Uploaded January 2023 | Updated September 2026, 2 hours ago
PHOTOSENSITIVE WARNING: from 4:10 to 4:56 in the vid there is a ton of menu flashing, I call it out a couple times but just in case you read the desc and aren't listening. I've also modded the game slightly so that menus don't have a dimmed background to remove flashing in mail checks.
Chapters
0:32 Run Start
1:06 Day 5 Start
4:10 CONSTANT FLASHING ZONE
4:56 End of FLASHING
8:04 Run End
This is a tool assisted speedrun of the Vault Bundles in 7:32.281! This was a heck of a lot of fun to route and run, using the menu to manipulate global RNG is a totally new tech to explore, and understanding how RNG is updated each frame will make some things like fishing significantly easier in the future. Also first time trying to do commentary, some of the things like the menu manip I don't think I do a great job of explaining given the short amount of time mid-run so:
Every frame RNG is going to advance due to normal game state changes, the biggest nuisances at least in this run were Evelyn walking in circles in her house and that top green slime who kinda maybe wants to mate with the right slime, they're unsure (actually). Interacting with the menu adds additional random calls on a frame (702 per flip of the npc social page, 1 for hovering over a new BigCraftable like the signs and 2 for hovering over a new Object like a fence post). To be able to successfully manip, I need to set up the RNG state such that I know how many calls there will be during the tool animation AND that advancing the CURRENT RNG by that many calls will trigger a doll to spawn on hoe strike.
Because some random calls lead to branching behavior there's just way too much to track manually, so I wrote a simulator that tries to forward predict game state/RNG, and then a recursive solver that looks to create a sequence of menu inputs that not only causes the RNG to be correct to spawn the doll but also limit the number of frames between tool swings. Given energy needs I don't think you could actually translate to 60k/m real time but it's pretty close! It ends up being a super overpowered money strat, the only thing that could maybe rival it early is an insane fishing chest, but I haven't been able to find one that compares.
SEED: 1914883252
Cart in this run saves about 3 minutes, the alternative strat I tried for cartless was going to Pierre for the green bean seed/maniping a crab in the mines/summer forage which a rough run clocked in at 10:3x. Most of that time loss is waiting for Pierre to open, the pet cutscene, and sleeping 20 extra days (which at 5s per day adds up!).
Blade's Stardew University on Step Manip: twitch.tv/videos/1108799188?collection=jY8YtGjzZhbwvA
Both of these resources were super helpful in the planning stages of this TAS.
Blade's Map Predictor: nexusmods.com/stardewvalley/mods/6614
StardewSeedScripts: github.com/Bla-De/StardewSeedScripts
PHOTOSENSITIVE WARNING: from 4:10 to 4:56 in the vid there is a ton of menu flashing, I call it out a couple times but just in case you read the desc and aren't listening. I've also modded the game slightly so that menus don't have a dimmed background to remove flashing in mail checks.
Chapters
0:32 Run Start
1:06 Day 5 Start
4:10 CONSTANT FLASHING ZONE
4:56 End of FLASHING
8:04 Run End
This is a tool assisted speedrun of the Vault Bundles in 7:32.281! This was a heck of a lot of fun to route and run, using the menu to manipulate global RNG is a totally new tech to explore, and understanding how RNG is updated each frame will make some things like fishing significantly easier in the future. Also first time trying to do commentary, some of the things like the menu manip I don't think I do a great job of explaining given the short amount of time mid-run so:
Every frame RNG is going to advance due to normal game state changes, the biggest nuisances at least in this run were Evelyn walking in circles in her house and that top green slime who kinda maybe wants to mate with the right slime, they're unsure (actually). Interacting with the menu adds additional random calls on a frame (702 per flip of the npc social page, 1 for hovering over a new BigCraftable like the signs and 2 for hovering over a new Object like a fence post). To be able to successfully manip, I need to set up the RNG state such that I know how many calls there will be during the tool animation AND that advancing the CURRENT RNG by that many calls will trigger a doll to spawn on hoe strike.
Because some random calls lead to branching behavior there's just way too much to track manually, so I wrote a simulator that tries to forward predict game state/RNG, and then a recursive solver that looks to create a sequence of menu inputs that not only causes the RNG to be correct to spawn the doll but also limit the number of frames between tool swings. Given energy needs I don't think you could actually translate to 60k/m real time but it's pretty close! It ends up being a super overpowered money strat, the only thing that could maybe rival it early is an insane fishing chest, but I haven't been able to find one that compares.
SEED: 1914883252
Cart in this run saves about 3 minutes, the alternative strat I tried for cartless was going to Pierre for the green bean seed/maniping a crab in the mines/summer forage which a rough run clocked in at 10:3x. Most of that time loss is waiting for Pierre to open, the pet cutscene, and sleeping 20 extra days (which at 5s per day adds up!).
Blade's Stardew University on Step Manip: twitch.tv/videos/1108799188?collection=jY8YtGjzZhbwvA
Both of these resources were super helpful in the planning stages of this TAS.
Blade's Map Predictor: nexusmods.com/stardewvalley/mods/6614
StardewSeedScripts: github.com/Bla-De/StardewSeedScripts







