This is a workspace for TENTATIVE findings from Discord communities that are not yet verified.

(Some content commented out to prevent page links)


Bonus Impact Summary

Icon Action Memory Shard
Counter
Critical Hit
Counter Value
Well Fed
Bonus Impact
Elixir
Bonus Impact
Hang Out
Bonus Impact
  Cooking Shared n/a none n/a none
  Digging Unique n/a none Increase Rewards, i.e.
Memory Shards and  

(Reward Condition)
Companion Bonus Formula
limit 2 Green Reward Chests
  Feeding Critters Unique n/a none n/a none
  Fishing Shared 1 Increase Critical Hits[1] normal Companion Bonus Formula
  Foraging from ground Shared 1 Increase Critical Hits[1] n/a Companion Bonus Formula
  Foraging from trees/bushes Shared 2 Increase Critical Hits[1] n/a Companion Bonus Formula
  Gardening (Harvesting) Shared 2 Increase Critical Hits[1] normal Companion Bonus Formula
  Mining Shared 1 Increase Critical Hits[1] normal Companion Bonus Formula
  Removing Night Thorns Unique n/a[2] none n/a none
  Watering Dried Flowers Shared n/a none n/a none
  1. 1.0 1.1 1.2 1.3 1.4 A separate Critical Hit counter seems to be used based on whether the Player is currently Well Fed.
  2. While visually it resembles a red Critical Hit, the limited-time red highlighted coin collection that can yield a Yellow Reward Chest upon success appears to be limited to once per day.


Memory Shard Mechanics

Shared Memory Shard Counter: Cooking, Fishing, Foraging, Gardening, Mining, Watering Dried Flowers. When you do these Activities in the game that are capable of producing Memory Shards, an invisible counter is running in the background. Each time an Activity is performed, the counter increases by one. It then checks against a pre-generated 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 Memory will always result next from doing that particular Activity, and this value is predetermined. However, since these Activities have a shared Memory Shard counter, this can be exploited to have a better chance at gaining desired Memory Shards. 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, 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 and Gold Critical Hits are counted. "Miracle" Elixirs have no impact on these activities.

An example use case: a player plants 50 Wheat, which is a fast-growing (  1 min) and cheap (  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/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.

Digging: Unique morb counter. Elixir (Shovel Varnish), DOES impact, as does location (i.e. Beach vs. Non-Beach). See Digging section for more details.

Feeding Critters: Unique morb counter. Critter doesn't matter. Like/Love food doesn't matter. "Failed" feedings increase counter, failed feeding will not yield morb.

Night Thorns: Unique morb counter.

For all of the above, the "Well Fed" Bonus has no impact. Having a Villager Companion has no impact.


Critical Hit Mechanics

Critical Hit Definitions

2 types of "critical hits" in game:

- Red: 1 item collected initially, and 7 additional items highlighted in red shoot out from initial collection item to run over in limited time window. Applicable for: Crops, Foraged Fruit (Trees and Bushes), Foraged Spices/Mushrooms, Mined Rock Spots, Fishing

- Gold: Multiple collects from 1 item in place that is highlighted golden. Applicable for: Crops, Foraged Fruit (Trees and Bushes)

Critical Hit/Luck Mechanics

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 pre-generated 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.

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 Gold-critical-hit items 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 2 (Needs MUCH further testing): Critical hits seem to have an impact on each other, but the exact relationship is unclear. For instance, a if a critical hit is lined up in action 4 and 14, having a red crit in 4 can cause the second gold crit to be a varying number of actions later. If the red crit in 4 happens on a red-crit-only item, and action 14 is also a red-crit-only item, no second crit will occur.

Villager Companions do not affect critical hits.

Critical Hits are independent of Memory Shards; it is possible to get a critical hit and a Memory Shard from the same action. There is 1 shared morb counter for: Cooking, Fishing, Foraging, Gardening, Mining, Watering Dried Flowers.

Additional Critical Hit Notes

It is possible to get both a Gold Critical Hit and then a Red Critical Hit from the same plant (crop).

Digging has no equivalent of a Critical Hit - either from digging holes or removing obstacles with the shovel, like Sparkling Holes.

Removing obstacles (including Night Thorns) has no equivalent of a Critical Hit - whether or not a Night Thorn yields a Yellow Chest is from a predetermined list of rewards, independent of the specific obstacle that is cleared. It is currently unclear when this is reset, as it seems consistent that the player gets one Yellow Chest from Night Thorns per day.

