thats really cool, interesting that moving while teleporting would cause this, perhaps it is kinda like ess position in 3d zelda games where holding a small angle on the joystick keeps existing momentum, but the center of the joystick stops momentum.
as for general rules: Must use Colonize mode Cannot use debug menu Must use a random seed (up for debate)
I have been starting timing on pressing [Esc] during the intro cutsceen to avoid loading times
Yes that is what we are referring to
community is dead as far as I know. as for categories, do whatever you have fun doing. any% route was not fully optimized and should easily get sub 2:45 when well optimized and executed. specifically I never worked on making boss fights faster, and I did not do a whole lot on minimizing farming (or making sure that farming was done at optimal times) other than it generally felt faster to farm and then burn minions.
It would not even change much, since you still have to sleep till things open for the first time (spa for infinite energy does not open till summer), crops still have to sleep to fall, forage and fish still have to sleep till winter, lots of money either requires infinite energy or spirit festival, red cabbage does not appear until 2nd summer, ect. So runs either dont change much, or sleep til mid summer to go through the much more tedious process of staying awake forever.
We know... I know of 2 people who have written mods for FEZ (clearly requires decompiling), and probably more have looked at it. It is nothing special, and probably happens to just about every game. Personally, I have looked into the code quite a lot and have not found anything usable by runners. But you can delay setting reset points in specific situations (f.e. go through a room to collect bits, and then die to re spawn at the door.) But by all means, try to find new glitches
yeah, but its not fun because of rng light puzzle. The one glitched used skips the library card, and consequently the light puzzle
If you have not done so yet, join our discord https://discord.gg/0t4blMHaUewwda7V for general discussions about speed running stardew valley
we have found a number of glitches like 'infinite' money, rng manipulation for gold crops and large animal products, OOB to get to a couple of places, and paused fishing to slow down day time while fishing
As for routing, since we can get 'infinite' money, we can spend most of our time sleeping, and actually do stuff only on a couple of days, sleeping the rest of the time
no need to worry about crows, since they only come when you have 16 or more crops. Not that it really matters, just figured I would mention it. Also you can go a couple of seconds faster by sleeping until the first rainy day since you can sleep faster if you have never left your house.
mine farm stones, if your lucky, you can get all the way to level 2 just on fall 27 (280 stones and 20 coal), you can mine a couple of copper ore in the mines as backup. I would expect this to take 25 - 30 mins total. Im kind of happy that it is just slow enough to not be worth it for level 50. Though you will have to get the energy (about 300 extra) I expect that getting blackberries on fall 9 or 10 for 100 energy, and buying 2 trout soup at the fish shop at 9am for 200 energy is probably the fastest.
Followed the natural next step, of doing a fast placement into a cube storage, to store a floating block...
I really really hope this is useful. Potentially could be used to put blocks in really hard to reach areas
I was working a 2 cube strat for 1-4 using a controlled teleport, and a (sort of) new glitch I am calling fast placement, which resulted in a 40.22 second run.
Fast placement is when you place a block on the first frame possible, which causes the block to physically be wherever you could last place a block (white cube outline), while logically connected to whatever you clicked on. I originally thought this was related to the cube placement glitch (when I made the 1-2 run), but it is caused by placing a block at any time, not just immediately after picking one up. This is also the cause of blocks not placing themselves where you are looking.
However while I was trying to improve the 40.22 I got a really random speed boost while doing the controlled teleport. Have not figured out how to make such speed boosts consistent, but it is probably caused by placing the teleport block on the frame that the teleport happens, or something like that.
Figured out more about teleportation. If you place the block that was picked up in a CPG before the teleport happens, you teleport to where the block is placed, instead of 1000,1000,1000.
Not sure how helpful this would be, but it might allow teleportation in a couple of places. For example, a 2 cube strat for 1-2 is fairly easy, and wall climbing is faster, though risky.
Update based on meggachilly's steam and personal testing: Turns out that if you stand on a block about to disappear due to the inventory placement glitch, you get a really high velocity in a specific direction (an upwards diagonal), often sending you out of the map, but if there is something to catch you, it can save a lot of time traveling upwards.
Hello, I recently just found a new glitch that allows you to place floating blocks, as well as place multiple blocks at one in a prebuilt structure, which I will call inventory placement. For inventory placement, if you pick up a block and place a block on the same or next few frames (not sure the range, but the same frame always works and can be done simply by pressing the left and right mouse buttons a the same time). At first it looks like you deleted a block, but in reality, you placed a block on another block that is now inside you inventory, and both will be placed at the same time, in the same way (you inventory is a queue, so you have to place other the other blocks first). Further if you inventory place one of these block combos, the entire structure will say together. The three possible uses of this I have found so far are: placing blocks below the camera, inside of other blocks or yourself, and on active energy blocks.
To place floating blocks, place a block a couple of frames after picking up a block. This allows you to place a block into the world, while picking up the block that it was resting on, in effect giving you a ghost block. Although I have not been able to place ghost blocks directly on each other, you can still create multiple in the same structure.
Here is a video of me playing around with these glitches:
I am not sure how much these glitches will effect current routes (other than small optimizations in placing blocks), but for example, level 1-2 only requires 2 blocks now, since you can create a ghost third block when setting up the final jump.
Although it will add a small amount of time to the run, I think timing should start when new game is clicked (or equivalent if not starting a in a new profile), and end when the screen fades to black for the first time after the wizard has been killed. This is because these frames are much easier to find when reviewing a run, or for re-timing a run if a timer was not started or stopped at the right time.