question of how the program generates a lost book, but of when it tries to, or tries to use one. A generated code could go unused, and it appears that happens sometimes. Exactly what times, I'm unsure. But I know I have collected well beyond 20 lost book spots before they discontinued, perhaps as many as 25 total. I'm afraid I never looked into the save file to tell what kind of count it was storing at that time. I know only that it records 1 at the first time, but that it then displays the extra one in the museum, and adds one to the display with each increments, up to 21 books displayed and a count of 20 stored in the file. After that, I don't know. It makes me wonder if, as more lost book spots are dug up, the count somehow ends up higher than 20 (at least in active program memory). It may then be reduced later, perhaps when a day is saved, so we may never see a difference in the save file. And it appears that the internal program function does not occur in every circumstance that a lost book artifact spot is found. So I'd say there's more code to locate and examine. And I expect there's an independent trigger that turns off attempts to generate more lost book spots. After all, something brings it to a halt, and this code is certainly not it. Butterbur (talk) 06:46, 15 May 2019 (BST)
I was going to comment on here but I see a discussion is already going on :P I was trusting you on the 20 books and figured the game just makes it 21 at some point. I can see in my save file it IS saving 102 (lost book) as 21 found, which is what the game checks for on that fishing chest roll. But you're right, how exactly do you spell that out on the wiki?
<item>
    <key>
        <int>102</int>
    </key>
    <value>
        <ArrayOfInt>
            <int>21</int>
            <int>21</int>
        </ArrayOfInt>
    </value>
</item>

-- Geonigma (talk) 11:38, 19 May 2019

We definitely need to test, while keeping the save file open. We need to see at exactly what point it adds 1 to 20 to get 21. My assumption is still after sleeping & saving the night after finding the 20th book... but a test will tell for sure. I can find nothing in the code that triggers "add 1 to lost books found", but that doesn't mean it isn't there. Still on the "to do" list... :) margotbean (talk) 05:22, 20 May 2019 (BST)
Just saw a count of 21 books found in my file also, came to report it, and see that's already been done. As it is, I can provide confirmation of what Geonigma sees. It's new to me, but I went looking this time, so I may just not have noticed earlier. While there may be a bug in the termination of the generation of lost book artifact spots, it is still a fact that the first spot found reveals two books in the library itself, and that the maximum the library can contain is 21. I've never seen a variance in that, whatever the save file contains and whatever spots appear on the map. So I tend to think the proper thing would be to declare (in the article) what a player sees in the library, and let the game code handlers sort out whatever changes are necessary to make the appearance of spots work right. But I've always wondered if that first appearance of a pair of books wasn't the result of an initialization bug, too. And I can't see how there really would be 21 books if Ape didn't intend for there to be that number. Butterbur (talk) 17:18, 20 May 2019 (BST)

My initial comment of this section on 14 May 2019 appears to be in error. I was depending upon info collected in earlier game versions and, announcement or not, intended or not, there appear to have been changes in save file encoding I had not noticed before. This is made apparent to me because my latest game run was created by and entirely played in game version 1.3.36 (latest PC), and I see the save file from this version is different from that of some earlier versions after the first lost book artifact is found. (When the change happened, I can't say.) However, I found that first artifact on 2 Spring. The save file at the start of that day showed no archaeology found, and at the start of 3 Spring, it had recorded a count of 2 books (under key 102), the result of having dug up just one spot. So, the difference is that right from the start, the save file is recording the initial pair as a count of 2 instead of a count of 1, with subsequent counts incrementing (I think) just as one would expect, by one per artifact spot dug, and on up to a count of 21. Presumably, at this point, artifact spots cease to be generated (per code listed here), though this also would not be as before, when the count appeared to stop at 20.

This isn't exactly a "test", but since I keep a copy of each save file, day by day as the game progresses, I am able to determine the recorded results from each game-day's play, right back to the initial file. It seems to answer some of the questions above, if you accept the methodology (not exactly orthodox).

I can testify to my prior new game, begun under version 1.3.32, and continued past the release of 1.3.36, when artifact spots did continue to appear some (vague) time after all books had been found and displayed in the library. No idea if the update in the middle affected that in any way. And sorry for any misstatements due to my lack of awareness off such changes. It seems only practical simply to be sure that version 1.3.36 is the basis for any article changes, as well as testing. And the save file changes would seem to confer an official status to a maximum book count of 21, not 20. Butterbur (talk) 18:37, 20 May 2019 (BST)

Well, let's see if you are able to keep collecting lost books after the library is full. I would guess not, at least with new games started with v1.3.36. If the bug is fixed, that's a good thing! If not... argh! margotbean (talk) 17:14, 21 May 2019 (BST)
I never was able to collect books after the library was full. It only ever held 21. I could only dig up lost book artifacts, which had no effect on the library when it was full. In this newest game run, I don't remember seeing any new artifacts after the library was full, but as I thought I had a couple to go, I could have got that wrong. I just know I didn't dig any.
But I guess one bug is fixed: the count. There's still the matter of the first artifact dig producing two books, but it seems to be a question whether or not that's really a bug. Perhaps the article should state there are 21 books to find (or the library holds that many), but that you need only dig up 20 lost book artifact spots to get them? (Pretty minor detail, yes?) Butterbur (talk) 18:09, 21 May 2019 (BST)
The first day you start a new game, there's a lost book hovering over the bookcase in the library, however, you cannot read it. As soon as you find a legitimate book (in a treasure chest or artifact spot), there are two books in the library to read, but still only one hovering over the bookcase in the library. (This may change after sleeping and saving, I don't know). I definitely do not want to try to explain any of this on the wiki! It's pretty technical, and still seems ... if not buggy, then sloppy. As long as players aren't fishing up 22+ lost books, I think what's written is fine. If we change the Lost Books page to say "There are actually 21 lost books, but one is a freebee" then we have to change all pages that refer to the total # of lost books. And there are only 20 listed on the Lost Books page, I believe. So... yeah... I'm not touching it at this point.  :D margotbean (talk) 19:25, 21 May 2019 (BST)
As you say: technical, and if not buggy, sloppy. Which is exactly why I offered my suggestions as the best possible changes I could think of. But I agree with you that no action is the best solution, and that has been my expectation. Still, we did seem to resolve enough of what is going on to consign all remaining difficulties to an official, well-deserved insignificance. A spring cleaning - dust bunnies swept from the corner. ;) Butterbur (talk) 01:09, 22 May 2019 (BST)

One additional thing occurred to me this morning, re the one initial book in the library that can't be read until another is found by digging an artifact. The initial save file contains a null field for archaeology: <archaeologyFound />. This could hint at the game's internal data, namely that it holds a null pointer or some other indicator of nullity. That could be interpreted by the code quite differently (perhaps) than a pointer to an already-existing memory structure that has zero elements, they key "102" and count of zero or one for example. To all appearances, the structure and key are created by the first lost-book artifact dig, opening up the possibility of reading a book. Thus the initial book (Tips on Farming), which seems to exist beforehand, then becomes accessible to the player. The question that could be asked of Ape (or other maintainers) is if that is an intended "artifact" of the coding, and a desired behavior. An initialization change might just alter game behavior to make the initial book readable on day 1, if that were considered an improvement. Butterbur (talk) 16:53, 23 May 2019 (BST)

Fishing discussion

Hello!

