User talk:Lizz/Findings: Difference between revisions

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==Memory Shard Mechanics==
==Memory Shard Mechanics==


'''Shared [[Memory Shard]] Counter: [[Cooking]], [[Fishing]], [[Foraging]], [[Gardening]], [[Mining]], Watering [[Dried Flower]]s'''. When you do these Activities in the game that are capable of producing [[Memory Shard]]s, an invisible counter is running in the background. Each time an Activity is performed, the counter increases by one. It then checks against a predetermined list of numbers, conditions, and rewards. If your counter hits an indicated number and the current gameplay conditions meet the requirements, a reward will be yielded - in this case, a [[Memory Shard]].
'''Shared [[Memory Shard]] Counter: [[Cooking]], [[Fishing]], [[Foraging]], [[Gardening]], [[Mining]], Watering [[Dried Flower]]s'''. When you do these Activities in the game that are capable of producing [[Memory Shard]]s, an invisible counter is running in the background. Each time an Activity is performed, the counter increases by one. It then essentially checks against a predetermined list of numbers, conditions, and rewards. If your counter hits an indicated number and the current gameplay conditions meet the requirements, a reward will be yielded - in this case, a [[Memory Shard]].


A specific piece of a specific [[Memories|Memory]] will always result next from doing that particular Activity, and this value is predetermined. However, since these [[:Category:Activities|Activities]] have a shared [[Memory Shard]] counter, this can be exploited to have a better chance at gaining desired [[Memory Shard]]s. For example, if you know that a Memory Shard is in your action queue and you desire a different type of Memory Shard value, you can save right before you are supposed to get the [[Memory Shard]], quit without saving, restart, then swap to a different type of Activity. The Memory Shard properties seem to be unrelated depending on Activity —- i.e. the orb color, [[Memories|Memory]] Universe, or specific piece of the [[Memory Shard]] will not be the same if you change activity to acquire a different [[Memory Shard]]. The counters are consistent, and each action of the activities listed counts as one (1). However, it is currently unclear how or if collects from Red Critical Hits or Golden Harvests are counted<!--, so you may occasionally need to do a task twice to get a Memory Shard to trigger-->. "Miracle" Elixirs have no impact on these activities.
A specific piece of a specific [[Memories|Memory]] will always result next from doing that particular Activity, and this value is predetermined. However, since these [[:Category:Activities|Activities]] have a shared [[Memory Shard]] counter, this can be exploited to have a better chance at gaining desired [[Memory Shard]]s. For example, if you know that a Memory Shard is in your action queue and you desire a different type of Memory Shard value, you can save right before you are supposed to get the [[Memory Shard]], quit without saving, restart, then swap to a different type of Activity. The Memory Shard properties seem to be unrelated depending on Activity —- i.e. the orb color, [[Memories|Memory]] Universe, or specific piece of the [[Memory Shard]] will not be the same if you change activity to acquire a different [[Memory Shard]]. The counters are consistent, and each action of the activities listed counts as one (1). However, it is currently unclear how or if collects from Red Critical Hits or Golden Harvests are counted<!--, so you may occasionally need to do a task twice to get a Memory Shard to trigger-->. "Miracle" Elixirs have no impact on these activities. When Fishing, if the Player's Inventory is full and the Activity is not completed, the counter is not incremented. <!--TODO: check if this is true for other activities as well-->


An example use case: a player plants 50 [[Wheat]], which is a fast-growing ({{growthTime|1}}) and cheap ({{price|1}}) crop. They harvest the crops, manually saving their game every 10 actions. They encounter a yellow [[Memory Shard]] on their third crop harvest after a save point. They have already completed all of their yellow [[Gardening#Dreamlight and Memories|Gardening/Foraging Memories]], so they want to get a different [[Memory Shard]]. They immediately quit the game, restart, and go to a biome where they saw a [[Dried Flower]]. They forage from 1 tree, and 1 bush, and on their third action, they water the [[Dried Flower]] to yield a pink [[Memory Shard]]<!--Frozen 3, top middle piece-->.
The [[Memory Shard]] for each Activity is randomly generated each time - i.e. you are not doomed to get the same next [[Memory Shard]] per Activity. If you get a repeat [[Memory Shard]], it always benefits you to reset the game and switch to another Activity.
 
