This has helped me a lot! Thank you. Question: Fall 10 lands on a Wednesday, so Pierre's will not be open. Do we buy more pumpkins from Joja, or should we actually buy them on Fall 9?
I completely agree that rulesets are up to the individual, but some of the reasoning in this paragraph isn't correct. A lot of the examples aren't considered "cheating" per se.For example, players like TheHaboo take the stance that using a specially crafted filename to get extra items is "cheating", but that exploiting a bug in the game to deal massive amounts of damage with a hammer is "not cheating". Haboo also takes the stance that manipulating RNG to get Desert Totems from the Casino is "cheating", but that manipulating RNG to sell clay is "not cheating".
To be clear, in that paragraph, I have not provided any reasoning at all. I have simply listed four different things, and stated whether or not Haboo considers each thing to be allowed within his own personal ruleset. I maintain that the paragraph does accurately describe Haboo's personal ruleset.some of the reasoning in this paragraph isn't correct.
This essentially boils down to "I can use bugs if I want, but only if they don't dramatically change the route."Using the name execution tech to spawn items in trivializes a lot of the challenge.
Regarding the club smash exploit, quirks surrounding the use of it have been patched out, but the exploit itself has been kept. Yes the same argument could be made for name execution, but the use of it doesn't majorly affect the overall route as name execution would.
This essentially boils down to "I can abuse RNG if I want, but only if it is not tedious."Haboo explicitly banned Casino strats. He doesn't consider it cheating, but it is so tedious to do that he banned it for sanity sake. Having actually done part of a day performing it (just to show it off), I agree.
Right??The spreadsheet is part of the fun! Making plans and analyzing each is entertaining and stardew has so many variables that its fun just to tinker with, add in limitations or restrictions and tinker again. This game made me use algebra of all things just to play with it. If they used this to teach that in school it would've been way more enjoyable.
I think what caused me to make this post was the use of "cheating". This infers reasoning, and the examples grouped infers inconsistency. Using banned would work better for me.To be clear, in that paragraph, I have not provided any reasoning at all. I have simply listed four different things, and stated whether or not Haboo considers each thing to be allowed within his own personal ruleset. I maintain that the paragraph does accurately describe Haboo's personal ruleset.
The point of referencing Haboo in this section is simply to introduce the concept that different people optimize the game in different ways, using different rule frameworks. So, I don't think that it is the place of the guide to provide a detailed explanation for why Haboo chooses to do the particular things that he does - that's out of scope and not hugely relevant.
I think this more boils down to that I disagree the club exploit is a bug. This tech also requires learning and skill, but that is getting off topic.This essentially boils down to "I can use bugs if I want, but only if they don't dramatically change the route."
That doesn't seem like a very good system to me.
We should note that the words "dramatically change the route" are left undefined, as a nebulous thing that can mean almost anything you want it to.
Tedious was the wrong word, at least by itself. Casino strats make so much money (33m per day) that it makes doing anything else pointless. Combine that with each day will take 4+ hours, and every day you do the exact same tedious thing, leads to the sanity ban.This essentially boils down to "I can abuse RNG if I want, but only if it is not tedious."
That doesn't seem like a very good system to me.
Fair enough. This thread is perhaps not the best place to have this discussion, as it is derailing from the rest of it...Different people find different things fun. I think that it would be nice if we could optimize the game within a shared framework, independent of what we personally consider to be fun or not. And our guide presents one such framework.
Sure. I've edited the post now so that it says "allowed" and "not allowed" instead of cheating. However, I would still maintain that, in the abstract sense, if one does something that is not allowed, then they would be cheating. That seems tautological.I think what caused me to make this post was the use of "cheating".
I would suggest using "recommended" and "not recommended". "Allowed" and "cheating" don't seem appropriate given, as you observe, a lack of consensus around a shared framework.Sure. I've edited the post now so that it says "allowed" and "not allowed" instead of cheating. However, I would still maintain that, in the abstract sense, if one does something that is not allowed, then they would be cheating. That seems tautological.
1) IntentionI just was wondering why you specify animation cancelling shouldnt be used but then recommend pausing while animations occur (tree falling, trashcan checking, mine level loading) or clicking to skip animations (catching fish) to save in game time by essentially skipping the animation.
Just like with animation cancelling, the distinction here also has to do with ConcernedApe's intention. It is clearly not intended that you should be able to purchase things from Robin during her day off - that doesn't make any sense, and is just a bug and/or oversight in the game's engine.Also what would the distinction be between Robin walking past her work station on Tuesday morning which is not allowed but it is allowed to lock yourself in with clint and use his work station after his shop is closed and he is at the furnace.
If you're absolutely adamant that you have to kill ghosts, put didnt get lucky enough to find a better weapong than that useless steel smallsword from floor 20, then your best bet is to take the floor 40 slingshot with you and load it with iron ore. Ghosts will die with about 4 or 5 shots, and you can do it from a long distanceI have to say it's tricky to ignore those ghosts... It's certainly less of a problem if you do the mine runs later in spring after upgrading the pickaxe. If you just have the steel sword they are a real pain. (I don't have unlimited healing - how do you have that? Is there something I'm missing?)
In theory yes, but tulips are terrible in practice.1. Plant Tulips. Don't let Pierre fool you -- Tulips do not sell for 30g, but 112g. Silver tulips sell for 150g, and gold for ~200g. This is because regular tulips restore as much energy as a gold chub, silver tulips as much as an iridium chub, and gold tulips nearly as much as a salad
I don't plant tulips day 1. I plant them day 4 and 6, and later. You're absolutely right not to spend that critical fishing money. Again the big feature of the tulip is that you can sell your chubs in order to go to skull cavern earlier; not to provide energy from days 1 to 10. During the day 1 to 10 period I generally find that parsnips and mushrooms from the cave are more than sufficient to efficiently cover energy needs.In theory yes, but tulips are terrible in practice.
With the possibility of five different colours and three different qualities, your inventory will be be horribly overloaded with lots of short stacks of food, whereas a single stack of just 20 iridium chubs is 1,300E and almost 600HP. With tulips, you're forced to choose between either taking less food into the mines, which means you lose time fighting because you can't afford to tank as many hits from monsters, or filling your pack with a load of tulips, leaving less space for loot, and consequently negating your so-called money saving benefit.
Claiming that the Farming skill progression is an advantage is a complete red herring, as there is no usable benefit given they are only 7XP each; you'd need to plant almost 500 of them to get to Farming 6, as quality sprinklers are the only craft that's going to matter at this stage.
Other disadvantages of tulips are
- the upfront cost on day 1, which will inevitably delay your fishing progression on day 2,
- cannot be acquired before day 7
- the higher energy burden to acquire them, 12E for the tulip compared to less than 8E for the chub
How many tulips do you plant, that you get an "extra big stack"? I mean, I'm guessing I'd want about 50 or so regular tulips to survive a day in skull cavern, if supplemented by some one off higher quality tulips, and to take that as a single stack, you're looking at planting well over 250 of them. That just seems crazy to me. If you don't get absurdly lucky with rain, that's more than 4 hours watering per day, plus planting time, about 30 hours total. If you did all that instead of going fishing instead, you're looking at something like 15,000g in lost opportunity cost, which is 100 iridium chubs anyway. Or something like 70 salads. I mean, if you hoed and watered last thing at night, to avoid missing out on largemouth bass, you'd cut that opportunity cost somewhat, but even so, sorry, I can't just make this add up. So, what have I missed?The way I solve it is to bring 1 each of several varieties to skull cavern, plus one extra big stack, usually of some regular tulips.