I did quite a few changes on fishing yesterday. My goal was, over the next few weeks, to add more information about fishing in general on the wiki. Indeed, it is information that I have been looking for a long time, and that I have been feeling was missing from the wiki. I thus took upon myself to perform testing and modify the wiki accordingly. However, I have noticed that you have reverted some of these changes. I hope you don't mind if we talk about them to make sure that the info on the wiki is appropriate!

Farm Maps

  • Removing from the Standard Farm "Players can only catch trash". To the best of my knowledge, no fish can be caught on the Standard Map. If you do have information regarding the spawn list of fishes, would you mind sharing it? If however this information proves to be accurate, I think it would be better to let it on the wiki.
  • The removal of the word "much" for "much higher chances for trash". Indeed, from my personal testing, players get not just a little but a LOT more trash than when fishing normally, and I think that this fact has to be emphasized. Besides, there is a contrast in the trash catching rate between the Riverland Farms and the other maps, the former getting less trash than the later (though it is still more trash than when fishing outside the farm). This contrast should also be emphasized imho.
  • The removal of the pool of bubbles from the Riverland Farms. In my opinion, this information is relevant as it is basically what this map is about. Besides, I do not think that other farm maps spawn pools of bubbles, or at least clearly not with the same spawn rate.
  • Quality of fishes. Though I do agree with you that fish quality is normally decided solely by casting distance, my testing has revealed that it seems to be inaccurate on the farm. Letting aside the Hill-top map (where you won't be able to have a good casting distance anyway), my personal testing has revealed that there is a higher chance for better quality fishes outside the farm, regardless of the casting distance. Though this is of little impact when the player is level 10 fishing, this difference is VERY noticeable at lower fishing levels.

Farm Pond

As discussed above, my current testing has revealed that only trash can be caught on the Standard Farm, and that Riverlands Farm has a lower trash catching rate than the other farm maps, though still higher than when fishing anywhere else. Imho, this is relevant information.

Cindersap Forest

Removing the pond fish table. My goal was, over the next few weeks, to add the fishing tables for each locations' pages. I do not think this would be an inappropriate information, when clicking on the Cindersap Forest page for example, to have a subsection for fishing in the location, including a table displaying all catchable fishes. As a wiki user first and foremost, this is actually one of the information I am looking for when clicking on a location page. Besides, the only other way to have access to the list of fishes is using the Fish page, which is far from being convenient. Indeed, you can only have access to the full list of fishes instead of only the ones you are looking for, polluting the relevant information. Besides, ordering by spawn location doesn't help much as some fishes have several spawn locations, messing up the ordering. I've actually had to create my own Excel file to properly order the fishes so that the tables would be relevant and useful. In this respect, I do think this additional information would be useful and interesting on the wiki.


Please let me know what you think about these comments or if you have additional relevant data, so we can improve the wiki!

Statue of Perfection exploit

Oh, is signing your name to the exploit you find not allowed? This one is a really big one and it’s nice to get credit for finding it. THKlasen (talk) 18:46, 20 May 2019 (BST)

The talk page is a perfectly fine place to make a statement about discovery. Know, however, that your edits are in the page history forever, so your username will show as the one who added the info to the page forever. Congratulations on your find! margotbean (talk) 17:18, 21 May 2019 (BST)

Ah, I figured that out. Thanx for that. It’s a nice achievement to make, especially as it is so big. Thanx for the info

Extra fertilizer calculations

Hi Margotbean,

This is two-part reply for a change of mine that you recently reverted on the Fertilizer page.

1) Can you help me understand what was missing that I should have added (and/or what can be removed to avoid TMI)? I sincerely believe that the information I added is useful and would like to have my edits reinstated (subject to your approval).

Would it be enough to reinstate it with this added explanation of the calculations (in bold)?

The "Average Sell Price" column shows the relative sell price you can expect from your harvest when compared to the crop's base price. Considering that Silver-quality crops are worth 25% more than their base price and Gold-quality crops are worth 50% more than their base price, the Average Sell Price column can be calculated by the following:

 Average Sell Price = % Regular quality   +   % Silver quality × 1.25   +   % Gold quality × 1.5

And then an example can be given ...

For example, if you have level 4 farming and a harvest with basic fertilizer, from the tables below you can expect 50% of your crops to be regular quality, 31% to be silver quality, and 19% to be gold quality. Therefore, the Average sell Price would be 50% + 31% × 1.25 + 19% × 1.5, or 117.25%. This means that a harvest of 500 parsnips (base price 35g) in this scenario would have an average sell price of 20,518.75g (500 × 35g × 117.25%).

2) I mistakenly said "super fertilizer" when I meant to say "deluxe fertilizer".

So, what do you think? The reason why I think this is important is so that people can make their own judgments as to which type of fertilizer they should use (like, is it really worth it to gather 100 sap just to lay down basic fertilizer for cauliflower at level 2 farming? It might be better instead to use your energy elsewhere and to not even consider using fertilizer at this point in the game).

Thank you,

Bennycopter (talk) 22:18, 3 June 2019 (BST)

