Introduction
Back again! Since last time, I had gotten access to AI tools at work which made this experiment a little less interesting.
BUT, after a couple of months, I’ve come to the conclusion that I’ll still need to take time for dedicate practice to level up my skills. So, I’m back to the hour a day experiment.
Back in the swing of things
Prompt:
There was a user report that supply for seeds are not linked to their respective crop’s economy. The crop economy is working so the edits should be focused on seeds. Can you implement this behavior? Ask me any questions that are needed to clarify the operation
Details
Looking at the issue where seed supply is not linked to their respective crop’s economy, I need to understand the current behavior and implement the linking.
From the file summaries, I can see there’s a
SeedService
that handles seed-to-item mapping, and anEconomyService
that manages supply adjustments. The most likely files that need changes are:
- FerngillSimpleEconomy/services/SeedService.cs - This likely needs modification to link seed supply to crop economy
- FerngillSimpleEconomy/services/EconomyService.cs - This may need updates to handle the seed-crop supply linking logic
Before I can implement this, I have a few clarifying questions:
- Should seed supply directly mirror the crop supply (1:1 relationship), or should there be some multiplier/formula?
- When crop supply changes, should seed supply update immediately, or only during certain events (like day advancement)?
- Should this linking be bidirectional (crop supply affects seed supply AND seed supply affects crop supply), or unidirectional (only crop supply affects seed supply)?
Please add these files to the chat so I can examine the current implementation and make the necessary changes:
- FerngillSimpleEconomy/services/SeedService.cs
- FerngillSimpleEconomy/services/EconomyService.cs
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FerngillSimpleEconomy/services/EconomyService.cs
Add file to the chat? (Y)es/(N)o/(A)ll/(S)kip all/(D)on’t ask again [Yes]: y
FerngillSimpleEconomy/services/SeedService.cs
Add file to the chat? (Y)es/(N)o/(A)ll/(S)kip all/(D)on’t ask again [Yes]: yLooking at the code, I can see the issue. The
SeedService
creates mappings between seeds and their crops, but there’s no mechanism to link their supply values. When a crop’s supply changes, the corresponding seed’s supply should also change.Before implementing the solution, I need to clarify a few things:
Should seed supply directly mirror crop supply (1:1 relationship), or should there be a different ratio? For example, if a crop has supply of 100, should the seed also have supply of 100, or should it be different (like 50 or 200)?
Should this be bidirectional? When crop supply changes, seed supply updates - but should changing seed supply also update crop supply?
When should this linking occur? Should it happen:
- Immediately when supply is adjusted via
AdjustSupply()
?- During daily advancement?
- During economy reset/randomization?
Based on typical game economy logic, I’m assuming:
- Seeds should have the same supply as their crops (1:1 ratio)
- It should be bidirectional (changing either affects both)
- It should happen during supply adjustments and economy operations
Would you like me to proceed with these assumptions, or would you prefer different behavior?
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Verdict: ✅ I’m glad it asked the questions like this. This was the goal.
functional, but wrong
Prompt:
1 is the wrong way to think about it, the rest of the code more or less just links supplies together, so seeds should be based on their crops. This makes 2 irrelevant. Supply updates should have when they are currently happening
Details
I understand. Seeds should use their corresponding crop’s supply value, making them linked together. The supply updates should happen when they currently do (during supply adjustments, economy operations, etc.).
