But i cant seem to find how to unlock th room behind willy's shop, where my wizard is, and i need him for the community center, do you know if its like a check, friendship or another thing ? (i know vanilla is finish the CC but like... I cant with the wizard lmao and i know the mod is wall coded to avoid that so how ?)
The door will unlock upon receiving the `Boat Repair` item, which replaces the vanilla condition of completing the CC. In Archipelago, the most common goal is the CC, so we try not to lock any content behind your own goal.
This is the most fun I've had with Stardew since playing it for the first time <3
I'm currently soft-locked 1% away from perfection. I need the last foraging level, which is in the "Repair Ticket Machine" check for Willy's boat. But since the boat was already unlocked through a different check, I only get the option to buy a ticket. https://imgur.com/a/Xs44k5l
I've tried coming at it from different angles, but no luck.. Any advice?
Don't feel bad, it's a pretty common question! The way to do it is not very intuitive, but I needed to distinguish between ticket and repair and that's the best I came up with
Hi I was just wondering if its a common problem for the quick start and starting gold to not work? I have them set to yes and random respectively and every time I just get 500g and parsnips.
I'm really having a blast with the mod & jumped really far into the deep in. I'm the kind of person to enjoy playing with spreadsheets to track my every move so I use the spoilers page generously (sue me). Because of this, I've run into an issue I can't quite work out.
I have Shipsanity set to Full shipment + Fish & Bundle randomization set to Remixed. I've ended up with a seed that has the Legendary fish bundle (and as far as i know, I can't both sell the fish & given them to the CC). Normally, I would just say donate the fish & forget the shipping rewards, but my "ship the glacierfish" reward is the fairy rose seeds, which you need for a few other bits of perfection. The 2 of the other fish I can skip (I think: one trap & one reward bundle) and I'm a little unsure of the 3rd (the legend shipping gives me a golden walnut, which theoretically you can buy now on GI but I'm not to the island yet so I don't know how that's being handled in the mod).
So can we catch the legendaries twice with this mod? Am I missing something else? (Honestly, I'm having so much fun with the save that I'm willing to cheat myself in the fish so I don't have to restart).
Yes, you can simply catch another legendary. They are unlimited, as is everything else when using the mod.
Archipelago garantees (except bugs sometimes) winnability, even for the theoretical optimally incompetent player. Which means that, we have to account for the possibility of you catching a single legendary and immediately trashing it. From that perspective, even a single legendary-related task would require re-catchability to avoid softlocks.
There are several such mechanics that, in AP, we changed to be renewable one way or another, to avoid softlocks
Hi! I'm playing this mod rn and I'm struggling to understand how I will be able to unlock the bundles in the community centre. In vanilla, you get the magic juice from the Wizard which teaches you the languange of the junimos. This is from the quest "Meet the wizard". I looked through the seed spoiler and I can't find anywhere where it unlocks the language. I tried to do hints and search but I don't know what exactly I'm looking for. Can someone help me? What unlocks the junimo language? Is this seed beatable? I'm probably going to start over since I've looked at the spoilers, but I don't want to risk running into the same problem in my next save. Here is the link to my randomiser seed: https://archipelago.gg/dl_spoiler/EIPW60MnTGyV9lA-NWRChA
Edit: After watching Emmalution's playthrough, it seems that the green juice from the Wizard isn't randomised - and can in fact be found where it's usually found: the first time you meet the wizard.
Yes, the ability "Forest Magic", which allows you to read Junimo Text, is not a randomized item at the moment. It might become a randomized item in a future version, but for now, to read bundles, you need to find your wizard tower (inside) to get the cutscene.