If I may barge in: I agree considering fertilizer is good to do. But in my experience, the choices have been easy. However, I may do some things differently from others, so you may not want follow my pattern. But you may learn new approaches about how to think about this. For I find that every choice interconnects with every other and it is total influences that end up mattering most.
From my early games, I have always found it beneficial to earn Forage skill level 4 by 15 Spring 1. Sound hard? Not hugely, but it does require consistent prioritization in the first two weeks. How do I do it? Chopping trees, and going for everything else I can find, especially Spring Onion. Why? You get little energy at first, and what you have is used up fast on all activities. You need food desperately. Spring Onions. Until Spring 15. Then you collect Salmonberries. Never sell them. They're great for gifts to certain villagers. But mostly, you eat them. Great for replenishing yourself in the mines. Cooking is not much of an option in year 1. In Fall, you continue the same principle with Blackberries, but should be at Foraging 8 by then. Why push that skill? Because it doubles your take of berries in Spring, triples them in Fall. Food.
Ok, what's that got to do with Fertilizer? You want to fertilize somehow for increased farming profit, and for the Quality Crops bundle, and the gold Cauliflower for putting in the soup at the Luau. Each of those targets has its own benefits. But if you're working at upping Forage skill all the time, you're cutting trees about as fast as you can while balancing your activities. And that gives you hundreds of sap, and hundreds of Basic Fertilizer, even early on. Bingo. It's all a lock.
My strategies mostly depend upon prioritizing the activities that give more than one bang for the energy point, and distributing them across time. For example: you need a Chest on day one, or you'll have to throw away some of the materials gathered by clearing farm land (almost guaranteed). Why? Because you won't be able to carry seed items from the store back to the farm: not enough room in the backpack alone. Needed: 50 wood. Chop trees. Increase forage? You also need the east tidal pools on the beach across the broken bridge. Needed: 300 wood. Chop trees. I usually can get it done on day 3. Mining's not possible at that time, and I wait to fish much until a little later, though I get the pole right away.
See how this works? Run to the forest for Spring Onions. Chop trees etc that are in the way or nearby. Grab all beach forage and sell it to get 2000g for a backpack upgrade, because you can't keep running back to your chest all the time. One thing leads to another.
Now, think about how fertilizer best fits into your overall operations. It isn't about gathering Sap just so you can make Fertilizer and increase your crop profit. Or if it is, you may be able to achieve better financial returns through a variety of activities. Make them all work for you, and Fertilizer will find its natural place among them. Good luck. Butterbur (talk) 07:33, 4 June 2019 (BST)
Hi Butterbur, thank you for your reply! From what you said, I realize that the information I posted was too much for its context. Perhaps my information would be better located on this page (Crops#Gold_per_Day), where harvest sell price is already discussed? Bennycopter (talk) 16:04, 4 June 2019 (BST)
You're welcome. You can try that, I guess. But I think daily crop profits are somewhat of another case of looking too hard at the minutiae instead of getting the bigger picture. Namely, grow crops so you can cover all the crop bundles and get the Greenhouse soonest. Fill the Greenhouse with Starfruit, then Ancient Fruit, and before that Rhubarb, Pumpkin, or Melon. Those are your big profits as crops.
But actually, build an extra Barn for holding Kegs and fill it (eventually) with something close to the max (135 Kegs). The Artisan profession is the big key to farming profits, and growing crops in the Greenhouse is the big key to feeding premium crops to Artisan equipment. It takes tons of wood to build buildings and kegs, and some time to gather money, metal bars, stone, and oak resin also. (Grow a tree farm on the farm and make Tappers.) But a good foundation can be laid before year 2, and by the time you have 50 kegs or so, you'll never care about crop quality again.
Then the crops are all for cooking, gifts, and artisan goods. And you will long ago have reached Farming level 10. Gold quality then counts only for gifts, and you'll get plenty of them without fertilizer, and plenty of profit without crop quality. So crop quality really only has much impact in year 1, and not as much as you'd think. I use (and need) Fishing anyway, and it provides whatever profit boosts are required shorter term. Again, it's the balances and trade-offs. But it takes all your time and energy to pursue all the activities, so there's plenty of low-hanging fruit to grab without sweating maximization of just one element.
All of which adds up to saying that the information, while not useless, is of limited help. Butterbur (talk) 18:10, 4 June 2019 (BST)
It occurs to me that I should say that my comments are optimized for the standard farm map. There are other approaches to the game, and the other maps emphasize other activities and make farming and artisan goods less abundant. So don't discard looking at crop profits. Just keep them in balance for your game. And keep the big picture always in mind. The big picture always has all the elements, no matter the map. It's the balance that shifts. Butterbur (talk) 18:17, 4 June 2019 (BST)
I think the percentages in the tables on the Fertilizer page are enough information to answer the question "should I fertilize or not?" If it makes you feel better, there have been many other players before you who wanted to crunch the numbers in ways too complex for the wiki. Generally, they post spreadsheets on the subreddit, or create the information on their user pages. You're free to do so as well. Kindest regards, margotbean (talk) 19:45, 4 June 2019 (BST)
Thank you both for your replies! I will leave this wiki as-is and keep the complexities in Excel. Bennycopter (talk) 22:56, 4 June 2019 (BST)
Again, you're welcome. And spreadsheets are my tool also. Memory jogs as well as custom info for my favorite plans. Not up everyone's alley. Best of luck. Butterbur (talk) 23:46, 4 June 2019 (BST)

Crop Info Tables - Deleted 'Best Plant by'

Hey Margot, I noticed that you removed the 'Best Plant by' column for Fall crops that I added yesterday. Could you explain your reasoning?

The dates I added represent the latest time by which a crop should be planted that season to achieve multiple harvests, without use of fertilizer or the Agriculturist profession. The last harvest would be the 28th of the season. This information doesn't exist in any of the individual crop pages and I assumed that the best place to add them were the crop tables for each season. I find myself calculating them every time I plan for a new season, and having to re-do them every season has become a bit of a hassle, especially since I don't do calculations in a single place.

If it's because the information seems ambiguous, an explanation can be added on the main Crops article just above it. I think a lot of people can benefit from this added info, at least the ones who plan for huge seed hauls at the beginning of every season. The gap you have gives you time to raise money for the more expensive seeds, especially for players on their first year. Do take a second look and reconsider.

Cheers! (RinnRin (talk) 11:43, 26 June 2019 (BST))

Object ID name glitch for iOS

I can’t say for sure regarding Android, but on iOS, I can use the glitch. It works perfectly well, and we can actually use it to greater effect, because our names can be longer. I just made a new file to test the new update, and it still works in 1.34. Can you explain why you are reverting the change? MutantCarp (talk) 23:01, 7 July 2019 (UTC)

???? You're going to have to be more specific at this point, I'm afraid. margotbean (talk) 21:47, 10 July 2019 (UTC)

Why are you reverting my edits?

Hello. I'm currently planning a revamp of the Storm / Lightning Rod page and I noticed that you reverted what I had so far without posting an explanation to either the Lightning Rod discussion page or to my talk page. I currently have some additional info that I want to upload to the wiki (from reverse engineer / modder Moo) that is brand new. --Zamiel (talk) 19:57, 12 July 2019 (UTC)

Simply provide a code reference for all facts presented, and stay away from advice giving or subjective writing, and you'll do ok. margotbean (talk) 14:41, 13 July 2019 (UTC)
Can you refactor all of the references on the Weather page to the bottom in a reference section? I'm trying to edit the page and it is complaining that I am trying to add new links and that I have to be an administrator to do that. (I'm not adding any links, I'm just reorganizing the page.)--Zamiel (talk) 18:14, 13 July 2019 (UTC)

The thing about Bear's Knowledge Icon Conhecimento do Urso.png

Hi Margotbean, i see that you deleted the file because it´s a duplication form Bear's Knowledge icon, i´m okay with that but in the PT page of Produtividade da Jarra de Conserva the icon in english with the original file Bear's Knowledge.png it's not loading the icon in the table, saying it can't find the file Conhecimento do Urso.png for this reason i have uploaded the duplicate file, to fix this, can you look at page to see if there is some way to fix without the duplicate file? I already finished the translation of all the pages there. --MarceloBoZo (talk) 16:20, 18 July 2019 (UTC)

Edit: The first two pages is working fine the icon now, but in the page Artesão it's not working yet and it's showing that the page don't exist but if you click you go to the page, maybe a server side problem like the fish infograph. --MarceloBoZo (talk) 16:51, 18 July 2019 (UTC)

