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stardew valley: Some things you probably wanna know

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SO since I have been playing The game online with a sighted friend over 30 hours now, I thought to make a quick, kinda scattered, complementary article that does go over things the access mod never mentions in its (outdated) wiki. I will update this as I find more and more things out. Some people had trouble locating all mods, so I have uploaded them here into a single google drive file for convenience. file includes: glue your furniture down, stardew access, wasteless watering, autofishing, sm api console, chat commands, auto travel, accessible tiles.

General tips  and setting some things up:

For left clicking on things, use the secondary hot key (control plus enter) when the left bracket does not not work. For example, creating a new character to type in the name. When finished, press escape or enter, Then use the right arrow to move through the rest of the fields. You will know when you are typing because you will hear the letters speak even if keyboard echo is off.

Multiplayer stuff

For hosting a game:
You have to build cabins on an existing  farm or start out with a new one. First press the co-op button, then go up to the tabs and then right to the host tab. Here you can create a new one or load a saved one that has cabins. Unfortunately, even if you have done everything you could to make steam run the game with mods from the native steam interface, it will not work. the farm is supposed to show up whenever you are hosting a game to your friends. SO the only way this works reliably for now is using an invite code. You get it spoken when the session starts, but you can always copy it from the options menu (the upper tabs when you open inventory)
Also, loading a file that is normally an online multiplayer farm by using the load button and not the co-op button will automatically make an online game session and give you an invite code.
As for joining a game someone else is hosting:
From the main menu, select the co-op option. You will hear, "join lan game". Pressing the left bracket here will open a dialog with the following:
An edit box to type the ip address (activate it using left bracket)
To the right of that, a button wrongly labelled done naming, which is the OK button
and then further to the right and last is a paste button.
so if you are sharing a local network you can join such an hosted game  from here.
If you are playing remotely, then, instead of pressing the left bracket on the join lan game option, go down once. The mod does not read this but the text says, join using an invite code. If you press left bracket here you will come across a dialog like the previous one that allows you to type and or paste the code. The mod reads this one fully. If you input the code and press on the OK or done naming button, then after a few seconds you will see the name of your friend's farm and a back button, but navigation on this part is still bugged. You can press on the farm's name to connect. After a few seconds you will be prompted to create a name, choose a gender and then you are all set. Each player has a personal mailbox. If you are hosting the mod assumes the correct one. If you are a client you can exit the cabin, then go to the right until you cannot walk anymore and press x. Its not announced but there is where your mailbox will be.
The next unspoken item is supposed to be a list of the farms that are hosted by your steam friends. Finally there is a refresh and a back button.

general starting out tips

Placing chests and furniture:
For these its better to craft or obtain them, then hold them on your hands by using upper number row, and then on the tile you want, press c to set them there. X interacts with them, unless you want to pick them again to move them around using something like a pick axe. The glue furniture down mod is an option, but there is a better one which disables or enables picking any items automatically altogether when you step over them.

Hey, the game gets stuck!
Yeah, happens more often that I would like to admit. If for some reason you cannot move, you can use the command:
debug c
from the in chat commands dialog or the console to force the player to be unstuck. Also, ensure you have not accidentally opened the chat window. The only way to cancel a message is to delete until you leave the field blank and then press enter. You can review chat and server messages using page up and down.

object locator (accessible tiles)

Given that days in stardew run pretty quickly, and that paths can get  very fisual and tricky to do, the mod has a basic, rudimentary object navigation system.  Despite some bugs, it is very helpful for many tasks that are not necessarily moving around, such as foraging. It gets you on par with your sighted peers and can even help them locate things or places they would miss otherwise.

To use it use the following keys:

  • home: always announce the object closest to you

  • End: announce the object closest to you, its coordinates, and then your coordinates

  • Control home: Make the mod try to find a path to the object you just selected. If it cannot find a path either a character has left the area, or you need to unlock it by breaking something that is blocking your way or an action needs to be triggered, so failure to find a path its not a bug 99% of cases.

  • Page up and page down: select between the objects for a given class of objects. For example, if there are multiple entrances or doors it will list each of them.

  • Control page up and down: Select the type of object. It can be a door, an entrance, something to interact with like a shop counter, and so on.

Current bugs or usage issues:

  • It updates slowly and sometimes inconsistently. So if for example you have watered all crops or harvested the ones that are close by, it might still show that there are unharvested or unwatered crops. Either navigating to these unexisstent items or entering the map again in some way (by using and entrance or a warp command) or using the refst console command may refresh the list of things.

  • The auto walking to some spots or things can be problematic, such as animals because they constantly could move. Also, auto walking gets stuck. To unstick auto walking you can try to move to something that is also close, then press escape to interrupt it, or enter a new area or use a warp command.

