
I'll probably fall flat on my face trying. Or you can start an army of large birds or tell Marnie you don't want her damn cows or, you know, whatever. It's far from perfect but sometimes other people trying things out can find problems you never saw or even thought to try. I have found you may not always reliably get the bonus drop if you don't have a grabber as the game probably tried to put it somewhere it couldn't, so the more animals you have the more likely the floor will get filled.
STARDEW VALLEY ANIMAL AGE UPDATE
BFAV ended up requiring me to just overrule BFAV's own drop logic - and I wasn't going to update BFAV again just for my benefit. Mechanically, in vanilla, it sets the default drop to whatever it rolled up and the deluxe drop to -1 and then allows the base code to handle it's conditions and item placement. If you want to try it out, with or without BFAV, please send me bug reports if you find anything wrong. Getting it to work with the base game wasn't hard but working around BFAV just made things difficult.
STARDEW VALLEY ANIMAL AGE MOD
Compatibility: This mod may conflict with other mods using the original meat sprites and the meat dishes left in the game code. Unzip the MailFrameworkMod into /Stardew Valley/Mods. If ExtraDrops is empty but the ChanceForExtraDrops is > 0 it'll choose the second drop form the Drops list. Unzip the Animal Husbandry Mod into /Stardew Valley/Mods. That's a percentage chance of a second drop occurring, you can put any number between 0 and 1.0, if it's larger than that it'd just still treat it as 1.0.Īnd then we have the ExtraDrops collection that works exactly the same as the Drops collection, but you can put rarer items in their if you want.

You can put whatever you want, number wise, but you probably shouldn't go crazy: having one item at weight 1000000000 and another at 0.0000001 is valid but come on.Īfter that we have the ChanceForExtraDrops value. In the example above a regular egg has a weight of 10 while a large egg has a weight of 2, so you have around a 5 in 6 chance of getting a regular egg there. If you aren't familiar with them, a weighted list gives each item "weight" into being chosen. You put the name of the animal and a list of weighted drops you'd like to see in game. "ExtraDrops": [ // if ChanceForExtraDrops is > 0 and this list is empty it will pick from Drops "ChanceForExtraDrops": 0.2, // value between 0 (no chance) and 1 (100% chance) "Weight": 10.0 // Weight given to this drop in the collection "Animal": "White Chicken", // Name of animal Maybe seeds, that feels like something a chicken would have.


Today I've got my most ambitious undertaking to date: a mod to allow regular animal drops (not truffles, that's different code apparently and I haven't gone into it yet) to be expanded to an arbitrary size! What does this add? Umm, I guess you could put feathers or rare eggs into the chicken drop lists or something. Look who's back with another in their line of unasked for animal mods!