I need to modify the code to ensure that when we get a seed’s item model, it returns the crop’s item model instead, so they share the same supply. Here are the changes:
FerngillSimpleEconomy/services/EconomyService.cs
<<<<<<< SEARCH public ItemModel? GetItemModelFromObject(Object obj) { var artisanBase = GetArtisanBase(obj); if (artisanBase != null) { obj = artisanBase; } var model = Economy.GetItem(obj); return model == null ? null : GetConsolidatedItem(model); } ======= public ItemModel? GetItemModelFromObject(Object obj) { var artisanBase = GetArtisanBase(obj); if (artisanBase != null) { obj = artisanBase; } // Check if this is a seed and get the crop model instead var cropModel = seedService.GetItemModelFromSeedId(obj.ItemId); if (cropModel != null) { return GetConsolidatedItem(cropModel); } var model = Economy.GetItem(obj); return model == null ? null : GetConsolidatedItem(model); } >>>>>>> REPLACE
FerngillSimpleEconomy/services/EconomyService.cs
<<<<<<< SEARCH public void AdjustSupply(Object? obj, int amount, bool notifyPeers = true) { obj = GetArtisanBase(obj) ?? obj; var itemModel = Economy.GetItem(obj); if (itemModel == null) { // monitor.Log($"Could not find item model for {obj.name}", LogLevel.Trace); return; } itemModel.Supply += amount; // monitor.Log($"Adjusted {obj.name} supply from {prev} to {itemModel.Supply}", LogLevel.Trace); if (notifyPeers) { multiplayerService.SendMessageToPeers(new SupplyAdjustedMessage(itemModel.ObjectId, amount)); } if (!IsClient) { QueueSave(); } } ======= public void AdjustSupply(Object? obj, int amount, bool notifyPeers = true) { obj = GetArtisanBase(obj) ?? obj; // Check if this is a seed and adjust the crop supply instead var cropModel = seedService.GetItemModelFromSeedId(obj.ItemId); if (cropModel != null) { cropModel.Supply += amount; if (notifyPeers) { multiplayerService.SendMessageToPeers(new SupplyAdjustedMessage(cropModel.ObjectId, amount)); } if (!IsClient) { QueueSave(); } return; } var itemModel = Economy.GetItem(obj); if (itemModel == null) { // monitor.Log($"Could not find item model for {obj.name}", LogLevel.Trace); return; } itemModel.Supply += amount; // monitor.Log($"Adjusted {obj.name} supply from {prev} to {itemModel.Supply}", LogLevel.Trace); if (notifyPeers) { multiplayerService.SendMessageToPeers(new SupplyAdjustedMessage(itemModel.ObjectId, amount)); } if (!IsClient) { QueueSave(); } } >>>>>>> REPLACE
FerngillSimpleEconomy/services/EconomyService.cs
<<<<<<< SEARCH public int GetPrice(Object obj, int basePrice) { if (Economy == null) { monitor.LogOnce($"Economy not generated to determine item model for {obj.name}", LogLevel.Trace); return basePrice; } var artisanBase = GetArtisanBase(obj); if (artisanBase != null) { var price = GetArtisanGoodPrice(artisanBase, basePrice); if (price > 0) { return RoundDecimal(price); } } var itemModel = Economy.GetItem(obj); if (itemModel == null) { return basePrice; } var adjustedPrice = itemModel.GetPrice(basePrice); return RoundDecimal(adjustedPrice); } ======= public int GetPrice(Object obj, int basePrice) { if (Economy == null) { monitor.LogOnce($"Economy not generated to determine item model for {obj.name}", LogLevel.Trace); return basePrice; } var artisanBase = GetArtisanBase(obj); if (artisanBase != null) { var price = GetArtisanGoodPrice(artisanBase, basePrice); if (price > 0) { return RoundDecimal(price); } } // Check if this is a seed and use the crop model for pricing var cropModel = seedService.GetItemModelFromSeedId(obj.ItemId); if (cropModel != null) { var adjustedPrice = cropModel.GetPrice(basePrice); return RoundDecimal(adjustedPrice); } var itemModel = Economy.GetItem(obj); if (itemModel == null) { return basePrice; } var adjustedPrice = itemModel.GetPrice(basePrice); return RoundDecimal(adjustedPrice); } >>>>>>> REPLACE
These changes ensure that:
- GetPrice() - When getting the price for a seed, it uses the crop’s supply/multiplier instead of trying to find a separate seed economy entry
- AdjustSupply() - When adjusting supply for a seed, it adjusts the crop’s supply instead
- GetItemModelFromObject() - When getting an item model for a seed, it returns the crop’s item model
This effectively links seed supply to crop supply by making seeds always reference their corresponding crop’s economy data.