  • Many important spots are not listed during some festivals or events in multiplayer mode. Best workaround is to note the coordinates of interest for that event (from this article) or found inside the tiles file in the mod folder and navigate to them manually, as warping will basically end and interrupt your part of the event in multiplayer mode.

  • Only one item and its coordinates is shown at a time, despite there being several of them on a map. This mostly slows down mining, harvesting products and  watering crops significantly. If you have several chests, it causes confusion because the shown chest could change depending on how close or at what angle you are to any one of them. The only somewhat clumsy workaround is to tag specific key locations using the auto travel mod.

  • The accessible tiles mod has a feature that is enabled by default, called grid movement. This basically moves you one grid space at a time, or just 8 pixels at a time which is not at all how sighted players move... the way they move looks more like ice skating, or gliding. This option might be a good starting point at the beginning for exploration and learning certain mechanics, but disabling it (with the letter I by default) can sometimes be much more efficient, especially in combat situations. The bonus is that you can still get everything announced, can use the auto walk feature and the character will smartly turn only when you need to face and interact with something.

Combat:

You can use the letter c to attack, x to block a hit or perform an alternate attack (depending on weapon).
Enemies:

  • Slimes: make a certain kind of synthetic bubble sound when they move, have somewhat of a rhythm. Can reduce speed so attack constantly and block from time to time.

  • Bugs: The same as slimes, but can die kinda quickly with often one hit.

  • Flies: these annoying things come, sting you and leave and then do the same again and again until killed. So get into the rhythm at which they do this to block and then attack. The closer the fly is to you the louder the sound gets, so cheers for Eric, the sole developer for sensibly including sound cues into his very minute design.

  • Earth crabs: these will not attack when you are a tile next to them, but their hard rock shells at later levels will be impenetrable with basic weapons. Best thing is to craft and use a mini bomb (the first ones you encounter drop them and can be killed with swords) and run some steps to not get injured.

  • larva: Similar to bugs and slimes.

  • Duggy: You have to stand on the same square that it is on to be attacked. Its like a quicksand but does not deal that much damage. Almost all of the enemies listed so far make a splattering sound when defeated.

  • Bats: they squeak and sound like something knocking on the ground when moving close towards you and attacking. They will attack similar to flies. Just a couple well timed hits from a weapon would be enough.

  • Stone golems: when they are ready to attack they will sound similar to dragging shells or beads into a hard surface. Both bats and golems will squeak when hit, hand have a longer squeaking sound when defeated.

  • Dust Sprite: relatively weak, they will emit somewhat pitched sounds with an arcade-ish kind of voice. They can break rocks to get to you and attack, though this counts towards your mining xp.

  • Ghosts: they have no sound. They will attack, and then teleport but they are not that harmful though, definitely harder to kill, even for sighted players. Weapons with great damage rather than speed are recommended to hit them. They will make a low pitched scream when killed.

  • Skeletons. These attack faster than some slimes,  and of course they have your expected hard plastic bone sounds for when attacking, hitting you or dying.


As far as I know, most combat happens when you are standing on the same tile as the enemy so it does not really matter if you are facing a certain way, though if you knock back your enemies they will shift and depending on weapon, if you face them you can hit them from a distance. Thankfully the accessible tiles mod makes them relatively easy to target and find with the home and control home commands to move to them. Whenever you attack an enemy you will hear a sound I can only describe as a bouncy rubber kind. If your attacks get blocked you will hear a metal cling. If you block attacks you will also hear a similar cling and the enemy might get hurt. And whenever you are hit you will hear a sound I can describe as a mario bros jump, but shorter and lower in pitch.
Be aware too that the game will signal when a swarm is pending either by announcing this when you enter and infested floor, or when the atmosphere changes sounds. Sometimes it happens that you face or move a direction too fast and try to use the sword to attack. The mod has trouble catching up to this and you will loose complete control of the game, so use the command
debug c
listed before to make the mod and game work again. Disabling the grid movement of the accessible tiles mod can also be a very viable option to prevent lock ups. It is possible to feed yourself while getting attacked to prevent drained health and or stamina.
For now these are all the enemies I have found (have been down to mmine level 80)

animal and food or crafting related

buying as far as I know  is really not accessible... you are better of using the: debug animal Chicken, Cow, Pig... ETC command. after you have made a coop or a barn of course. you can change their names if you pet them by pressing x once you are a tile away from them and facing that tile.
Feeding animals during winter or inside buildings: hold some hay on your hand by using the number row, and then step on all of the empty feeding bench spots and press the letter c (also known  as left click, or use tool button) and you will drop a portion for each one. The more you got, the more hay you have to put in. Holding hay is also a good way to pet them without opening the options menu for them.
Milking cows, goats: Hold the milk pail first, then come a tile next to a cow, face it, and press c.
Making cheese, using furnaces and machines that generate things like mayonnaise, ETC. Ensure you are holding the item to be processed (for example, eggs when making mayo) face the mayonnaise maker, and then press c. If you are missing something to start making an item the game will tell you.
Loading bait into fishing rods or amo for a weapon like slingshot:

  • 1. Open inventory (it does not matter what you are holding in your hand)

  • 2. Left click (or press left bracket) on amo, stones, bait.