Pronoun style guide

Hi, I see you've reverted all my pronoun edits. Using "he/she" is generally considered to be awkward and bad style, and particularly when referring to the player is potentially inaccurate and uninclusive. Major style guides have adopted they/them as the neutral singular pronoun of choice to use when one has to be used. Player pronouns are clearly easily avoided most of the time anyway, because there are only a handful of uses across the whole wiki. Can you provide some explicit policy recommendations for neutral pronouns? Thanks. --Porglezomp (talk) 07:02, 8 August 2019 (UTC)

The APA (American Psychological Associaion) standard is to use he/she or rewrite sentences to avoid pronouns altogether. In formal writing, singular they is the awkward pronoun. margotbean (talk) 07:10, 8 August 2019 (UTC)
The APA style guide notes that using constructions like "he/she" or "s/he" are awkward, and does not even mention the singular they. The APA style blog expands on this explicitly recommending against those forms, and recommending longer alternatives. That post also weakly recommends against the singular they, citing the precedent of other style guides. Of note, since that publication, The AP and Chicago style guides have both adopted the singular they as their recommendation. Porglezomp (talk) 07:19, 8 August 2019 (UTC)
Unless you have an advanced copy of the 7th edition of the Publication Manual of the APA, your information is erroneous.
As a side note, there was a post on the Children talk page surveying opinions on the topic, and singular "they" was unanimously rejected. margotbean (talk) 07:51, 8 August 2019 (UTC)
Ah… wow, that discussion is gross to read and makes it clear that I'm not welcome in this community. :( Porglezomp (talk) 08:09, 8 August 2019 (UTC)
Wow, Margotbean I think you are being really rude here. Why do you have such a strong opinion on pronouns especially when you choose not to be inclusive? Actually, why aren't you letting people crowdsource this wiki and are so incredibly picky about changes? I think the wiki would be better crowdsourced, otherwise it's just your personal wiki. WhiteBear (talk) 04:46, 28 September 2019 (UTC)
Site admin here. Margotbean was the one who started the above mentioned discussion on the children page to come to a community consensus. Crowdsourcing doesn't mean abandoning all standardization, it's an important part of structuring information in a wiki. You're welcome to disagree, but you need to do so civilly, because right now you're the one who is being rude...and harassing behavior toward moderators here won't be tolerated. If you have a complaint about site staff you're free to contact me. -- Katzeus (talk) 11:28, 28 September 2019 (UTC)

Mayor Lewis' schedule for summer is not correct

Hello, this is my first post, so please forgive me if I mess up. I noticed that Mayor Lewis is not following the summer schedule, including deviations. I wasn't sure where to post this information. Also, I have not been tracking him. So, I cannot update this information. Lurkingewd (talk) 00:47, 14 September 2019 (UTC)

Remove Google+ from Share Bar

In the top right of every page, there are a few social links so you can share that page on specific sites. On of the options is Google+, but that service no longer exists [1], so that link can be removed from the entire wiki. Overlord Odin (talk) 20:02, 23 September 2019 (UTC)

I'll let the Admin know. margotbean (talk) 22:32, 24 September 2019 (UTC)
Good catch - I'll put it on my list! -- Katzeus (talk) 11:28, 28 September 2019 (UTC)

Tracking bugs?

Pages which mention bugs often become outdated when game updates fix them. For example, I just removed a few bugs mentioned in Stardew Valley Fair#Trivia/Bugs that were apparently fixed in Stardew Valley 1.3 or earlier (over a year ago).

What do you think of adding a template to track bugs? The simplest form would be a hidden template like this:

==Bugs==
* {{bug tested in|1.3.36}} Description of the bug here.

That would just add the page to a hidden category like Category:Bugs tested in 1.3.36. When the game updates, we could go through that category to retest all bugs and switch them to Category:Bugs tested in <new version> if they still apply. That would also make it much easier for game developers to find the bugs we document. —Pathoschild (talk) 20:08, 26 September 2019 (UTC)

It sounds like a good idea, but it's pretty ambitious. I don't think we need it, since all bugs will be removed in v1.4, and I don't see a v1.5 happening. You removed 2 bugs from the SDV Fair page, but are you sure those bugs don't exist in multiplayer? margotbean (talk) 21:22, 26 September 2019 (UTC)
Stardew Valley 1.4 will probably have new bugs, some bugs are due to fundamental design choices so they're unlikely to be fixed, and ConcernedApe has hinted at ongoing updates (e.g. this blog post where he says "I am going to keep making new content for Stardew Valley"). I don't think we'll ever have zero bugs to document, but we can just delete the category if we ever do run out. I'll be retesting all the documented bugs anyway to report to the game devs, so I can add the tracking at the same time.
I'm pretty sure the bugs I removed don't happen in multiplayer either, since they're local issues not affected by the sync logic. I can retest them in multiplayer to make sure though. —Pathoschild (talk) 06:15, 27 September 2019 (UTC)
I'll weigh in on this one - I commend you for wanting to keep these bugs cleaned up Pathoschild!
I'm not a fan of the template idea for a couple reasons: A) It really formalizes a bug tracking process (since there would be a perm template and version numbers) and I think that'll only encourage bug reporting - we def don't want the wiki to become a channel for that. B) If it's a template it'll be more likely to not be used or misused and require maintaining and cleaning up, the work to keep it properly used will fall mainly on site mods.
Instead, I suggest we simplify it and just make a hidden category like [[Category:Game Bug]]. That'll make it a simple string we can drop into a page (and remove if need be) without any reformatting or restructuring. It'll centralize all articles with bugs in one place (the category), and if we want to drill into the version number we can check the page's edit history for when it was reported. It's a little less functional then a template, but I think that'll be much simpler to maintain all around. Ideally the game will keep moving toward a place where we won't need the category any more haha! -- Katzeus (talk) 17:08, 27 September 2019 (UTC)
Having a global category would be better than nothing, but that wouldn't let us find outdated bugs which is the main goal (since it's hard to keep the info updated otherwise). The template would be invisible to readers, so I don't think it'd encourage using the wiki for bug reporting any more than having bug sections in the first place does. Since the English articles are generally the main source of info that gets translated to other wikis, we could have {{bug tested in}} exist but do nothing on other wikis; that way bug report sections can be copied to another wiki, but the bug categories only need to exist on the English wiki. —Pathoschild (talk) 19:25, 27 September 2019 (UTC)
The template would be invisible to readers, but the bigger issue it also wouldn't be used by editors, it'll be up to a small group (probably the three of us in this discussion) to maintain them and to make sure they're properly used, and if novice editors want to edit the bugs or trivia section they'll have to unpuzzle the template code. I don't think this is going to require much adjustment or be that widely used - and ultimately category text is easier for editors to understand.
I did a search for 'Bugs' and got 51 results (including the number of results for the insect bugs). Hopefully that number is going to go down with the next update (or maybe equalize with new bugs) - but I don't think there's enough of these to justify inserting template code into the text section of these pages. Updates happen months apart, and it's lower effort to patrol these 30ish pages when an update happens then to maintain the template simply in order to break that list of 30 down into a few smaller lists. If you're set on breaking it out by version or platform (PC Bugs, Switch Bugs) I think making subcategories for that Game Bug category would be fine. Then there could be easy review the PS4 bugs when there's a PS4 update etc and it's all still in one place. -- Katzeus (talk) 11:51, 28 September 2019 (UTC)
Sure, that compromise works for me. If there are no objections I'll create a 'pages which document bugs' category under Category:Site maintenance, with a 'bugs tested in 1.3.36' subcategory? —Pathoschild (talk) 17:40, 28 September 2019 (UTC)
No objections here! margotbean (talk) 19:48, 28 September 2019 (UTC)
First pass done! I found 75 pages which document bugs and added them to Category:Bugs tested in an unknown version (based on these keywords in case I missed any: bug/bugs/buggy/bugged, crash/crashed/crashes/crashing, error/errors/errored, exploit/exploits/exploited, freeze/froze, glitch/glitches/glitchy/glitched, lock/softlock, restart/restarts/restarted, and stuck). It'll take a while to go through them, but I'll move them to Category:Bugs tested in 1.3.36 over time. —Pathoschild (talk) 00:03, 29 September 2019 (UTC)
I don't think you missed any... none that I know of. Wow.
We talked about making the categories hidden -- I'm going to go ahead and hide the sub-categories again. While the normal case is that no one but mods look at categories, the Japanese editors are very active with keeping the wiki up to date with the English wiki, and I don't want them confused, thinking this is something they should implement at this time. margotbean (talk) 00:45, 29 September 2019 (UTC)

