Stardew Valley

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  1. RTGOAT
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    (May 12th) - Longevity v2.0.5 or v2.1.0: (Will be releasing later this upcoming week)

    -Added hovertext in Longevity menu to show the current items sold for DR.
    (hover DR% for each item in the menu to view)

    -Fixed issue where 'Smoked Fish' pricing was applying fisher/angler profession bonus twice.
    -Fixed issue where Roe pricing was not applying the base 30g, and was also not applying the 1/2 fish base price modifier.
  2. RTGOAT
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    Longevity v2.0.0 for SDV v1.6 will be live soon!

    (Changes):

    Taxes:
    -Water and Electric taxes have been consolidated into a single 'Property' tax. This property tax is calculated by the types of buildings placed on the farm as well as the player's current farm house level.

    -Capital objects now have individual unit weights for tax (ex: furnace is 2 units per day, heavy furnace is 8). Some capital objects have negative weights (ex: recycling machine is -3 units per day).

    -Debt penalty has been changed: If the player has less money than the current outstanding tax at collection, the player's money will be dropped to 0. Income from the remaining unpaid tax is reapplied for the next tax season with an additional 5% penalty.

    Dynamic Pricing:
    -Added more influencers to adjust the base price of other types of items (configurable).
    -Added more relationship influencers (ex: increased heart level with Marnie increases animal products [not artisan animal products])
    -Should be compatible and work with mods that add custom items via CP or JA (custom artisan goods may not be handled properly)
    -Seasonal Influence has been changed: Most vanilla items have a defined in-season; items not in their season will have a percentage increase in value (configurable). Non-winter seasonal items will receive 3x this bonus; winter seasonal items will receive 3x the bonus in any season not winter.

    Stamina Balance:
    -Added configurable options to increase stamina usage for fishing rods, and weapons.


    General:
    -The Longevity Menu has been overhauled (tilde key is the default [`]). Tool tips have been added all over to help provide context to the data; data should also be much more accurate than before. The pricing menus automatically sort items that are in-season first, then everything else after. Navigate up/down with the scroll wheel or by clicking the top and bottom half of the menu.

    -Support for Generic Mod Config Menu as been added. I highly recommend using that mod to adjust Longevity's configuration.
    -DNPCC has been removed: Seasonal Outfits is a proper alternative/successor to DNPCC.


    -Join the discord for more news/updates: https://discord.gg/KrEtSxjX82
  3. FluffQueen
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    Hi! I really adore this mod and was super looking forward to using in my game as a dynamic pricing system and taxes adds so much for me personally, but i've run into an issue.

    I've looked all over the config and couldn't find anything for it, but with a multiplayer farm, everyone gets the seasonal tax when leaving their homes. Which wouldn't be too bad except that we're all on shared income so our money basically tanked into the negatives after getting essentially getting 4 seasons worth of taxes in one day. Had to uninstall and restart the day so we didn't lose everything.

    Is there any way to make it that only the host gets charged in a Multiplayer game? 
    1. RTGOAT
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      Have every player, but the host, turn off taxes in the Longevity config.

      This should make it so only the host is charged.
      With a shared wallet, I believe it will tax all money made from all players (not exactly sure, just assuming).

      Let me know how that works out.
    2. FluffQueen
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      It ended up working perfectly!! Tysm for the suggestion<3
    3. RTGOAT
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      Let me know if you run into any other issues with your multiplayer run-through :)
  4. Tanukibruh
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    How do I restore the prices to original ones? Even after running the game without the mod they're still stuck on mod affected prices
    1. RTGOAT
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      Once Longevity sets an item's price, if you save those prices won't revert to vanilla (even with uninstalling).
      Newly created items will have their respective vanilla price, but any existing items that were price balanced will remain.

      Either revert to a backup before Longevity was installed/saved with, or there is a way you can manually revert:

      Put all of the items with modded pricing in a chest -> Get a new copy of each item that has the vanilla price.
      Pull a modded item from the chest into your inventory to combine the stack with a vanilla priced item.

