BlaDe
Farmer
On Patch 1.6.15, the change behind:
What are Dynamic Seeds?
Behind every single save file of Stardew Valley is a "Game Seed" (also known as uniqueIDForThisGame). This controls a lot of RNG in the game, from quality of crops when you harvest them, to contents of the travelling cart, to monster floor in the mines. If you know your game seed, you can predict a lot of aspects of the game (as seen on MouseyPounds and my predictors).
Dynamic Seeds are a way to change this game seed on an existing farm without directly editing a save file. It also has the side effect of making a copy of the farm, effectively acting as a backup.
To change you seed, you go to the new game screen, click on advanced options, scroll to the bottom and enter your new game seed in the Random Seed box. You then exit to title, and load your existing save. You are now playing your old farm on a new game seed.
As the game seed makes up part of the path for your save file, changing the game seed creates a new save file when you sleep.
On 1.6.15, this was implicitly (I think) removed.
Why do you want this back?
This is tech that opens the door for a different way to play.
Being able to change your game seed mid game is tech that allows for interesting strategies for challenge runs, specifically runs that are trying to do things as early as possible.
I realise that this may not affect the standard player, but even if a standard player accidentally did this, they would hardly notice a difference in their game; they would be unlikely to rely on their game seed in this manner the first place. For me, losing this tech is a major blow to the way I play.
I am aware of a number of other players that heavily utilise this tech too (a sample can be seen by searching for "Dynamic Seed" on this forum).
What would the fix be?
Remove the line:
from Game1.ResetGameStateOnTitleScreen.
Add the same line to Game1.CleanupReturningToTitle
This would reinstate Dynamic Seeds while keeping the rest of the fix for the underlying issue that caused this chage.
had the side-effect of removing Dynamic Seeds. I would like to petition to bring this back.Fixed new-game data corruption issue, where viewing the load screen before creating a new save in rare cases would incorrectly copy data from one of the load slots into the new save.
What are Dynamic Seeds?
Behind every single save file of Stardew Valley is a "Game Seed" (also known as uniqueIDForThisGame). This controls a lot of RNG in the game, from quality of crops when you harvest them, to contents of the travelling cart, to monster floor in the mines. If you know your game seed, you can predict a lot of aspects of the game (as seen on MouseyPounds and my predictors).
Dynamic Seeds are a way to change this game seed on an existing farm without directly editing a save file. It also has the side effect of making a copy of the farm, effectively acting as a backup.
To change you seed, you go to the new game screen, click on advanced options, scroll to the bottom and enter your new game seed in the Random Seed box. You then exit to title, and load your existing save. You are now playing your old farm on a new game seed.
As the game seed makes up part of the path for your save file, changing the game seed creates a new save file when you sleep.
On 1.6.15, this was implicitly (I think) removed.
Why do you want this back?
This is tech that opens the door for a different way to play.
Being able to change your game seed mid game is tech that allows for interesting strategies for challenge runs, specifically runs that are trying to do things as early as possible.
I realise that this may not affect the standard player, but even if a standard player accidentally did this, they would hardly notice a difference in their game; they would be unlikely to rely on their game seed in this manner the first place. For me, losing this tech is a major blow to the way I play.
I am aware of a number of other players that heavily utilise this tech too (a sample can be seen by searching for "Dynamic Seed" on this forum).
What would the fix be?
Remove the line:
C#:
Game1.startingGameSeed = null;
Add the same line to Game1.CleanupReturningToTitle
This would reinstate Dynamic Seeds while keeping the rest of the fix for the underlying issue that caused this chage.