  • 3. Right click (press right bracket) on fishing rod, slingshot or weapon to put it all at once. Optionally, you can right click on bait/stones or amo, then right click again on rod, slingshot or weapon to load just one piece at a time.

quests and events:

Community center:
This post explains it really really well, but to summarize and recap:
The way you do it is left click  on the bundle you want to see.
Then press i to see the items you'll need to complete that bundle.
Once you have one or more of the items in your inventory, go back to the crafting room.
There, left click on the bundle once more.
This time however, hit c to go through your inventory, till you come across the item you wish to put in the bundle.
Select it with left click and then hit v to bring up the slots for the bundle itself.
To place the item you've just chosen in the bundle, left click again, and it should place it in there.
If left click doesn't work on the inventory item, try x.

spring:
Egg hunt: not accessible unless you know the coordinates for all eggs, or freeze time and look for 11 of them.
Flower dance: Accessible, mostly scene based. You will have to get good friendships with villagers, or dance with your partner online.
Summer: luau: Using The pot soup: accessible.
Dance of the Moonlight Jellies. Its just a scene, so its accessible.
Fall:
Stardew fair: its tricky to do. I have not found the coordinates to finish it successfully. There is a place where you put your best quality crops and then ask for an evaluation from the mayor. Also, there is a fishing minigame and another one which is a roulette but I could not try it out. So I just let the event skip on that day.

Spirits eve: We accidentally sort of skipped that one, so not sure.
Winter: Festival of ice
Fishing competition doable with fishing mod, so be sure to tag or remember the position of a water spot (actually its on screen like a small gap on the ice). Step two or three tiles back because the net casts too far when using auto fishing mod even if you press and immediately release the key.
Night Market: Pretty much all things are accessible. However the mod has bugs in multiplayer mode with some locations. SO One thing you want to know is that beside the fish shop, the shrouded figure will offer you to take you home instantly if you pay 250 gold. That one is located at X: 32, Y: 35. The Famous Painter Lupini, is at x 43, y 34. The Desert Trader, who is giving away free coffee is at x 14, y 37. Once you enter the fishing submarine, you have to talk to the captain who is at x 2, y 9. and for  1000 gold. If accepted, a small cut scene will play following by the sound of a big gate or door opening, and then there the deep ocean fishing spot will become unlocked and you can fish normally there. Talking to captain (same location) again ends the fishing.
Feast of the Winter Star: accessible.

Some quests that gave me trouble and some possible workarounds are:
Quest: Shadowy figure
For that one.. you have to go to the community center and then go way to the left of the door of it. You have to interact with a certain town bush (pressing x when facing one) on that particular area but because there are several of them, benches and walls in the way, it will not be that easy. Still, if you want the challenge, freeze the time and dig around a bit, its like a  funk nitpicky exploring supper egg hunt type of mini game. Or, actually do not freeze the time and panic while its past 4 when you cannot complete the task anymore to make it more challenging.
if you really really want a shortcut, then
spoilers. (Skip this next line)
the bush you have to interact to spot the shadowy figure will be at coordinates X: 29, Y: 15

weekly quest, robin's project and others that are similar:
you have to collect hardwood from maogani or maple trees and have a week to do so. However, when you go to the science house you will find robin's woodpile as a special item.
The only workaround I have found is the following: Place the hardwood on the very first spot in your inventory, (upper left) then press x on the woodpile, then press left bracket once, then go up (and I think) to the right, and then I think its left bracket, or right bracket again. Nothing is spoken so its difficult to know what you selected from your inventory, but you should be able to place hardwood and get confirmation via sound and speech that you have completed the delivery. Do note that you must both collect, and deliver the hardwood, so hardwood that you had in the past that you did not collect specifically that week will be returned to you the following day.
So well I hope this clarifies some things and makes the game enjoyable and more playable for you.

closing and sources for the article

that is all for now. This game is really long, its kpretty endless, totally worth the fun for your dollar and even more fun with multiplayer, sighted or not, over discord. Any questions, corrections, whatever..  post them on the thread I made on the general room. Most of the info is sourced from the access mod wiki, the accessible tiles mod wiki and personal experimentation.
Article last updated April 9, 2023


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