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I thought fools the game is a trick. That's why I post it here.
But ok i get it. Sorry for asking in the wrong place x(
Have either of you made a guide for this yet, here on Steam? Would be great for quick reference and access
http://steamcommunity.com/sharedfiles/filedetails/?id=644029461
I wanted to organize it properly and present it for easy access.
When the seasons change, all of the fertilizer in the ground disappears, and any soil that did not contain seeds will become untilled. A major exception to this rule is Wheat - a plant that can grow in both Summer and Fall, and only takes 4 days to ripen. This can be exploited in order to prevent farmland from deteriorating between Summer and Fall.
On the 25th of Summer, plant Wheat in every patch you have that contains fertilizer you want to keep. If you just want to save labor, consider planting Wheat in every patch you have, even if it doesn't have any fertilizer in it.
On the 1st of Fall, your Wheat will ripen and you can harvest it. The ground underneath the Wheat will retain whatever fertilizer it had in the Summer, and will now be immediately ready for replanting with Fall seeds. Wheat seeds are exceptionally cheap - 10g apiece - which is far cheaper than buying or making new fertilizer.
Also note that you can do this on the 26th-28th, but then you'll need to either wait a few days at the beginning of Fall for the Wheat to ripen before you can harvest it, or use your pickaxe to kill the partially-grown Wheat on Fall 1 (this does not destroy the fertilizer).
In fact, it's a good idea to actively replace all of your Summer plants with Wheat on the 28th, including your repeating-crop plants (like Hops and Blueberry), by cutting them all down with an axe and planting Wheat. If you let them die out normally, the fertilizer would be lost. Cutting them down on the 28th, and replacing with Wheat, is the only way to keep that fertilizer in the ground.
The only crop that doesn't need replacing is Corn, because it'll keep growing in the Fall anyway.
Should had checked here before;
Today I will teach you how to edit your save-game file to change your profession. IT IS EASIER THAN IT SOUNDS, as long as your computer skills are really sub-par in which case I don't think anyone can help you, and welcome to the 21st century.
DISCLAIMER: I am not responsible for any damage you do to your save file. That's why you back up your save files before doing anything to them.
DISCLAIMER #2: This guide is about changing your professions to different ones. Adding professions when you haven't yet reached the necessary skill level is a lot harder, and also extremely pointless.
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Here is a list of the values corresponding to each profession:
Have fun with your new profession!
The test was performed under the following conditions:
DISCLAIMER: This game relies heavily on RNG. Therefore, all results below (except one) are inconclusive, and would require much more testing to get an accurate reading. Some of the results may in fact be misleading.
Furthermore, since Human Error cannot be taken out of the equation, different fishermen may experience different results. The point of all this was to make a general statement about the effectiveness of fishing in different locations of the same map.
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TEST RESULTS
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CONCLUSIONS
Given statistical errors that are to be expected due to the RNG and Human Error, I can draw the following tentative conclusions:
As a result of the above conclusions, I would recommend fishermen who want better-quality fish to go to the special fishing spots listed on the Wiki. However, this is unlikely to increase the number of fish you catch, and may or may not give you more of the rarer fish. Furthermore, it is obviously always better to fish in a Ripple than it is to fish in any of the above fishing spots, because you could catch far more fish in a Ripple during the same amount of time - including fish of any type. Whether the profit from a Ripple spot would actually be higher overall may be highly dependent on how lucky your day is.
Maybe someone else with more patience than myself could carry more tests, and I might do so in the future, but this is all I got for now.
Thanks for posting the resuts of your tests. I was particularly interested in the Treasure information for finding artifacts, etc. I appreciate it!
So you've recently gone deep into the mines, and have come out with a bucketload of Magma Geodes and Omni Geodes. Better run to Clint's and crack them all open, right?
Wrong. You're missing a key ingredient, and that ingredient is plain Geodes. Yes, the little brown egg-shaped ones that you'll rack up in the upper levels -- or, if you're like me, after every fishing trip.
But what are they good for? Don't they only yield crappy gems? Well, yes. But given how the geode processing system works, they are actually less useful for the gems they yield, but for the crappy ores and clay.
Wanna know why? Read the spoiler text below.
The way Geode cracking works is that out of every 20 geodes you crack, no matter what kind they are, exactly half (10) will give a "low-yield" reward of ores, clay, stone, or low-value gems, and the other half (10) will give a "high-yield" reward of a gem or mineral. And they will alternate: low-yield, high-yield, low-yield, high-yield, and so on. After 20 Geodes have been processed, the order will simply flip. If it was low-high-low-high, it'll now be high-low-high-low.
Luck has absolutely nothing to do with it - nor with the type of rewards you'll get from each geode. That is purely random. And the order, as described above, is absolutely rigid, and does not change at all!
Another important point is that when you get a low-yield reward from a geode, the TYPE of geode is irrelevant: you can get just as good a low-yield reward from a plain geode as you can get from a magma or omni geode. The high-yield reward (gems/minerals), however, depends on what geode you are cracking.
So what does this mean? And how can we exploit it?
Here's a theoretical situation that I hope will explain how this works:
Let's say that I have 10 plain Geodes, and 10 Magma Geodes.
I go to Clint's, and crack open the 10 plain ones, then crack open the 10 Magma ones. What I get in return is 5 low-yield rewards and 5 high-yield rewards off the plain Geodes, and then 5 low-yield rewards and 5 high-yield rewards from the Magma Geodes. So that's a total of 10 low-yield rewards (which are generally the same for both geode types, RNG notwithstanding), 5 minerals/gems of the kinds that come out of plain Geodes, and 5 minerals/gems of the kind that comes out of Magma Geodes.
So how can we do this better? By cracking the Geodes in a sequence that corresponds exactly to the type of reward that the game will give us. Here's a table that shows what happens:
But you have to keep a count! That's because on the 20th Geode you crack, no matter what type it is, the order will be flipped. For the next 20 Geodes, you'll want to crack the Magma ones first to get their high rewards, followed by the plain Geodes for the low rewards. This will flip every 20 geodes you crack.
And that's the reason my inventory is currently full of valuable Geodes, just waiting for the moment when I hit the mines on a lucky day to collect tons of plain Geodes to assist in the cracking. And that's also the reason why the chests in my house look like One-Eyed Willy's treasure room in The Goonies :D