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lizzoli

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lizzoli

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27 comments

  1. krungyx
    krungyx
    • member
    • 0 kudos
    Please update for mystery boxes...
  2. rokugin
    rokugin
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    • 16 kudos
    The issue with Mystery Boxes can be fixed with Extra Machine Config, if you're fine with a dependency. Technically this is also an issue with the Golden Coconut because of the hat it can produce. Coupled with Automate you can get a bunch of those hats, which isn't intended but also has no effect other than wasting space.

    Otherwise that's a limitation of the way SDV is written and probably won't ever be fixed because it would require massive rewrites.

    Edit: Investigating an issue with this currently, will edit again when I figure out what went wrong.

    Edit #2: Figured out what's wrong, let the author of EMC know but not sure if they're gonna change the documentation. In the meantime I have an example on the validator site. My example also includes the Golden Coconut.
  3. altroquinine
    altroquinine
    • supporter
    • 9 kudos
    hi! i made a blacksmithing mod that also overhauled the geode crusher as part of the features, and with extensive help from the sdv discord's modding community, i was able to figure out the issue with mystery boxes :) if you'd like i can help you with that part of your mod! my discord is @altroquinine, and i'm also in the sdv server
    1. debacle00
      debacle00
      • member
      • 0 kudos
      hello can you help me with mystery boxes i have the same issue geode crusher doesn't open oystery boxes 
  4. shad0wr0n1n
    shad0wr0n1n
    • member
    • 0 kudos
    Hey! 

    I just downloaded this mod and it's not seeming to activate. Is there anything special I have to do to activate it, or should it activate on download? I'm not seeing any errors in SMAPI on load.
  5. Vizeryn
    Vizeryn
    • member
    • 1 kudos
    the geode crusher isn't opening my mystery boxes for me :(
    1. Vizeryn
      Vizeryn
      • member
      • 1 kudos
      wait ugh i just read the description. sorry that you're running into that glitch! hope its fixed soon <3
  6. BlueBow501
    BlueBow501
    • member
    • 0 kudos
    I'm so excited to make Clint obsolete :D
    1. Sanary
      Sanary
      • supporter
      • 0 kudos
      Now we only need a mod that let Dwarf sell ores and upgrade tools for us...
    2. BlueBow501
      BlueBow501
      • member
      • 0 kudos
      EXACTLY
    3. SaryDrake
      SaryDrake
      • member
      • 0 kudos
      Fr fr
  7. MakeMeASanduba
    MakeMeASanduba
    • member
    • 0 kudos
    First of all, I wanted to thank you for creating this mod!
    I have a question, do the blue mystery boxes only produce bombs? I use SVE and some mods, could it be these mods' fault?
    1. HempyBirdMan
      HempyBirdMan
      • supporter
      • 3 kudos
      I seem to be getting mainly fertilizer out of em, meself. So I guess differing mods list depending, it must be somewhat random?
    2. Olioster
      Olioster
      • supporter
      • 15 kudos
      I'm only getting seeds from the golden mystery boxes.
    3. lizzoli
      lizzoli
      • member
      • 1 kudos
      working on addressing this. mystery box contents are coded differently than artifact troves/coconuts/geodes, so the geode crusher seems to not be handling them well
    4. fluxxdog
      fluxxdog
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      • 5 kudos
      I remember looking into this some time ago for my own reasons. The stickler with opening geodes was that they were seeded, meaning that if you opened them in a particular order, whether through Clint or the Crusher, you would always get the same results. When artifact troves and coconuts were added, they used the same mechanic. Essentially, everything was pre-rolled and it would just churn through the random numbers like going down a list. Like they used rng.next().

      I haven't investigated 1.6 much, but it was made clear that a new RNG method was implemented and possibly the boxes use a different hook for progressing their RNG tables such that it triggers when Clint opens them but not when the table is read. If so, that would explain why the boxes will always give the same thing over and over.

      The Stardew Predictor has boxes separate with their own table so there is some credence to this theory. Their github might give you some pointers. Other than that, it may be beyond the capability of Content Patcher to fix. Good luck!
  8. x7eventy7
    x7eventy7
    • supporter
    • 27 kudos
    I've been trying to make this mod for a few weeks but couldn't really figure it out. So glad someone took on the task!
  9. Phill777
    Phill777
    • member
    • 0 kudos
    Both my mistery boxes won't work with the crushers, wether I put them manually or in a chest with automate. The rest works fine. Is there anything missing on my end? Thanks for the awesome mod
    1. Darklord99952
      Darklord99952
      • supporter
      • 3 kudos
      Mod description says they are currently bugged and will be update soon
  10. ASUsername
    ASUsername
    • member
    • 1 kudos
    {
        "Format": "2.0.0",
        "Changes": [
    {
            "Action": "EditData",
            "Target": "Data/Objects",
    "Fields": {
    "275": {
    "ContextTags": null
    },
    },
    "Action": "EditData",
            "Target": "Data/Objects",
    "Fields": {
    "791": {
    "ContextTags": ["color_yellow"]
    },
    },
           "Action": "EditData",
            "Target": "Data/Objects",
    "Fields": {
    "MysteryBox": {
    "ContextTags": null
    },
    },
           "Action": "EditData",
            "Target": "Data/Objects",
    "Fields": {
    "GoldenMysteryBox": {
    "ContextTags": ["color_yellow"]
    },
    },
    },
        ]
    }
    Verification is available