I seriously love the ideas presented for this mod. I got super burned out a little before the end of year two.
I'm with you on that; its the reason that I developed the mod. I wanted to make the game's more significant items feel more significant/meaningful.
Fishing is near the same in the beginning and rises a bit later on in the game. Fishing wont be seen as op when you experience how much lower profits are from crops. Fishing is harder work too, in comparison to farming that is.
Update on my playing with the mod so far, loving it, even with the crop value reduction with careful planning one can still make good profits (blueberrries still king in Summer,along with hops,starfruit & melons). Honey is a nice buffer to. I do not min/max so I grow a bit of everything since I cook the buffest recipes. The variable buy/sell prices with elliot is a nice touch, the stamina change has me buring through food (which is good) since now I don't end up with enormous stacks of food. I use the cooking skill mod which works beautifully with the longevity mods change to cooking. Loving it so far also thanks for fixing the issue with the long named honey.
Thank you very much for the feedback. The honey 'bug' was simply just a missed condition I forget to check. Thank you for catching it! (There are only about 5 or so items in the game that would have been affected, so my testing missed it) If you created the mod, what changes would you make to how it currently plays out? Also one more if you could, how impactful would you say taxes/bills are on you? (I understand that you likely have yet to gain massive amounts of industrial/capital so its still quite low) Thanks again!
This mod is great! I started a new game using this mod and the money fluctuation keeps me up and running every time, specially with the price on the store (that feel when you bought a 90g (originally 80g) seed then the next day it sells for 80g less ). btw one question, does "luck" also affect values on items for sale? kinda wondering what it would be like if you got bad/good luck that day and some seeds/products price would increase/decrease their selling/buying price. Also have you considered putting in bundle promo? example: pierre sends a mail stating a bundle sale of specific product with # availability(eg, 5 pcs parsnip = 10g each (total 50g), like how you can buy back some crops that you sold to him last time.
Hmm,not sure what I would change however what I would add is a notification via a mail sent to the mail box about pierre having items on sale price. That way if someone doesn't remember the normal price of seeds items, they would know when he has them on sale. The taxes/bills at the end of the month had a big impact lol. I was not certain how much I would get taxed then bam, nice chunk from my profits. I liked it seeing how I was already swimming with funds at the end of Summer year 1. Still have lots of starfruit waiting to be made into wine,loaded with seeds for spring,summer,fall already and since I do crab pots,honey,kegs,crystalariums,perserve jars , and fish on occasion + mine it did a balanced amonunt of a dint to my profits. All in all for me at least base on how I play, the mod is balanced well. I only added the mod when I started summer though so I am not sure how it is Year 1 Spring. I am in Year 1 Fall atm and I am already getting setup for wine making in bulk,jamming,etc.
Luck does not affect the random fluctuation of prices. They will gradually raise as you increase certain influencers that benefit the player (ex: relationship increase with Pierre to reduce seed costs); however, all items are subject to either a 10% or 15% increase/decrease which is 100% random with each new day. Example: An item with a base gold of 100 and random fluctuation can go as low as 90 gold and as high as 110 gold. I like the idea of your price bundles; I do want to make the market aspects of the game even more realistic and dynamic. I have many ideas that I'm currently thinking on; I'll release those thoughts a bit later on. Thank you for the feedback, I'm glad you're enjoying the mod. Mail is a little tricky as the only way I currently know how to trigger it, is by adding the mail to the xnb file for mail. The issue with that is that I cant really use variables inside the message itself. I could trigger the mail to be sent if an item Pierre is selling is on sale, the only issue is that I wouldn't be able to say in mail which item it is, unless I created a letter to host the possible sale of every item Pierre sells. I do have an idea around this; its a bit outside the box, but I think I can make it work. I'll look into it for my next version. I'm glad that your run has been balanced and the systems in place are giving you good impact. I was happy to have enough money left over to get my first backpack upgrade in Summer Year 1. Tool upgrades, too, we're super difficult to get which slowed my ability to mine for materials to craft. However, I started with the mod in Spring, so I didn't get too much extra money to spend. Anyways, I'm happy you're enjoying the mod! As always, feel free to give me feedback/ideas or questions anytime!
I see, figured that if you get high amount of luck would idk? reach maximum profit/discount rate at that day along with food, making money easier again so its better to leave it as is . Looking forward to that bundle promo if you're going to add it on you next update . The mail suggestion would do great in informing which crops are on demand, makes you choose either sell the crops now or hide it for future profit. I do recommend using the mod pelicanfiber (http://www.nexusmods.com/stardewvalley/mods/631/?), I also recommend changing the config file "internetFilter:" to false, which would make you unable to access seeds/stores that shouldn't be open to you at your current progress. The mod helps you check the current prices on pierre's store asap and helps you decide which seed/crops to buy/sell early on the day, i used that to hide crops when they're worth 100% less their current price then sell them once after their price increase(I have an opened google tab to check crops prices). Some days you would have no choice but to buy overpriced seeds so you can restock plants on your farm (I felt heartache when I saw my empty farm and needed seeds but every profitable seed was about 15% more expensive ) which keeps you thinking if it's better to stack pile seed on discounted sale day or buy it later. Good thing fishing is a thing, its the best way to get alternative money on your 1st spring, specially rainy seasons (Neko fish.... cough* cough*... I mean cat fish), I do recommend using another mode tho to make fishing easier but it's your call if you wan't more challenge (steffjes fishing mod here)
Luck to me makes sense to affect certain game outcomes like geodes which are generated through natural causes, but luck affecting Pierre's shop wouldn't make sense in my opinion. I'll be doing quite a bit with mail. I'd like it to be a bit more exciting and unpredictable. I don't plan on using any other mods to go with mine. If an idea already created is too good to leave out, I'll create my own version / implementation of it inside Longevity. If anyone has a particular mod that does not work with Longevity I would love to know. seeds only fluctuate 10% I believe as well.
