Rain, rain went away,

RubyHobbit

Greenhorn
I created a new game after trying out the new farm, (wasn't the biggest fan of it but it's still really nice im just like the forest farm better) and it has not rained since day 3 of spring. I'm in Summer now and I checked the weather again only for it to still be sunny.......... Whomever told the rain to go away and come again another day has cursed me with a drought! How do I fix this???
 

RubyHobbit

Greenhorn
Well if you have level 9 foraging, you can craft rain totems… um… without that… you can try pointing at the screen and saying “Be Good!” In a very stern voice?

At this point Imma point at the screen and say be good cause I'm only level 4 in foraging, and I'm now halfway through summer, and still going through a drought.
 

Ereo

Helper
I think this has frequently been reported for switch (maybe other consoles as well). I für think you can do anything about it except wait for a fix and water your plants.
 
It could be a behavior of save files - I've noticed my pre1.6 save file was getting an expected amount of rain, but my newly created post1.6 save file is drier than the Sahara Desert.
 

Ilune

Planter
I had a similar problem with muy second 1.6 saving - i needed rain on fall to fish gold star wallay for CC - not a single drop! And OBVIOUSLY I brought the only truffle the cart lady sold at the CC, and I didn't have a pig... I finished the CC in year 2...
 

FilthyGorilla

Local Legend
It's unfortunately just being unlucky with your seed, and without knowledge of another seed with better rain patterns (and of course the now inability to even dynamic seed without save editing), there isn't really a way to better your chances.

There are a few guaranteed storm days (and a special rain) in summer, so you'll happen upon them soon, and hopefully get some additional rain in the meantime too.
 

FilthyGorilla

Local Legend
It could be a behavior of save files - I've noticed my pre1.6 save file was getting an expected amount of rain, but my newly created post1.6 save file is drier than the Sahara Desert.
It was changed to be seeded, though I don't think it was adjusted all too well as I've been seeing lots of complaints about a lack of rain too, seems the distribution is a tad light due to the selection process I think. Would be nice to have a change if there hasn't been already and it's just not rolled out/everyone's not updated.
 
It was changed to be seeded, though I don't think it was adjusted all too well as I've been seeing lots of complaints about a lack of rain too, seems the distribution is a tad light due to the selection process I think. Would be nice to have a change if there hasn't been already and it's just not rolled out/everyone's not updated.
Haha yeah, when it's a full year of no rain, it gets a bit suspicious... I used to get at least one "non-forced" rain day per season pretty consistently.
Is this influenced by this legacy seed vs. "new" seed that I saw on the Advanced Options? Is "legacy" this old way of randomization or that is a completely unrelated thing? It's a bit harder to test that legacy seed vs. new seed behavior manually unless we know what to look for. Curious about it though, and what ramifications it may have.
 

FilthyGorilla

Local Legend
Is this influenced by this legacy seed vs. "new" seed that I saw on the Advanced Options?
Here let me go into a bit of an explanation. There are basically 3 ways rng will function for a majority of things in the lastest versions.
1. Using 1.5 (and before, though there have been minor changes in even older versions) rng: This includes step-related weather, dish of the day, item drop placements for geodes not advancing daily, a sort of flawed travelling cart selection rng, clay/winter forage moving in predictable patterns, etc.
2. Using 1.6 rng: This makes a few more things seeded (like mainland rain now being seeded), fixes the old cart rng to be more even, added more machines to the tile/seed/time system of drops instead of them relying on game1.random (like a few did previously such as bait makers and slime presses iirc), makes clay tile advancing patternless, etc.
3. Using 1.6 'legacy' RNG: This is sort of a mock 1.5 RNG, it is important to note that it is not exactly 1.5 RNG, it is like a puppet show of 1.5 rng, with clay farming that's very very slightly different, weather back to being step-influenced. Notably, not all rng changes are reverted, the cart is still the 'fixed' 1.6 version (which is why no cc speedrunners really run it over 1.5 in legitimate attempts), those machines using game1.random I believe still use the 1.6 tile/time/day overlay.

So, to answer your question, kind of? If you select the legacy rng you'll go back to a step-related weather system, and it should be the same as 1.5, but with 1.6 you instead have a seeded system that is disproportionately sunny due to some restrictions placed on what days become rainy (I don't want to spout anything untrue that I can't remember perfectly right now so I'll do some research or check some of my old messages to get info on them).
 
Thank you, very fascinating stuff! Sometimes certain things just feel different, but you can't really put your finger on what exactly felt weird, so knowledge like this is pretty powerful haha - I know RNG really should be something in the background that works seamlessly to promote variance in gameplay, but I can't help wanting to "figure it out". Excellent stuff to deepen my connection to the valley ~
 

MogBeoulve

Local Legend
Thank you, very fascinating stuff! Sometimes certain things just feel different, but you can't really put your finger on what exactly felt weird, so knowledge like this is pretty powerful haha - I know RNG really should be something in the background that works seamlessly to promote variance in gameplay, but I can't help wanting to "figure it out". Excellent stuff to deepen my connection to the valley ~
you should follow BlaDe on youtube if you don't already ;)
 
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