About this mod
Changes Mixed Seeds and Mixed Flower Seeds to include all seeds, including odd or restricted seeds, as well as crops from many supported mods
- Requirements
- Permissions and credits
- Changelogs
I've always found Mixed Seeds not worth the effort. I never know what's actually available, where or when they could be planted, how much time I needed to allocate before the end of the season, etc. But also, the staggeringly low yet seemingly arbitrary number of different crops they could result in leaves them quite underwhelming in value, despite being kind of rare. They're both too random and not random enough, in the worst of ways.
So Oops! All Mixed Seeds aims to fix that, by making them both substantially more random but also much easier to understand.
With this mod, Mixed Seeds and Mixed Flower Seeds can be any seeds in the game, from vanilla or any supported installed mod, with no exceptions. It's truly mixed, and random. Any seed that could work at the time of planting is available. This includes normal/standard seeds (like what you could get from Pierre's), seeds currently not available at vendors (Garlic, Red Cabbage, etc), seeds available at vendors you haven't unlocked (Starfruit, Cornucopia Passion Fruit, etc), seasonal seeds (Spring/Summer/Fall/Winter Seeds), quest seeds even if you haven't started/finished the quest (Fiber seeds, Qi Fruit Seeds, SVE monster seeds, etc.), seeds you aren't even allowed to get (Joja Fruit/Veggies before/after completing the Community Center, etc), rare or valuable seeds (Sweet Gem Berry, SVE Golden Carrot, Cornucopia Prismatic Rose, etc), and more. Literally any seed. Ever.
There are a couple configurable restrictions to these rules, outlined below, for the player to balance their Mixed Seeds to their play style and desired level of difficulty.
Installation
- Install the latest version of SMAPI
- Install the latest version of Content Patcher and Item Extensions
- Download and unzip this mod into the Mods folder
- Run the game using SMAPI
Configuration
This mod comes with the option change the relative chances of certain groups of seeds from being chosen from the pool of all available seeds. This works by relative weight - the higher the number, the more likely it is to be picked. A group with value 5 is 5 times as likely to be chosen as a group with value 1.
Regular Crops Probability Weight: A relative probability weight for regular crops, bought from vendors with no restrictions. The default config values result in this group getting effectively 4 copies of each seed in this group added to the pool of seeds randomly chosen by the mixed seed.
Restricted Crops Probability Weight: A relative probability weight for crops with minor restrictions, but can still generally be obtained in large numbers (limited stock, monster drops, dug up, Dwarf, Sandy, Suki, low/mid tier quest lines, during Community Center completion, etc). The default config values result in this group getting effectively 3 copies of each seed in this group added to the pool of seeds randomly chosen by the mixed seed.
Rare Crops Probability Weight: A relative probability weight for crops with major restrictions (not purchasable with Gold, late game quest lines, Community Center completion, etc). The default config values result in this group getting effectively 2 copies of each seed in this group added to the pool of seeds randomly chosen by the mixed seed.
Unique Crops Probability Weight: A relative probability weight for extremely unique or limited crops (Qi quests, single crop seeds per playthrough, seed maker banned, end game quest lines, post-Perfection, etc). The default config values result in this group getting a single copy of each seed in this group added to the pool of seeds randomly chosen by the mixed seed.
Unfamiliar Crops Probability Weight: A relative probability weight for crops for which I don't know their unlock and availability requirements/restrictions because I'm unfamiliar with the mod. The default config values result in this group getting effectively 3 copies of each seed in this group added to the pool of seeds randomly chosen by the mixed seed.
Limitations of this Mod
There's 2-ish limitations I came across while developing this mod that are worth mentioning.
- I couldn't figure out how to check if RSV's Summit Farm had the "any season crops" upgrade. So any mixed seeds planted on Summit Farm will only pull from the current season's pool of seeds. If anyone is well-versed in RSV events and Content Patcher game state queries, hit me up and I can probably fix that.
- Less of a limitation of the mod and more the author, as I add compatibility for mods I'm unfamiliar with, I have no idea what the seed's relative probability weight should be. These seeds are all lumped together naively in the Unfamiliar group. It's not ideal, but it's better than nothing. Mods with seeds in this group will be called out in the Compatibility section below.
Compatibility
This mod is compatible with Stardew Valley 1.6.
I wanted to provide automatic support for all mods that I use in my playthroughs. All seeds are included from all of the following mods as well. If you have the mod, the seeds will be automatically included, and if you don't, they won't.
- Adventurer's Guild Expanded
- Alchemistry
- Bonster's Combined Crops and Recipes
- Cornucopia - More Crops, Cornucopia - More Flowers, Growable Forage and Crop Bushes
- East Scarp
- Forage of Ferngill (Wildflower module only, part of the legacy mod - only the wildflower and mushroom modules add seeds, however the updated Much Ado About Mushrooms module that replaces the legacy mushroom module removes those seeds, leaving only the wildflower module with applicable seeds)
- Gem Berry Expanded
- Grains Overhull
- Ilucie's Winter Crops
- Joseph's Seed Shop
- Lumisteria Serene Meadow & Visit Mount Vapius
- Lunna Astray
- Quaint Living 1 & 2
- Sekun's Crop Expansion
- Stardew Valley Expanded
- Sunberry Village
- Vanilla Forage Crops and Bushes, Stardew Valley Extended Forage Crops and Bushes, Ridgeside Forage Crops
- Walk to the Desert
- Wildflour's Atelier Goods - An Artisan Goods Expansion
Also, on the subject of modded seeds - Item Extensions gracefully handles the situation of a selected seed not being found, so having some modded seeds disabled won't impact anything but a warning message in the SMAPI logs about a seed not being found. Because this mod supports and assumes all seeds are available, having modded seeds enabled or disabled will make no functional difference, and work as intended, including seeds that are enabled and ignoring those that are disabled automatically.