      Example:
      (modded blueberry in the chest -> harvest or obtain a new blueberry with vanilla price -> pull modded blueberry from chest to combine with vanilla blueberry in your inventory)


      May not be the ideal situation, but that is why I recommend a backup in-case you decide later on that you don't want to run Longevity/dynamic pricing.
    2. Tanukibruh
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      I see, another thing, what if i want to play with the mod but turn off random daily price fluctuation? when setting random fluctuation to 0 in config, it doesn't seem to be actually 0, it's still has like 1% fluctuations, i thought it might be a problem with the slider in game config, but its set to 0 in config file too and prices still randomly fluctuate
    3. RTGOAT
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      I see where this would be an issue.
      The random range will always be at least -1% or 1% even if the config is set to 0.

      I'll fix that for next patch, thanks!
  5. ZerglingX
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    I'm a little confused about the download.  Is there only supposed to be the 2 txt files and the one .dll file in the Longevity folder?  I 1.5 version of the mod was much larger and had more files.  Is the download missing files?  If not, then the mod no longer works for me like it did in 1.5.

    Edit:  It may have something to do with the Hard dew Valley mod which may have been messing with the pricing of items in the game in strange ways when combined with this mod.  Nevermind :P
    1. RTGOAT
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      It should only be the config, manifest and the Longevity.dll.

      Since DNPCC was effectively antiquated by Seasonal Clothing mod, it was removed as of v2.0.
  6. somniumterra
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    Hello, I am not a English user, so there may have been some mistakes. I have some questions when playing this mod.
    I want to confirm that custom artisan goods still can't be handled right now?
    It seems like this mod can't work well with Wildflour's Atelier Goods, this mod breaks the price.
    After applying dynamic pricing, all the prices for artisan goods from Wildflourthe will become consistent. For example: Item 1 is $500 and Item 2 is $300. After applying dynamic pricing, they all become $100.Make this no longer playable and profitable. 
    What can I do right now is disable all the items in the config, but it is sad for me that they can't work together.
    1. RTGOAT
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      Longevity should be able to dynamically price artisan goods from other mods as long as they're not prefixed artisan goods.
      This could be a mod that makes Mead prefixed by including the type of honey used in its name/price (ex: poppy mead).

      You can exempt items in the Longevity configuration.
      For example, if you wanted to exempt all types of 'Mead'... you could add 'Mead'. Any item that contains the name 'Mead' will be ignored.

      I can help more if you provide the names of the specific items that you're seeing are causing trouble.
      (What is item 1 or item 2?)
    2. somniumterra
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      Ah, that's a simple description of my situation!
      Basically all the products of this mod Wildflour's Atelier Goods - Florist:
      Dried flowers/Bouquet/Perfume/Incense
      Each product can be made from different flowers, but the price of the resulting custom item will be the same (around $100) regardless of the flowers used.
    3. RTGOAT
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      Yeah, I was looking at some of Wildflour's mods. They add a ton of special prefixed artisan goods.
      Unfortunately, there is no simple way for Longevity to know the rules for those modded prefixed goods.

      My recommendation in this case would be to disable price balance when you use Wildflour's artisan goods.
      In a future update, I may implement a way for Longevity to ignore modded prefixed artisan goods automatically.
  7. helpmedade
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    Is there any way (or are you planning any way) to configure different types of goods have different DR thresholds?
    My hope is that luxury goods like gems and truffle oil could start dropping in price sooner, while eggs, milk and raw crops' prices could be stable for longer since they're always gonna be in demand.
    1. RTGOAT
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      Its certainly a good idea.
      I've had a couple thoughts for how something like this might be implemented.

      The challenge is designing it to work nicely with custom/modded items, and also be well balanced.

      Definitely something I'd consider for v2.1.
  8. Babaloo321
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    I have a suggestion! Maybe you could add a tax credit when you donate to the Vault room in the Community Center, with increasing amounts depending on how much you donate. Kind of like how some donations IRL are tax deductible.

    I really love this mod, btw! It makes the game so much more fun!
    1. RTGOAT
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      Thanks for the feedback, glad you're enjoying it!

      I'm looking into and planning features for v2.1 that may add tax reductions.
      Not exactly as you're describing, but in a similar.
  9. TheAnxiousAngel
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    Hey I started using this and I love it thanks for the reply about modded items. i had another question. Is there a way to reduce artisan good sales? i just finished spring and Im heading into summer and I noticed despite having -25% on vegetables (hops) Pale Ale has no sale penalty and that feels like it will sort of defeat the purpose since of course artisan goods are the end goal.
    1. RTGOAT
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      Prefixed goods such as jelly are priced off the input (blueberry price * 2 = blueberry jelly).