Apologies if that was unclear to you. I am aware it is a slight inconsistency in our game design, as the cutscene is a location, so it is reasonable to expect a matching item.
i seem to keep running into an issue and idk how to fix it the community center keeps showing a bundle that has me pay 10k star tokens and the counter only goes to 9999 idk how to fix this
You can only hold 9999 during the festival. But if you go home, they get saved to your permanent wallet. Then just go to the festival again to get more
Absolutely love this mod!! I have a quick question, I started a playthrough and really loved the generated maps I ended up with. I want to start from the beginning again (i was testing it out and feeling it out and now I want to start over and play through it properly for fun), so my question is, is there a way to wipe the progress you've made to start fresh on that same seed/game etc? Whenever I try to start a new game on the same one I used before, using the same number, it loads with all the unlocks/checks I had previously found before. I'm not sure if it's possible, but it would be great if I can wipe that progress to start over on it. Thank you in advance!
With Archipelago, there are two types of "progress". The first, the one you're used to, is what's in your save file. Notably, what you've placed in the world, inventories, stuff like that. Then, there is the server progress, stored in the room, which is what locations are checked and what items were found. If you only start a new save, the server will "catch you up" with the room progress.
But if you are the owner of the room, you can go to the top of the room page and access the *Seed* page. This page, that you have briefly encountered right before creating your room (but might have forgotten), is the result of the generation. It has all the randomization and item placements, but it is not the room itself. It creates rooms. You can, from this page, create a 2nd room, from the same randomization as the original one. It will start a fresh room, with zero server progress, but everything will be placed exactly the same.
Of course, combined to that, you will need to make a new save game as well. Otherwise you'll run into the opposite problem, where your save will automatically catch up the room and you'll be back to square one.
That's amazing, so i just need to create a new room. Problem is I think I only saved the browser page after generating the room haha. As a quick way to resume. That's alright though. I'll know for the future and for now just enjoy a new randomisation. Thank you so much Kaito, and thank you for all your hard work on this incredibly fun mod 💜
What is the correct way to resume an existing save ?
After two hours of inactivity the server slot is "Shutting down due to inactivity". So in order to continue my save file, i am creating a new room and use the new port to connect to the game. Day 1, it works perfectly, my progression has been saved and i can continue playing the seed. Day 2 is when all go wrong, all my unlocks since i started playing the seed are back in my mailbox. All the progressive unlocks are applied twice.
Your mistake was creating a new room. If you create a new room, it starts over a brand new room from scratch, just with the same generation results (so every item is in the same place).
To resume playing once a room has fallen asleep due to inactivity, you simply need to wake up this room. This can be done by navigating to it, in your browser, and just refreshing the page.
The reason you've been experiencing duplicate unlocks is that your local stardew save file knows what unlocks you've done, and when connecting to a fresh, "from scratch" room, it just sends all the locations again, so it receives all the items again.
I'm really sorry if this is a dumb question but I'm currently enjoying Archipelago... But I would very much like to lower the cost of hints. I saw Emmalution was able to do so, but missed exactly how she did it. Any insight into this would be appreciated. I tried sever commands in the chat and checked the json manifest and just couldn't find it anywhere.
hint cost is a server (host) side setting, so it can only changed from the server. If you created your room yourself, you can simply head over to it, and use the command `/option hint_cost 5` (for 5%. Change it to what you want. Default is 10%). If you are not the owner of the room, you can ask them to do so. It will affect all players equally.
Just in case someone else runs into this... if you still only have the training rod in the summer you can't catch ANY ocean fish as far as I can tell. You can only catch trash and seaweed. It is NOT caused by a mod, or any bug. It's intentional. I'm posting this because I just spent like an hour trying to figure out what mod was broken and I was blaming this mod! Technically it was the mod's fault but it was intentional. I will continue to try to find the fishing rod upgrade.
113 comments
But i cant seem to find how to unlock th room behind willy's shop, where my wizard is, and i need him for the community center, do you know if its like a check, friendship or another thing ? (i know vanilla is finish the CC but like... I cant with the wizard lmao and i know the mod is wall coded to avoid that so how ?)
I'm currently soft-locked 1% away from perfection. I need the last foraging level, which is in the "Repair Ticket Machine" check for Willy's boat. But since the boat was already unlocked through a different check, I only get the option to buy a ticket. https://imgur.com/a/Xs44k5l
I've tried coming at it from different angles, but no luck.. Any advice?