An example use case: a player plants 50 [[Wheat]], which is a fast-growing ({{growthTime|1}}) and cheap ({{price|1}}) crop. They harvest the crops, manually saving their game every 10 actions. They encounter a yellow [[Memory Shard]] on their third crop harvest after a save point. They have already completed all of their yellow [[Gardening#Dreamlight and Memories|Gardening/Foraging Memories]], so they want to get a different [[Memory Shard]]. They immediately quit the game, restart, and go to a biome where they saw a [[Dried Flower]]. They forage from 1 tree, and 1 bush, and on their third action, they water the [[Dried Flower]] to yield a pink [[Memory Shard]]. Unfortunately, when opened, it yields a coin, indicating they already collected that specific [[Memory Shard]], so they immediately quit the game, and try switching to either Cooking, Mining, or Fishing.
 
Note that collecting prepared Meals from an Auto-Cooker (any level) counts as one action, and does not correspond to the number of Meals collected. Harvesting using a Gardener does not appear to count as an action, and will not yield a Harvest Memory Shard<!--tested with one in queue, did not impact count when it appeared-->.
<!--TODO: verify if failed fishing increases, and does not yield morb-->
<!--TODO: verify if failed fishing increases, and does not yield morb-->


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When you do actions in the game that are capable of producing a critical hit, an invisible counter is running in the background. Each time an action is performed, the counter increases by a specified amount. It then checks against a predetermined list of numbers, conditions, and rewards. If your counter hits an indicated number and the current gameplay conditions meet the requirements, a reward will be yielded - in this case, a critical hit.
When you do actions in the game that are capable of producing a critical hit, an invisible counter is running in the background. Each time an action is performed, the counter increases by a specified amount. It then checks against a predetermined list of numbers, conditions, and rewards. If your counter hits an indicated number and the current gameplay conditions meet the requirements, a reward will be yielded - in this case, a critical hit.


The "Well Fed" Bonus significantly increases the number of critical hits - both red and gold. However, this appears to be a boolean - NOT a sliding scale of "more energy-->more critical hits". Being at 5 energy over the energy threshold into the Well Fed Bonus will yield the same results as being 3000 energy over, at the maximum 5000 energy. Test results have shown that there appear to be 2 separate Critical Hit Counters for Well Fed vs. not Well Fed.
The "Well Fed" Bonus significantly increases the number of Luck Events - both red Critical Hits and Golden Harvests. However, this appears to be a boolean - NOT a sliding scale of "more energy-->more critical hits". Being at 5 energy over the energy threshold into the Well Fed Bonus will yield the same results as being 3000 energy over, at the maximum 5000 energy. Test results have shown that there appear to be 2 separate Critical Hit Counters for Well Fed vs. not Well Fed.


Items collected from Gold critical hits count as additional collects (both for the purposes of Duties, and also for impact of the Companion Bonus, if Hanging Out with an appropriate Role of Villager), but items collected from red Critical Hits do not (NEED VERIFICATION). It is currently unclear exactly how items collected during a Golden Harvest increment the counter.
Items collected from Golden Harvests count as additional collects (both for the purposes of Duties, and also for impact of the Companion Bonus, if Hanging Out with an appropriate Role of Villager), but items collected from red Critical Hits do not (NEED VERIFICATION). It is currently unclear exactly how items collected during a Golden Harvest increment the counter.


Suspicion 1 (Needs further testing): If an item is capable of a Gold critical hit, whether it will be Gold or Red depends on whether it overlaps the indicated reward count on its first or second count (as all Gold crit items increment the counter by 2).
Suspicion 1 (Needs further testing): If an item is capable of a Gold critical hit, whether it will be Gold or Red depends on whether it overlaps the indicated reward count on its first or second count (as all Gold crit items increment the counter by 2).
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Villager Companions do not affect Luck Event Mechanics.
Villager Companions do not affect Luck Event Mechanics.


Critical Hits and Golden Harvests are independent of [[Memory Shard]]s; it is possible to get a Luck Event and a [[Memory Shard]] from the same action. In the case of a Golden Harvest, the Memory Shard will pop out at the end of the golden visual effect. In the case of a red Critical Hit, the Memory Shard pops out at the same time as the limited-time items in highlighted red spurt out from the origin harvest item (TODO - VERIFY).
Critical Hits and Golden Harvests are independent of [[Memory Shard]]s; it is possible to get a Luck Event and a [[Memory Shard]] from the same action. In the case of a Golden Harvest, the Memory Shard will pop out at the end of the golden visual effect. In the case of a red Critical Hit, the Memory Shard pops out at the same time as the limited-time items in highlighted red spurt out from the origin harvest item.