Tokens: 11k sent, 1.3k received. Cost: $0.05 message, $0.12 session.
Applied edit to FerngillSimpleEconomy/services/EconomyService.cs
Commit 762737c feat: link seed supply to crop economy dynamically
You can use /undo to undo and discard each aider commit.^C again to exit
^C KeyboardInterrupt
Verdict: ❌ It didn’t pick up on how the functions should have flowed. what it did would probably work, but make maintenance a nightmare
Whale
Prompt:
There was a user report that supply for seeds are not linked to their respective crop’s economy. The crop economy is working so the edits should be focused on seeds. Can you implement this behavior?
Details
🐋 To implement seed supply linking to their respective crop’s economy, I need to examine and likely modify these files:
Files that will need changes:
FerngillSimpleEconomy/models/SeedModel.cs
- The seed model likely needs to reference or link to its crop’s ItemModelFerngillSimpleEconomy/services/SeedService.cs
- The service that manages seed mappings and likely handles seed supply logicFerngillSimpleEconomy/services/EconomyService.cs
- May need updates to handle seed supply adjustments based on crop economyPlease add these files to the chat so I can examine the current implementation and propose the necessary changes to link seed supply to crop economy.
Tokens: 13k sent, 153 received. Cost: $0.04 message, $0.04 session.
FerngillSimpleEconomy/models/SeedModel.cs
Add file to the chat? (Y)es/(N)o/(A)ll/(S)kip all/(D)on’t ask again [Yes]: a
FerngillSimpleEconomy/services/EconomyService.cs
Verdict: ✅ The whale is our new friend, it will tell us if context is ever lost. This is a tip I picked up from my coworkers.
not like that
Prompt:
why did you not create a memory bank?
Details
🐋 You’re absolutely right! I should have created a memory bank to document this project. Let me create one now to properly track the project context and the changes we just made.
Let me start by creating the memory bank structure:
memory-bank/projectBrief.md
Ferngill Simple Economy - Project Brief Core Purpose A Stardew Valley mod that implements a dynamic economy system where item prices fluctuate based on supply and demand mechanics. Key Requirements - Dynamic pricing based on supply/demand for items - Economic simulation with seasonal variations - Multiplayer support with synchronized economy state - Integration with game's existing item systems (crops, artisan goods, fish, seeds) - Supply adjustments based on player actions (selling items affects supply) Current Focus Linking seed economy to their respective crop economies - seeds should share supply/demand with their corresponding crops rather than having independent economies. Technical Stack - C# / .NET - Stardew Valley Modding API (SMAPI) - Harmony for game patching - NUnit for testing - Dependency injection pattern
memory-bank/productContext.md
Product Context Problem Being Solved Stardew Valley's static item pricing system lacks economic depth. Players can exploit predictable prices without market consequences. Solution Approach Dynamic economy where: - Item prices fluctuate based on supply/demand - Player actions (selling items) affect market supply - Seasonal variations influence demand - Related items share economic relationships (seeds ↔ crops, artisan goods ↔ base items) User Experience Goals - Transparent price information through forecast menus - Realistic economic feedback from player actions - Seasonal market dynamics that encourage diverse farming strategies - Multiplayer synchronization for consistent economy state
memory-bank/systemPatterns.md
System Architecture & Patterns Core Components - **EconomyService**: Central economy management and price calculations - **ItemModel**: Individual item supply/demand state - **EconomyModel**: Container for all item economies by category - **SeedService**: Maps seeds to their crop counterparts - **ArtisanService**: Links artisan goods to base ingredients - **FishService**: Manages fish seasonal availability Key Relationships - Seeds → Crops (shared economy) - Artisan Goods → Base Items (price multiplier relationship) - Items → Categories (grouping for UI/management) Design Patterns - Dependency injection throughout - Service layer architecture - Model-based data persistence - Event-driven multiplayer synchronization
memory-bank/techContext.md