Crops GPD with Seedmaker Estimates

Hi, why did you revert my edits about seed maker estimates on the crops page? My calcuations are assuming an average of 2 seeds yielded from the basic quality crop. I got the "2 average" estimate from the seedmaker wiki. Then, I just used the formula provided under "Gold per day" section of the crops page. These calculations are a lot more useful than the gold per day estimates using the ancient seed artifact, because you only get like one of those per year. WhiteBear (talk) 04:36, 28 September 2019 (UTC)

As I said in the comment to the edit, the reversion included "Several reasons including TMI, not enough info, and incorrect calculation". As for getting "like only one ancient seed per year", perhaps you could try killing more insects, they drop ancient seeds when slain.
Also please remember to place new text at the bottom of the page, so I can find it and respond. margotbean (talk) 05:29, 28 September 2019 (UTC)
I saw your comment, but since I can't read your highly nit-picky mind, I don't know what you consider TMI and simultaneously not enough info, especially considering I made about 5 lines of edits. Please show me how my calculations are incorrect.
Using seeds from a seedmaker is a vastly more practical approach to creating a large farm of ancient fruits than killing insects, therefore a valuable addition to the wiki page. I'm on Summer 13 Year 2, and I have 72 fully grown and 24 partially grown Ancient Fruit plants in the Greenhouse, and another 48 partially grown Ancient Fruit plants outside. So, can you plant 144 Ancient Fruit from killing insects by mid summer of year 2? You'd have to kill 28,800 insects according to your wiki's drop rate of 0.5%. WhiteBear (talk) 09:18, 28 September 2019 (UTC)
Since you won't explain what's TMI, not enough info, or how my calculations are wrong, I put up my change again with some improvements. WhiteBear (talk) 18:18, 29 September 2019 (UTC)
You forfeited your explanation when you engaged in insults and general bad behavior. I would be happy to spend the time explaining each thing wrong with your edits after receiving a sincere apology. margotbean (talk) 20:13, 29 September 2019 (UTC)
What insults? You're the rude one. Let's recap. I made an edit on a crowdsourced cite, you reverted it with a vague explanation. I explained my calculations and asked why you reverted it. You repeated your reason, and criticized a benign part of me explaining my reasoning by putting it in sarcastic quotes ("like one seed per year"), and gave me the suggestion to waste my time slaying insects instead. I explained to you that using a seedmaker is more practical than slaying 30,000 insects, and asked more clarifications (again) on your explanation for reverting. Even though it took you 1 hour to decide that my changes were not up to your standards, you couldn't explain why in 2 days. I put up my change again, with improvements to the best of my abilities based on the very unspecific feedback I had from you. You reverted that again. The way I see it, you are the asshole here.
Instead of reverting people's changes you could update them to be inline with your standards, or at the very least you could actually give them a reason for your revert. Is this how you act at work too? Reverting people's changes? What does your team and manager think about that? I will not be apologizing to you, or apparently making any more contributions to this wiki because it is owned by a tyrant. Congratulations, you successfully own 100% of a crowdsourced wiki and are scaring off people who want to help you improve it. And here I was getting excited about putting profitability on the seed maker page and improving the character schedules to be more readable. Oh well. I hope owning a crappy wiki brings you joy. WhiteBear (talk) 00:18, 30 September 2019 (UTC)

Purple mushroom in trash cans

Hi! You edited Garbage Can#Unlockables to add purple mushrooms when you reach mine level 80, but I can't find the code to support that. Is it possible you'd already reached the bottom of the mine when that happened, or it happened before 1.3.36?

For reference, the code for unlockables is in Utility.getRandomItemFromSeason below. The CurrentMineLevel is the mine level you're currently on for containers in the mine, so you can ignore those checks. So the only case where purple mushrooms (#422) are returned is when Game1.player.timesReachedMineBottom >= 1.

code 
public static int getRandomItemFromSeason(string season, int randomSeedAddition, bool forQuest)
{
    var random = new Random((int)Game1.uniqueIDForThisGame + (int)Game1.stats.DaysPlayed + randomSeedAddition);
    var items = new List<int>() { 68, 66, 78, 80, 86, 152, 167, 153, 420 };

    if (Game1.CurrentMineLevel > 40 || Game1.player.timesReachedMineBottom >= 1)
        items.AddRange(new int[5] { 62, 70, 72, 84, 422 });
    if (Game1.CurrentMineLevel > 80 || Game1.player.timesReachedMineBottom >= 1)
        items.AddRange(new int[3] { 64, 60, 82 });
    
    if (Game1.player.eventsSeen.Contains(61))
        items.AddRange(new int[4] { 88, 90, 164, 165 });
    
    if (Game1.player.craftingRecipes.Keys.Contains("Furnace"))
        items.AddRange(new int[4] { 334, 335, 336, 338 });
    if (Game1.player.craftingRecipes.Keys.Contains("Quartz Globe"))
        items.Add(339);
    
    if (season.Equals("spring"))
        items.AddRange(new int[16] { 16, 18, 20, 22, 129, 131, 132, 136, 137, 142, 143, 145, 147, 148, 152, 167 });
    else if (season.Equals("summer"))
        items.AddRange(new int[17] { 128, 130, 131, 132, 136, 138, 142, 144, 145, 146, 149, 150, 155, 396, 398, 400, 402 });
    else if (season.Equals("fall"))
        items.AddRange(new int[17] { 404, 406, 408, 410, 129, 131, 132, 136, 137, 139, 140, 142, 143, 148, 150, 154, 155 });
    else if (season.Equals("winter"))
        items.AddRange(new int[17] { 412, 414, 416, 418, 130, 131, 132, 136, 140, 141, 143, 144, 146, 147, 150, 151, 154 });
    if (forQuest)
        ...; // not applicable

    return items.ElementAt(random.Next(items.Count));
}

Pathoschild (talk) 21:45, 8 October 2019 (UTC)