The way to do it is not very intuitive, but I needed to distinguish between ticket and repair and that's the best I came up with
Anything red in SMAPI? Are you playing on Mac? Any other mods that could interfere?
I have Shipsanity set to Full shipment + Fish & Bundle randomization set to Remixed. I've ended up with a seed that has the Legendary fish bundle (and as far as i know, I can't both sell the fish & given them to the CC). Normally, I would just say donate the fish & forget the shipping rewards, but my "ship the glacierfish" reward is the fairy rose seeds, which you need for a few other bits of perfection. The 2 of the other fish I can skip (I think: one trap & one reward bundle) and I'm a little unsure of the 3rd (the legend shipping gives me a golden walnut, which theoretically you can buy now on GI but I'm not to the island yet so I don't know how that's being handled in the mod).
So can we catch the legendaries twice with this mod? Am I missing something else? (Honestly, I'm having so much fun with the save that I'm willing to cheat myself in the fish so I don't have to restart).
Archipelago garantees (except bugs sometimes) winnability, even for the theoretical optimally incompetent player. Which means that, we have to account for the possibility of you catching a single legendary and immediately trashing it. From that perspective, even a single legendary-related task would require re-catchability to avoid softlocks.
There are several such mechanics that, in AP, we changed to be renewable one way or another, to avoid softlocks
I'm playing this mod rn and I'm struggling to understand how I will be able to unlock the bundles in the community centre. In vanilla, you get the magic juice from the Wizard which teaches you the languange of the junimos. This is from the quest "Meet the wizard". I looked through the seed spoiler and I can't find anywhere where it unlocks the language. I tried to do hints and search but I don't know what exactly I'm looking for. Can someone help me? What unlocks the junimo language? Is this seed beatable? I'm probably going to start over since I've looked at the spoilers, but I don't want to risk running into the same problem in my next save.
Here is the link to my randomiser seed: https://archipelago.gg/dl_spoiler/EIPW60MnTGyV9lA-NWRChA
It might become a randomized item in a future version, but for now, to read bundles, you need to find your wizard tower (inside) to get the cutscene.
Apologies if that was unclear to you. I am aware it is a slight inconsistency in our game design, as the cutscene is a location, so it is reasonable to expect a matching item.
If you only start a new save, the server will "catch you up" with the room progress.
But if you are the owner of the room, you can go to the top of the room page and access the *Seed* page. This page, that you have briefly encountered right before creating your room (but might have forgotten), is the result of the generation. It has all the randomization and item placements, but it is not the room itself. It creates rooms. You can, from this page, create a 2nd room, from the same randomization as the original one. It will start a fresh room, with zero server progress, but everything will be placed exactly the same.
Of course, combined to that, you will need to make a new save game as well. Otherwise you'll run into the opposite problem, where your save will automatically catch up the room and you'll be back to square one.
After two hours of inactivity the server slot is "Shutting down due to inactivity". So in order to continue my save file, i am creating a new room and use the new port to connect to the game. Day 1, it works perfectly, my progression has been saved and i can continue playing the seed. Day 2 is when all go wrong, all my unlocks since i started playing the seed are back in my mailbox. All the progressive unlocks are applied twice.
Anyone has an idea where i have messed up ?
To resume playing once a room has fallen asleep due to inactivity, you simply need to wake up this room. This can be done by navigating to it, in your browser, and just refreshing the page.
The reason you've been experiencing duplicate unlocks is that your local stardew save file knows what unlocks you've done, and when connecting to a fresh, "from scratch" room, it just sends all the locations again, so it receives all the items again.
If you created your room yourself, you can simply head over to it, and use the command `/option hint_cost 5` (for 5%. Change it to what you want. Default is 10%). If you are not the owner of the room, you can ask them to do so. It will affect all players equally.
It's an actual strategy to farm seaweed to use a training rod in the summer ocean, although not very well known!