Digging Reward Mechanics

When you do digging actions in the game in the Valley, an invisible counter is running in the background. Each time a hole is dug, the counter increases by 1. It then checks against a pre-generated 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 the case of Digging, one of the following: Star Coins, Crafting Materials, Memory Shards, Green Reward Chests.

The "Miracle Shovel Varnish" Bonus significantly increases the number of obtainable rewards. This is one of the boolean conditions that is checked as a reward criterion.

Location also impacts whether and what reward is yielded - but only to the extent of whether or not the Biome that the hole is dug is Dazzle Beach. The exact impacts of this criterion are currently unclear, and are not included in the example below.

Digging has a unique Memory Shard counter that is not shared with any other Activity. There is no way to exploit the Memory Shards from Digging to swap them out for a different type - you are stuck with the specific piece of the specific Memory that you get at the time it is dug up, and this value is predetermined.

Contrived Example

Hole # Required Conditions Reward
varnish? appearOnBeach?
1 yes yes pink Memory Shard
(Wreck-It Ralph #3, Vanellope's face piece)
2 no yes green Memory Shard
(The Little Mermaid Memory #2, top right corner piece)
3 yes no Green Reward Chest
4 no no pink Memory Shard
(Wreck-It Ralph #3, Vanellope's face piece)

Results if the same above action queue was conducted under the following different conditions:

  • Plaza, Varnish on: 1 pink orb (piece when opened), 1 green orb, 1 green chest, 1 pink orb (coins when opened)
  • Beach, Varnish on: 1 pink orb (piece when opened), 1 green orb, nothing, nothing
  • Forgotten Lands, No Varnish = nothing, 1 green orb, nothing, 1 pink orb
  • Beach, No Varnish = nothing, 1 green orb, nothing, nothing

While there are not exact statistics available, both Memory Shards and Green Reward Chests that do not require varnish are QUITE rare - particularly Chests. Numbers of over 950 holes between any rewards have been experienced while digging without a "Miracle Shovel Varnish" Bonus active.

The "Well Fed" Bonus has no impact on Digging rewards.

Having a Villager Companion has no impact on the number of instances of digging rewards, or whether or not rewards will appear.

Whereas Crafting Materials are subject to impact of the Companion Bonus equation (up to 290% chance of additional resources per hole, if all 25 Villagers are Friendship Level 10 and assigned the Digging Role), Green Reward Chests will only ever produce a maximum of 2. (NEEDS UPDATE 5 VERIFICATION) It does not benefit you to have more than 5 Digging Companions if your intent is to maximize Green Reward Chest yield from Digging.

Crafting Materials/Digging Artifacts

The number of coins and crafting materials that will be yielded from digging (without a Companion or Varnish) appears to be consistent across all biomes (adjusting for number of possible materials per biome), suggesting that these values are also predetermined. However, more testing may be needed, especially on the impact of Varnish and Companions.

Biome Item 1 Item 2 Item 3
  Plaza   Soil (  3) - -
  Peaceful Meadow   Soil (  3) - -
  Dazzle Beach   Pebbles (  10) ??   Sand (  8) ??   Clam (  45) /   Scallop (  50)
  Forest of Valor   Pebbles (  10)   Soil (  3) -
  Glade of Trust   Clay (  20)   Soil (  3) -
  Sunlit Plateau   Soil (  3)   Clay (  20)   Pebbles (  10)
  Frosted Heights   Snowball (  25)   Soil (  3) -
  Forgotten Lands   Soil (  3)   Clay (  20)   Pebbles (  10)

Of all of the Crafting Materials that are yielded from Digging, the only items that can be viably converted into something that can be sold for a higher profit than the raw materials are Sand (turn into Glass or Empty Vial) or Clay (turn into Brick). Clam and Scallop can also be used in cooking for increased value, but refined materials have the benefit of being able to be crafted in bulk.