Yes, I'm sure I hadn't reached the bottom of the mines. I've been trying to analyze that code since the 1.3 release notes, I think the info in the release notes was incorrect. In any case, I'm 100% positive that I wasn't using v1.3 or less (*ahem*) and I had not reached the mine bottom. I suspect the other jewels may be obtainable after reaching level 40 or 80, but cannot confirm those. margotbean (talk) 21:50, 8 October 2019 (UTC)
Can you reproduce it again, exit before saving that day, then send me a zip of the save files and mention which trash can had it? I'll look into why that's happening, to make sure the page is accurate. (You can send the zip via Discord or a site like catbox.) —Pathoschild (talk) 22:09, 8 October 2019 (UTC)
I will most certainly zip the save file if it happens again; unfortunately the original save is long gone. As I said, I've been watching for it, because I thought something was amiss with the 1.3 change notes, but it's taken this long for a purple mushroom to pop. That's what, a year? A year of 3+ complete playthroughs (and several incomplete ones) in which I avoided reaching the mine bottom so as to avoid the buffed monsters that happen. No purple mushrooms popped till the last month or so. I can test, but there are no guarantees that they will be successful with RNG. *sad face* margotbean (talk) 22:29, 8 October 2019 (UTC)
I assume you have already slept more than one day on the file, which means that the backup in the save file won't work either... BlaDe (talk) 00:01, 9 October 2019 (UTC)

Dino Egg

A trivial tip, then, if you wish. Standard procedure, I call it. Someone else seemed to need the idea, so I thought it belonged in the article, though. Glad you agree. Butterbur (talk) 17:18, 20 November 2019 (UTC)

Thanks

Sorry about my enthusiasm. I was trying to go off the patch notes. I'll chill :) Bassgoonist (talk) 19:01, 26 November 2019 (UTC)

Reverted Edits to Ruby

I added a section to the page Ruby saying it could be traded for a Spicy Eel, but you removed it saying it was unnecessary in the edit history. If I was a player with a bunch of items in by bags trying to decide whether I should keep them or sell them, knowing they can be traded for something useful seems like relevant information. I was intending to update pages for other items that can be traded at the desert trader but I'll hold off for now. Is there perhaps some other way we could include this on the item pages? Birkett83 (talk) 01:04, 29 November 2019 (UTC)

I appreciate the thinking behind the edit, but let's hold off until the Desert Trader page is finished and revisit the issue then. I do appreciate your contribution! I don't mind adding that items can be purchased at the Desert Trader for now. But let's talk again once some of the wiki mayhem has died down. margotbean (talk) 01:17, 29 November 2019 (UTC)

Double the Number of Crops

Hi Margotbean, I understand if my explanation for why luck applies to most crops is lacking. I can test every crop if you want, but since I was able to get double yields for crops that weren't normally thought to, it should give merit to this code analysis. Looking at Crop::harvest, to double the number of crops, this code is relevant:

{
if (dead) //must be false obviously.
   ...
if (forageCrop) //this must be false, I did forget to mention this.
   ...
else if (currentPhase >= phaseDays.Count - 1 && fullyGrown || dayOfCurrentPhase <= 0) //must be ready to harvest.
   if (indexOfHarvest == 0) //must be false, but looking at Data/Crops.xnb, no crops have an indexOfHarvest of 0? So doesn't matter I guess?
      ...
   ...
   if (harvestMethod == 1) //must be false, a harvestMethod of 1 indicates the crop needs a scythe to be harvested.
      ...//no code exists here that doubles the number of crops.
   else if (junimoHarvester != null || Game1.player.addItemToInventoryBool(object2.getOne(), false)) //player's inventory must not be full or there must be a junimo.
      ...
      if (random.NextDouble() < Game1.player.team.AverageLuckLevel((GameLocation) null) / 1500.0 + Game1.player.team.AverageDailyLuck((GameLocation) null) / 1200.0 + 9.99999974737875E-05) //this is where I got a luck value of 1500. Using that almost guarantees this statement will always be true.
      {
         num1 *= 2; //double the number of crops.
         ...
      }
      ...
   ...
...
}

The list of parameters, therefore, that will yield a double harvest are: not dead, not a forageCrop, ready to be harvested, does not require a scythe to be harvested, inventory is not full or a junimo is harvesting, and lastly a random number check. Based off of this and my tests (I also tested kale and rice which did not yield a double harvest) I sort of generalized that all crops besides those that require a scythe (and also not forage crops which I realize now) can have a double harvest. One more note is that sunflowers might be exception, as they have their own code section, so I will probably test this. Ivordir (talk) 01:39, 30 November 2019 (UTC)

Hi Ivordir! My point in changing the edit was that no normal player can expect luck to give them double crops, since artificially inflated luck can't happen in vanilla gameplay. There were changes made for modders to crop calculations; these are in the change notes -- they specifically took steps to ensure that vanilla gameplay wouldn't be affected. If this is the change you're experimenting with, then it's a trivia item for the luck page. If it's a bug, then it should be reported to the developers. Please keep me advised! Thanks, margotbean (talk) 01:48, 30 November 2019 (UTC)
Hi Margotbean, please tell me if I am not reading your point right. Are you saying that since the chance of double crops happening is so small in vanilla that it is not worth mentioning on the page? If so, then should it be removed for the other crops as well, as the chance is the same for all crops? Otherwise, I was simply trying to show that luck does affect most crops' chance for a double harvest (even if the chance is very small) and should therefore be listed as being affected by luck. Thanks, Ivordir (talk) 02:03, 30 November 2019 (UTC)
Hm... In 1.3.36 I had a crop of Hops plants that gave me an extra hop at least 3-4x over the summer. No one could explain it. This code-diving of yours could! I was under the impression that it was only the inflated luck level that caused it, but you're saying it's possible for any crop to double in vanilla... that's more than a bit of trivia. Let me see if I can step through the code tomorrow and investigate further. margotbean (talk) 06:09, 30 November 2019 (UTC)
In 1.3.36 I also definitely had extra Hops occasionally (not that often) with no artificial driving up of luck. I had only daily luck, and I could not say what I had of that those times I got extras. But I assume that still constitutes "vanilla". Butterbur (talk) 06:29, 30 November 2019 (UTC)

Thanks a lot!