There is 1 shared Memory Shard counter for: Cooking, Fishing, Foraging, Gardening, Mining, Watering Dried Flowers.
There is 1 shared Memory Shard counter for: Cooking, Fishing, Foraging, Gardening, Mining, Watering Dried Flowers.
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It is currently unclear when the predetermined list of numbers, conditions, and rewards related to Digging is generated, and if it ever refreshes.
It is currently unclear when the predetermined list of numbers, conditions, and rewards related to Digging is generated, and if it ever refreshes.
===Digging Anomalies===
The following events have occurred that cannot be fully explained:
- 2 green Memory Shards yielded from a single hole. One required varnish to appear, the other did not. <!--finally saved 2023.08.06, multiple days after discovering --> Reproduced in Glade and on Beach.<!-- another instance 2023.09.09, 2 green yielded from dazzle or glade, varnish on and saved, unable to test without varnish -->
- 2 (green, pink) Memory Shards yielded from a single hole. This event occurred in 1.6.1. A green and pink shard both resulted from a single hole dug, coincidentally one hole after a blue shard. It was reproduced on both Dazzle Beach, in the Glade of Trust, and Sunlit Plateau. Both shards only appeared when varnish was on. Having a companion had no impact. Being Well Fed and not Well Fed had no impact. 
- On multiple occurrences (at least 4 documented), a Memory Shard dug up in the Glade becomes a Green Reward Chest if dug up on Dazzle Beach. 3 instances found requiring varnish, 1 instance found not requiring varnish. <!-- 2023.09.08 morb on glade became chest on beach, making 5 occurrences, required varnish in both biomes -->


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===Chez Remy Customer Orders===
===Chez Remy Customer Orders===
The Meal requests from customers in Chez Remy pull from a predetermined list; a specific Meal is not tied to any specific Character, rather, it is always <<given to the player>> in a predetermined order. There is no purpose in entering the Restaurant, seeing the requested orders, not saving, and restarting the game in hopes that you will randomly be assigned another set of Meal requests -- the Meal values are already determined and will not change until they have been removed from the queue.<!--either by the customer being served, or....-->
Moved to [[Chez Remy#Customer Meal Mechanics|Chez Remy > Customer Meal Mechanics]]


<!--You have a pre-existing list of what dishes people want in the cafe. When you enter the restaurant, those items are removed from the list, even if you do not feed anyone.
<!--You have a pre-existing list of what dishes people want in the cafe. When you enter the restaurant, those items are removed from the list, even if you do not feed anyone.
Who is in the restaurant is 100% time based and operates totally separately from the above; if you go in at 4AM it might be Krisfott wanting pan-seared tilapia, if you go in at 11AM it's eric instead.
Who is in the restaurant is 100% time based and operates totally separately from the above; if you go in at 4AM it might be Kristoff wanting pan-seared tilapia, if you go in at 11AM it's Eric instead.


Testing:
Testing:
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===Rewards from Green and Yellow Reward Chests===
===Rewards from Green and Yellow Reward Chests===
The rewards yielded by Green and Yellow Reward Chests pull from a predetermined list of rewards; a specific reward is not tied to any specific Chest, rather, it is always given to the player in a predetermined order. There is no purpose in opening a Clothing, Furniture, or Motif bag, seeing the result, not saving, and restarting the game in hopes that you will randomly get a different item -- the value is already determined at the time it is spawned. Green Chests yielded from digging, Green Chests that spawn daily, and Yellow Chests from Night Thorns or yielded from obstacles all function the same way - that is, they all pull from the same predetermined list of rewards.
Moved to [[Green Reward Chest#Reward List Mechanics|Green Reward Chest > Reward List Mechanics]]
Duplicated in [[Yellow Reward Chest#Reward List Mechanics|Yellow Reward Chest > Reward List Mechanics]]