For example, say that you dug X number of holes, these might be your results in 2 key biomes:

Biome Item 1 Item 2 Item 3
  Dazzle Beach   Pebbles (  10) x 52   Sand (  8) x 30   Scallop (  50) x 3
  Glade of Trust   Clay (  20) x 55   Soil (  3) x 30 -
  Frosted Heights   Snowball (  25) x 55   Soil (  3) x 30 -

Raw materials

  • Dazzle = (10*52) + (8*30) + (3*50) = 910
  • Glade = (20*55) + (3*30) = 1190
  • Frosted = (25*55) + (3*30) = 1465

Convert to Glass

  • Dazzle = (10*52) + (-5*30/5) + 50*(30/5) + (3*50) = 940

Convert to Empty Vials

  • Dazzle = (10*52) + (-5*30/5) + 180*((30/5)/3) + (3*50) = 1000

Convert to Bricks

  • Glade = (-5*55/5) + 130*(55/5) + (3*30) = 1465

Additional Digging Notes

Digging in Realms does not increment the counter - only Digging in locations that have the potential to spawn rewards.

It is currently unclear when the predetermined list of numbers, conditions, and rewards related to Digging is generated, and if it ever refreshes.


Pre-Determined Lists

Chez Remy Customer Orders

The Meal requests from customers in Chez Remy pull from a pre-generated 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.


Dreamlight Duties

Rewards from Green and Yellow Reward Chests

The rewards yielded by Green and Yellow Reward Chests pull from a pre-generated 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 pre-generated list of rewards.

Rewards from Night Thorns

The rewards yielded by Night Thorns pull from a pre-generated 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.

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

Critter Favorite 1 Favorite 2 Favorite 3 Liked 1 Liked 2 Liked A Liked B Liked C Liked D
Squirrel 1 DS Motif Bag Memory Shard 1 DS Memory Shard 1-3 Oregano
Rabbit 1-2 DS Motif Bag Memory Shard 1 DS Memory Shard 1-4 Lettuce Seed
Sea Turtle 1-2 DS Motif Bag Memory Shard 1 DS Memory Shard 1-3 Coconut
Raccoon 1-2 DS Motif Bag Memory Shard 1 DS Memory Shard 1-3 Garlic
Crocodile 1-2 DS Motif Bag Memory Shard 1 DS Memory Shard 1-2 Cucumber Seed
Sunbird 1-2 DS Motif Bag Memory Shard 1 DS Memory Shard 1-3 Cherry 1-2 Crystal 1-4 Cocoa Bean
Fox 1-2 DS Motif Bag Memory Shard 1 DS Memory Shard 1 Iron Ingot
Raven 1-3 DS Motif Bag Memory Shard 1 DS Memory Shard 1 Gold Ingot

"Miracle" Crafting Materials Bonus Impact Summary

Rich Soil, Red Algae, and Onyx are all on the same reward counter, and Biome, "Well Fed" Bonus, crop type, or ripple color does not seem to have any impact. If you save right before you are supposed to get one of these items, quit, then restart, you can get a different item by changing your activity type.

Image Item Action Counter Well Fed
Bonus Impact
Elixir
Bonus Impact
Hang Out
Bonus Impact
Onyx   Mining Shared none none none
Red Algae   Fishing Shared none none none
Rich Soil   Gardening (Harvesting) Shared none none none

It is possible to get Rich Soil during a Critical Hit. If during a Red Critical Hit, it will shoot out at the same time as all of the other items. Unknown if Rich Soil can also be rewarded during a Gold Critical Hit.

Miracle Elixir Recipes

Bonus Image Name Uses Ingredient 1 Ingredient 2 Ingredient 3
 
Miracle Growth Elixir 20   Vitalys Crystal (10)
  Rich Soil (10)
  Dreamlight (500)
 
Even More Miraculous Growth Elixir 50   Vitalys Crystal (20)
  Rich Soil (20)
  Dreamlight (1000)
 
Miracle Fishing Bait 10   Vitalys Crystal (10)
  Red Algae (5)
  Dreamlight (500)
 
Even More Miraculous Fishing Bait 25   Vitalys Crystal (20)
  Red Algae (10)
  Dreamlight (1000)
 
Miracle Pickaxe Polish 10   Vitalys Crystal (10)
  Onyx (5)
  Dreamlight (500)
 
Even More Miraculous Pickaxe Polish 25   Vitalys Crystal (20)
  Onyx (10)
  Dreamlight (1000)
 
Miracle Shovel Varnish 10   Vitalys Crystal (10)
  Dry Wood (10)
  Dreamlight (500)
 
Even More Miraculous Shovel Varnish 25   Vitalys Crystal (20)
  Dry Wood (20)
  Dreamlight (1000)


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