Hi Margotbean! Thank you for your message about Movie Theater. Honestly I was trying to learn their preferences and inviting them one by one to the theater :D Thanks for saving my time and messaging me, see you :) Isendra (talk) 17:32, 30 November 2019 (UTC)

Startles

Ok, thanks. The question was not was it a verb, but was it intransitive. I'm unused to this particular use of intransitivity and it struck me as wrong, but upon looking it up, you are correct; it can be either. I had forgotten the subordinate clause use: "a horse that startles easily". (Getting old is not for the faint of heart. But then again, neither is living in general!) Butterbur (talk) 00:37, 1 December 2019 (UTC)

Critical strike chance percentage in infobox

With so much happening currently (you're all doing a great job!) I figured it was best to 'contact' you directly instead of writing on the infobox discussion page. Wouldn't it be better to write the critical strike chance in percentage instead of e.g. "0.02"? This can be done using #expr from ParserFunctions.
For instance: {{#expr: {{{csc}}}*100}}%. It can be customised with rounding and suchlike, but that shouldn't be needed in this case. Pangaea (talk) 20:51, 1 December 2019 (UTC)

I like that idea very much. The problem is we would need to update the Weapons page (in all languages that have a weapons page), and the infobox itself in 12 languages. I can put it on the "to do" list, but (as you can imagine), that list is quite long at the moment. ~O_O~ margotbean (talk) 21:18, 1 December 2019 (UTC)
Oh, those pages too, didn't think about that. Then it becomes a bigger task since those tables are hardcoded. This is where an extension like Cargo would come in real handy, but converting to that would in itself be a colossal task. I started doing it for the RimWorld wiki, and eventually kinda gave up :( Thanks for putting it on the to-do list, though. It would be a nice change I think. Pangaea (talk) 22:07, 1 December 2019 (UTC)

editing

Why did you change my post? It's true btw Krobusboy55 (talk) 17:45, 2 December 2019 (UTC)

New slime images

Hi. Are you able to upload images for the new slimes so that Monsters look correct? I made changes to the article and it looks correct, but the images are lacking so there is just "24px" for the new slimes. Pangaea (talk) 20:31, 3 December 2019 (UTC)

it's on my "to do" list... margotbean (talk) 20:32, 3 December 2019 (UTC)
Great, thanks :) Pangaea (talk) 20:34, 3 December 2019 (UTC)

Scythe

If you say so. But I think we're seeing the same things and are just wording them differently. When I scythe grass, I find that the stroke does not make a clean cut throughout, but especially at the edges can leave behind tufts that it will then cut with a second stroke, or a third. So yes, it can clear the area, but I was speaking of single-stroke behavior. If you see something else, ok. I can only report what I see. Maybe I'm just less adept with the tool. Butterbur (talk) 07:24, 5 December 2019 (UTC)

For what it's worth, I'm not seeing that with the golden scythe. The only difference I can see is a slightly bigger range, but even that is kinda hard to observe without side-by-side comparison. Other than that, it seems to behave like the normal scythe, and will leave behind tufts here and there in its catchment area. Which, incidentally, I think is a good feature, because it makes regrowth easier than with a clearcut, and often I just want to put some hay in the barn, and then let it regrow, then repeat the process. Pangaea (talk) 12:25, 5 December 2019 (UTC)
Thanks! And I agree completely. The descriptions I've been hearing about the Golden Scythe made me think otherwise. (I have no testing setup to try it out - not my line.) So, I was figuring I might continue to cut grass with the regular one. I really don't want a clear cut with grass, although I do want one with crops and weeds. And I've always felt rather clumsy using the scythe because I could never quite predict how it would aim itself. Two strokes without moving the cursor would seem to go slightly different places. So I've not felt confident about saying exactly what it does, even though the overall pattern is pretty obvious. Kind of sorry to hear that the range of the gold one isn't materially larger. Guess I'll have to make my judgement as to its worth later. Butterbur (talk) 17:20, 5 December 2019 (UTC)

Farm maps

Is there a reason to keep the old images?--Spaceeinstein (talk) 22:28, 5 December 2019 (UTC)

Movie Theater Villager Reactions

Hi - I'm new to wiki editing, hoping I'm doing this right.

I noted on the Movie Theater page under the "Movies" section that villagers who "love" the movie have a heart bubble above them and villagers who "like" it have a smiley face. Further, it says "[Guest] is enthralled" if they love it and it says "[Guest] is really enjoying their [snack]" if they love the snack. The guest also falls asleep if they don't like it. It was removed with the message "villager reactions vary" - this doesn't seem to be true, I've tested it with 8 villagers now. Veryshanetoday (talk) 23:08, 5 December 2019 (UTC)

But there are 34 villagers, so.... margotbean (talk) 23:10, 5 December 2019 (UTC)
I guess it could be a fluke that 5 villagers who "loved" it had the same reaction? Veryshanetoday (talk) 23:18, 5 December 2019 (UTC)
It may or may not be a fluke, you don't know until you test them all, and even then, there may be specific factors you haven't triggered that affect repsonses. My point is that you should endeavor to obtain the complete picture before making edits that apply to all villagers. I appreciate that you're testing and trying to make the wiki better! margotbean (talk) 23:34, 5 December 2019 (UTC)

NPC Gift Tastes

These two articles list the change as being in v1.4.2, implying they're different from 1.4.1. Was that in error? Butterbur (talk) 00:17, 6 December 2019 (UTC)

Datamine updated

Hi Margot. I got your message on Discord and updated my datamine files for 1.4.2; they are available at https://mouseypounds.github.io/1.4_datamine/ . Not everything is verified in-game, so if you ever notice anything that seems wrong, please let me know. - MouseyPounds (talk) 00:55, 6 December 2019 (UTC)

Hot Pepper Jelly

I couldn’t find hot pepper jelly on the wiki, but it’s a thing. I made it last night by using a hot pepper on the preserves jar. If I’m mistaken, I’m sorry! Tsatalino (talk) 16:17, 7 December 2019 (UTC)

Try Preserves Jar, which lists items it produces that are more profitable than Keg produce, and identifies Hot Pepper as a fruit, which means the produce is jelly. Granted, it's not exactly highlighted. Butterbur (talk) 22:47, 8 December 2019 (UTC)

File name

Hey! I know it's a small thing but the photo for Grange Display is saved as "GrangeDisplay123Points.png" would you be able to change it to 124? (it's only the file name) --Rgpmtori (talk) 01:26, 8 December 2019 (UTC)

No, because then I'd have to change the SDV fair page in 11 other languages.  ;) margotbean (talk) 01:57, 8 December 2019 (UTC)
Oh that sucks lol, well it will be evidence of the progressions of the game I guess :P --Rgpmtori (talk) 17:06, 8 December 2019 (UTC)

Item Indexing in v1.4

Wondered if you knew whether or not the internal index numbers for some items have changed in v1.4. I've noticed twice in 5 game days that MouseyPounds' SV Helpers application has misidentified the type of artifacts to be found at worm sites: Clay instead of Lost Book, Coal instead of Skeletal Hand. Thought something like this might have been done in order to sort out bugs in v1.3 that allowed one item to substitute for another in certain cases. Also thought MouseyPoundds might like to know what I've seen, but don't know how to make contact. Seems not to be on the wiki much, nor on the forums. Have you seen anything of similar occurences anywhere else? Thanks for any reply you can give. I know you're immersed. Butterbur (talk) 05:49, 8 December 2019 (UTC)