Yeah, I see luck like fortune telling, having said prices for tomorrow would go down, then come up tomorrow to the store and see price didn't change at all . Looking forward to the new features then next release then. Seeds do fluctuate more than 10% actually, sometimes pierre would sell Cauliflower seeds for 98g and even 100g (I don't have screenshot but i definitely saw that price next to cauliflower seeds). I've been observing price changes in buy/sell times in my first spring, I already surpassed my previous save ending money on spring 1 (currently 60k+ at day 26 with last batch yet to harvest) seems likely that aslong as you can wait patiently for price increase and ship/sell them you'll get a huge profit jump on your chart and buy cheap seeds when they are for sale. I notice how prices for crops get affected after getting sold/ship, it seems after you're first harvest (whether price increase/decrease) of a specific crop and replanting it again for the 2nd harvest their prices may still be more than what you sold last shipment. (ex day 1 planted 15 parsnip, day 5 (harvest day #1) sold them for 15 pcs normal quality for 42g each, replanted 15 parsnip, day 9(harvest day #2) 15 parsnip normal quality 50g (price was increase almost 50% with farming level and skill bonus). It would be great if your mod could identify which crop (seasonal) where shipped/sold last time you harvest then deduct at a fixed rate of idk 10~25% of its selling price for about maybe 1.3~2x the days planting it. ex: parsnip regular selling cost = 35g ea. at day 5 (1st harvest) sold 10 = 350g then replanted. at day 9 (2nd harvest) 1 parsnip should cost about less than 35g (ex 28~25g) on day 9 and 10 then maybe back to 100% selling price at day 11/12 then get that bonus 10~15% price increase after 13th day (4 days again after harvesting) I think this will make it more of a realistic price change since assuming your last shipment of parsnip is still on the market and would not require for another shipment for another 1~4 days before being in demand again. for other crops maybe more? ex cauliflower 1st shipment price is 80g each at day 13, after day 13 each cauliflower harvested would sell less than 80g till day 24, then price increase on day 26 (88~100g each). just an idea that came up, days with no harvest usually go to either mine/chop wood/fish/talk to people/forage/ then fish, o and did i mention fishing again before sleeping? sorry for my bad English if its hard to read what i just said , its not my strong subject tbh.
Cauliflower have a different base price, meaning that they are not of the normal 80g. I can assure you that seeds only fluctuate 10% +/- EDIT: (I was wrong, I forgot that I had increased their influence from 10 to 15% with the last update, sorry!) For your second part, I think you're describing diminishing returns which I am currently working on. If I think I read that properly, you made 60k+ by the end of season 6? Was that profit or just total money made and spent? How much profit did you make by end of spring 1?
I see, so some seeds prices would exceed 10%+/-, got it. Ohhh so it's the next update you're working on then , seems i just need to wait a little more then. That would be Year 1 spring, currently at 60k+ total earning without deducting any funds yet. ill get back to you on my end profit on spring, planted alot of potatoes and kale and its going to grow on the 28th. Edit: Currently at day 28 spring year 1, total earning got about 120k, currently on hand is 50k+ (upgraded 4 equipment to copper and 3 to silver) total tax deducted is 3.3k(tax and electric bill), got a well and horse (using AngryCat's forest farm map, instant access to hard wood once i got copper axe ). Comparing to my other save, i got more total earnings (about 2x) using your mod, but i haven't gotten anywhere on making kegs/tapper /barns since i used most of my stamina on fishing, planting and watering (watering was the most stressful thing). I don't recommend chopping trees unless you really need to, it cost 3 stamina per swing and you need alot FOOD to replenish stamina. 30 stamina per tree (+stump) using silver axe. Found an error, tried buying a jelly from the merchant and game closes instantly (did it 2x), and this was a shot i took after completing a quest, some quest would pay less than what was written
EDIT: I apologize, I was initially wrong. All items EXCEPT seeds and prefixed artisan goods have 10% +/-. You were right that seeds randomly fluctuate 15%. (This was part of the recent update, I forgot that I increased their fluctuation from 10 to 15%) Your logic behind it confused me since you said that cauliflower seeds were seen at 100g per seed (vanilla has them priced at 80g); this is because the base prices were changed, not random fluctuation... but your main claim was correct. If you could, PM me your save file. I'm curious as to how you achieved so much during the first month. You said that you were able to sell parsnips for 50g a piece. Off the base price I have them of 35 (also their original base, one of the few crops I did not nerf), that is a 43% increase. The absolute highest increase you could get on a parsnip in spring is less than 25% (Random influence of +10% and Farming level 10, which I also would argue impossible in the first month, is not even close to 43%).
@Shuunsei I reviewed the bug you reported and it should be all fixed. I was unaware that the player could obtain an artisan good that had no prefix (ex: Just "Jelly" or "Pickles" instead of them being named from the product they were created from "Strawberry Jelly"... etc).. Because of this, I did not account for how my mod would handle these items when determining their value. That is why the game crashed when you tried to buy "Jelly" from the traveling trader. Thank you for the bug report! Be sure to let me know if everything is all clear
Thanks for the fix, was planing on buying those for rush green house. I think it goes up to 40% or more, i manage to sell normal qually parsnip for about 45g and 50g last time but the reason maybe because of the influence of my other mods, ill try to do a clean run using your mod only as i double check it again. Also i pm'd you my save file now, gonna run a clean version with your mod only to see if I get the same income.
Thank you for making this. Started a new game with your mod (stamina set to false) + Hunger. I'm really excited to see how well they'll work together. The new challenges are evident even on day 1.