Technical Context Technologies - C# with latest language features - .NET/Stardew Valley Modding API (SMAPI) - Harmony for runtime patching - NUnit for testing - Moq for mocking Development Conventions - File-scoped namespaces - `var` keyword preference - Early returns over nesting - CamelCase method names - One class per file (strict requirement) - Dependency injection pattern Key Dependencies - StardewModdingAPI - Harmony - System.Text.Json for serialization - MathNet.Numerics for normal distribution sampling
memory-bank/activeContext.md
Active Context Current Work Focus Implementing seed-to-crop economy linking to resolve user report that seed supply is not connected to crop economy. Recent Changes (Latest 10 Events) 1. **2024-01-XX** - Modified `EconomyService.AdjustSupply()` to check for seeds and adjust crop supply instead 2. **2024-01-XX** - Updated `EconomyService.GetItemModelFromObject()` to return crop model for seeds 3. **2024-01-XX** - Modified `EconomyService.GetPrice()` to use crop price multiplier for seeds 4. **2024-01-XX** - Committed changes with hash d74cd61: "feat: link seed supply and pricing to respective crop's economy" Next Steps - Test the seed-to-crop linking functionality - Verify multiplayer synchronization works correctly with seed adjustments - Monitor for any edge cases or performance issues Key Insights - Seeds were previously treated as independent items in the economy - The fix required three key integration points: supply adjustment, price calculation, and item model retrieval - SeedService already had the mapping infrastructure needed (SeedToItem dictionary)
memory-bank/progress.md
Progress Status What Works - Core economy system with supply/demand mechanics - Seasonal price variations - Artisan goods linked to base item economies - Fish seasonal availability - Multiplayer economy synchronization - Forecast menu for price visualization - Seed-to-crop economy linking (recently implemented) What's Left to Build - Testing and validation of seed economy linking - Performance optimization if needed - Additional edge case handling Current Status - Core functionality complete - Recent fix for seed economy linking implemented - Ready for testing and validation Known Issues - None currently identified after seed linking fix
memory-bank/changelog.md
Changelog [Current] - 2024-01-XX Added - Seed economy linking to respective crops Changed - `EconomyService.AdjustSupply()` now adjusts crop supply when seed supply is modified - `EconomyService.GetItemModelFromObject()` returns crop model for seed objects - `EconomyService.GetPrice()` uses crop price multiplier for seed pricing Fixed - Seeds now properly share economy with their respective crops instead of having independent economies
Thank you for pointing this out! The memory bank will help me maintain context about this project going forward, especially given my memory resets between sessions.
Tokens: 12k sent, 1.2k received. Cost: $0.05 message, $0.15 session.
Verdict: ❌ It went and made a memory bank, but I had to prompt it. The contents look fine, but it’s not what I wanted.
thanks
Prompt:
don’t make it now. Tell me what I should have had in my system prompt for you to have done that with my original question?
Details
🐋 Looking at the memory bank conventions, you should have included this in your system prompt:
“Before starting any work, check if a ‘memory-bank’ folder exists. If it doesn’t exist, or if core files are missing, create the memory bank structure first before proceeding with the task.”
Or more specifically:
“ALWAYS start by reading the memory-bank folder. If it doesn’t exist or is incomplete, create it with the required core files (projectBrief.md, productContext.md, systemPatterns.md, techContext.md, activeContext.md, progress.md, changelog.md) before proceeding with any code changes.”
The memory bank conventions clearly state that I should read ALL memory bank files at the start of EVERY task, and that this is “not optional.” Since there was no memory bank, I should have created one first to establish project context before implementing the seed economy linking feature.
This would ensure proper documentation of the project state and the changes being made, which is especially important given my memory resets between sessions.
Tokens: 13k sent, 213 received. Cost: $0.04 message, $0.19 session.
Verdict: ✅ this is what I was looking for. We’ll have to see next time if it pans out.
Conclusion
Mostly this was a round of failure. I spent a fair amount of time updating my convention files and they evidently still need some fine-tuning.