No item IDs have changed in 1.4; there are just new items added throughout the ID range. None of my apps deal directly with artifact spots; are you instead thinking of djomps' Artifact Finder (which uses my RNG class)? There were fixes to where some artifacts can be found in 1.4 and I don't think that app was even updated for 1.3, let alone 1.4. The best way to contact me is via discord or the specific topics for my apps at the forums (which is linked in the intro of each app page). MouseyPounds (talk) 06:22, 8 December 2019 (UTC)
Thanks much. I suppose I am using djomp. It doesn't have anyone's name on the banners, nor forum pointers, and has shown v1.2 ever since I heard of it (the same time I heard of SV Checkup). The Webpage calls it Stardew Valley Helpers, and include Artifact Finder, Forage Finder, and Village Calendar. Forage works fine, Calendar always has had troubles (partly because NPC scheduling has also) and it blanks on Night Market. Artifact Finder has been the most helpful. It still finds the spots but with v1.4 gets the item wrong a lot of times. My guess as to cause seems wrong.
Thanks much for the info. And thanks also for the v1.4 update of Checker. Looks great. Butterbur (talk) 07:12, 8 December 2019 (UTC)

Revertions

I find it very frustrating and demotivating to try to contribute positively to the wiki, and then only have it reverted or deleted with a handwave. Wikis are meant to be a collaborative process. Pangaea (talk) 17:23, 8 December 2019 (UTC)

If you had uploaded the image in all 12 languages... I'm sorry, I still would have found it unnecessary. margotbean (talk) 17:34, 8 December 2019 (UTC)
It's not the first time, and not just about that deletion. Having looked through many pages in here, other people have been upset by the behaviour as well. Like I said, wikis are supposed to be a collaborative effort, not a one-woman show. I don't feel like contributing anything here when there is such a big risk of stuff getting deleted. For a time I contributed to talk pages instead, to at least raise issues, because spending time to make changes and most likely getting it blanket deleted is just a waste of time and effort.
Looking at various pages in other languages, often the pages don't even exist, so your 12 language reason is a little iffy in my opinion -- besides the fact English language images also exist in the other wikis. Pangaea (talk) 18:27, 9 December 2019 (UTC)

Collections

If this helps, great. If not, please ignore/erase.

You've had such a long list of v1.4 changes to handle, I was wondering if you've noticed the picture diagrams on the Collections page. Fish seem to have been updated fine. Shipped items have not been updated. An attempt to update Cooking was made, but something is wrong, for the pictures do not match the correct label table beneath. I myself took a shot at correcting that in the template input, but I can see now that my change was not correct either, and it now appears to me that the existing template input is correct. (At least, it matches the pattern of the previous working form.) Nevertheless, the label table comes up updated and the picture comes up as in v1.3 except the popup identifiers mismatch. Knowing little about templates, I would guess the problem is in the underlying template code, which I would not be inclined to touch. Butterbur (talk) 15:49, 9 December 2019 (UTC)

Oh, honestly! I looked again, and it's just that the cooking image file needs updating (as does shipping). Didn't notice before as I was distracted by the volume of unfamiliar code. Butterbur (talk) 16:12, 9 December 2019 (UTC)
The cooking collection looks updated to me. Try clearing your browser's cache (Ctrl+F5) and see if it updates. The Shipping image is on my list, it's toward the top of the list, actually, but the deley is in making sure all languages now match. It is a priority, though. margotbean (talk) 16:51, 9 December 2019 (UTC)
It had survived an overnight computer shutdown already, and cache cleaning didn't do it. Clearing history and a temporary settings change seems to have set things right, though, after SV website logout and dismissing the browser. Thanks! Metadata can be a real time-waster when you don't want it! But the pictures and languages combo? I very much appreciate that you are taking that on for all of us! Butterbur (talk) 22:16, 9 December 2019 (UTC)
OK, I've updated the shipping collection (in English). The rest of the languages are a mess, but English should be working. Thanks so much for the kind words, I truly appreciate them! margotbean (talk) 01:40, 10 December 2019 (UTC)
Wonderful! (I mean that English is working.)  ;) Confirmed that all is lovely. Thanks. And you deserve some recognition for contributions over and beyond ... (or is that an American expression?, but you probably get the idea.) Butterbur (talk) 07:03, 10 December 2019 (UTC)

Junimo Kart Edits/Help

Hey Margot, Im not sure how to use the wiki very well in terms of contributing, but with the release of the new update I have been playing a TON of junimo kart and have discovered a few things not covered on the wiki. I went ahead and added my description of the "???" level that I found, as I hadnt seen anyone mention it before. However I stopped myself from adding the excerpt about being able to skip stage three, since you deleted prior mentions of it. I have video evidence from my stream for both of these things, and would love for some help in making these changes on the wiki for other people who love Junimo Kart too :) Thanks! ItsFreakinEthan (talk) 15:41, 10 December 2019 (UTC)

Random Bit of Thanks

I have to thank you for adding the mod link in your profile page, which directs a user to a mod that shows villager locations live. I had not considered using mods with Stardew Valley UNTIL i saw the mod you presented. Vrishnak92 (talk) 11:52, 12 December 2019 (UTC)

You're welcome! Glad it was helpful to you, I wouldn't play the game without it!  :) margotbean (talk) 18:03, 12 December 2019 (UTC)

Jas Edit Help

Hi Margot,

I edited Jas to hate honey, and when I read the preview before I posted it, it looked fine. After though, their was problems with proportions. If you could help fix it that would be great!

(Sorry) :)

All fixed! margotbean (talk) 23:22, 16 December 2019 (UTC)

Thank you :) JayStardewVally

Elvish Jewelry

Hey Margot,

Now that I re-read my quick edit on this page I see how I phrased it poorly, but I still feel the double use of "or" feels a bit obtuse as well. Perhaps "can be found in fishing treasure chests, artifact spots in cindersap forest, or artifact troves"? Apologies if I'm formatted anything here terribly by the way, that edit was why I made an account and I've never done any wiki editing before now!

Chaxinitus (talk) 02:58, 30 December 2019 (UTC)

Roe page

Could you please take a look at my mockup with only 3 fish/roe in it at https://stardewvalleywiki.com/User:Numberland/roe I'd like to confirm that you are happy with it before proceeding further. Numberland (talk) 08:12, 30 December 2019 (UTC)

changes to watering cans and pickaxes entries

Hi, please do not revert these changes unless there's a justified reason. It's a minor semantic change that helps tremendously with a project I'm working on, so unless there's an actual reason to revert, please leave the change as-is. Thank you! (ETA - If the desire is extra lines, that can be achieved easily.) Clairelyclaire (talk) 18:34, 30 December 2019 (UTC)

I take it there's no middle ground available here? Seems incredibly petty. Clairelyclaire (talk) 23:55, 30 December 2019 (UTC)