===Rewards from Night Thorns===
===Rewards from Night Thorns===
The rewards yielded by [[Night Thorn]]s pull from a predetermined list of rewards; a specific reward is not tied to any specific [[Night Thorn]], rather, it is always given to the player in a predetermined order. The specific type of Seed will vary based on the Biome that the Night Thorn is cleared in. In practice, this means that if you remove a [[Night Thorn]] that spawns limited-time coins to collect in order to obtain a [[Yellow Reward Chest]] and do not collect all of the coins in time (for example, a coin shoots to a hard-to-reach location), you can restart the game if it has not saved, and try again with a [[Night Thorn]] that has more clearance around it.
Moved to [[Night Thorn#Reward List Mechanics| Night Thorn > Reward List Mechanics]]
 
The limited-time Critical Hit-esque mini-game has a chance of occurring when removing Night Thorns once every 12 hours.


===Rewards from Feeding Critters===
===Rewards from Feeding Critters===
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! Liked D
! Liked D
|-
|-
| Squirrel || 1 DS || Motif Bag || Memory Shard || 1 DS || Memory Shard || 1-3 Oregano || || ||  
| Squirrel || {{name|Dream Shard|1}} || {{name|Memory Shard}} || {{name|Motif Bag}} || {{name|Dream Shard|1}} || {{name|Memory Shard}} || {{name|Oregano|3}} || || ||  
|-
|-
| Rabbit || 1-2? DS || Motif Bag || Memory Shard || 1 DS || Memory Shard || || || 1-4 Lettuce Seed ||  
| Rabbit || {{name|Dream Shard|1}} || {{name|Memory Shard}} || {{name|Motif Bag}} || {{name|Dream Shard|1}} || {{name|Memory Shard}} || || {{name|Lettuce Seed|4}} || ||  
|-
|-
| Sea Turtle || 1-2? DS || Motif Bag || Memory Shard || 1 DS || Memory Shard || 1-3 Coconut ||  || ||  
| Sea Turtle || {{name|Dream Shard|1}} || {{name|Memory Shard}} || {{name|Motif Bag}} || {{name|Dream Shard|1}} || {{name|Memory Shard}} || {{name|Coconut|2}} ||  || ||  
|-
|-
| Raccoon || 1-2? DS || Motif Bag || Memory Shard || 1 DS || Memory Shard || 1-3 Garlic ||  || ||  
| Raccoon || {{name|Dream Shard|1}}|| {{name|Memory Shard}} || {{name|Motif Bag}} || {{name|Dream Shard|1}} || {{name|Memory Shard}} || {{name|Garlic|2}} ||  || ||  
|-
|-
| Crocodile || 1-2 DS || Motif Bag || Memory Shard || 1 DS || Memory Shard ||  || 1-2 Cucumber Seed || ||  
| Crocodile || 1-2 DS || {{name|Memory Shard}} || {{name|Motif Bag}} || {{name|Dream Shard|1}} || {{name|Memory Shard}} ||  || {{name|Cucumber Seed|1-2}} || ||  
|-
|-
| Sunbird || 1-2 DS || Motif Bag || Memory Shard || 1 DS || Memory Shard || 1-3 Cherry || 1-2 Crystal || 1-4 Cocoa Bean ||  
| Sunbird || {{name|Dream Shard|2}}? || {{name|Memory Shard}} || {{name|Motif Bag}} || {{name|Dream Shard|1}} || {{name|Memory Shard}} || {{name|Cocoa Bean|4}}|| {{name|Cherry|3}}|| {{name|Crystal|2}} ||  
|-
|-
| Fox || 1-2 DS || Motif Bag || Memory Shard || 1 DS || Memory Shard ||  ||  || || 1 Iron Ingot
| Fox || {{name|Dream Shard|2}}? || {{name|Memory Shard}} || {{name|Motif Bag}} || {{name|Dream Shard|1}} || {{name|Memory Shard}} ||  ||  || || {{name|Iron Ingot|1}}
|-
|-
| Raven || 1-3 DS || Motif Bag || Memory Shard || 1 DS || Memory Shard ||  ||  || || 1 Gold Ingot
| Raven || {{name|Dream Shard|3}}? || {{name|Memory Shard}} || {{name|Motif Bag}} || {{name|Dream Shard|1}} || {{name|Memory Shard}} ||  ||  || || {{name|Gold Ingot|1}}
|}
|}


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