      Pale ale's price has no relation to the price of hops (as is the case with other non-prefixed artisan goods)
      Hops and wheat have very little sell value (even more so with DR); so beer and pale ale should be balanced independently.

      With animal artisan goods (cheese, mayo, etc), I decided to separate the DR between something like eggs and mayonnaise.
      There a number of reasons why I thought it would be best to do that. (I'd be happy to elaborate if you want!)


      However, I don't think it would be a bad idea to add a slider option for non-prefixed artisan goods in the future.

      If you want to effectively nerf your artisan goods, increase the cost of capital (tax cost of having machines making artisan goods),
      and/or increase the cost of property tax (increases the overhead to produce animal goods)
    2. TheAnxiousAngel
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      got it! all makes sense. Thank you so much for the help 
  10. DummyAccount03
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    so I'm using your mod and found out I fell to sleep at 1pm after cutting more wood. turns out using my axe cost like 20 stamina even thought I have a prismatic tool (thanks to the mod https://www.nexusmods.com/stardewvalley/mods/2428)
    Does the stamina cost decrease depending on the tool upgrade? If yes, is it possible to add compatibility with prismatic tool, as currently it's the same stamina cost as the bronze tool
    1. RTGOAT
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      I addressed this in your bug report.
      But no, stamina cost increases with tool upgrades.

      The prismatic tools from that mod make tool's level 5 (iridium is level 4).
      Longevity is likely working as intended with that mod.
    2. DummyAccount03
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      Didn't expect you would make the stamina cost increase per upgrade. but yeah seems that was a big whole lie from me. it works with prismatic tool properly (could even add a compatibility section in the mod description to reassure that)
      There,s just one issue i wanted to have solved, when I start the swing animation with axe or pickaxe, on click I start swinging the tool and it cost 1 stamina, when finishing the swing animation it cost 2 to 4 stamina(depending on tool upgrade) So if I were to spam click, the stamina loss would be 1-2-1-2-1-2 or with an upgraded tool, 1-4-1-4. Is that how it's intended to work?

      P.S. can't wait to finally put my cooking skill to use alongside your mod. Been having too many OP moment with constant stamina regen thanks to travelling skill and a bugged All profession mod that prevents me from switching profession
    3. RTGOAT
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      It scales with tool upgrades to balance the stamina cost vs the effectiveness of a better tool.

      Between the gold and iridium axe, you're effectively doubling your efficiency (4 hits vs 2 to chop a tree).
      Stamina cost goes from 3 * config value to 4 * config value or a 33% stamina increase.

      So you're still more stamina efficient with tool upgrades, but not as much (the intended design).


      The stamina cost is taken at the end of the tool usage (intended design).
      The first cost when you start tool usage is SDV's vanilla cost, Longevity's is the 2nd cost at the end of the usage.
  11. MoonliteDelight
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    Heya! Love the mod and having a lot of fun with it :) But I did notice a potential bug?
    Item categories not listed in the Longevity menu or config are also experiencing price fluctuations. Things like battery packs and artifacts are what I've been able to get early game to check. I noticed only because I bought the price catalogue and saw the prices were not matching vanilla.
    Is this intentional and based on something not mentioned in the mod info? Or is this a bug?
    1. RTGOAT
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      Glad you're enjoying it! Luckily that is not a bug.
      There are some item categories not listed in the menu, but those items may still be price updated.
  12. ataraseri
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    i love how brutal the taxes are, but to be honest i think buying seeds and animals should be tax deductable. not demanding or anything but i've played with this mod and better balance for an ingame year and keeping up with taxes while upgrading your farm and buying animals/seeds gets really rough.
    no matter though i really like your mod and want to say congrats for making a mod that truly does what it intends to do :)
    1. RTGOAT
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      That would certainly make for a more realistic tax system.
      In reality you don't get taxed on your total revenue, but rather your total profit.

      If I redesigned Longevity to only tax profits, I would end up increasing the rates to reach the same intended balance.
      Effectively it would do the same thing, but a more complicated design.