Stardew Valley
Map research

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AnimuDebil0

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I conducted a brief research and wrote an article about how well different mods are compatible in terms of level design. The full article can be read on StardewValleyForums. Here are the main points from it, intended to generate interest in the issue:

1. The valley has become too crowded with all the mods adding locations.
2. Some transitions between locations from both the vanilla game and certain mods are strange and illogical.
3. The community lacks a well-thought-out plan for location placement to ensure that different mods don't interfere with each other and stay true to the canon.
4. The in-game menu map is too limited and needs modification.
5. Many mods are not represented at all on the menu map.
6. With the release of new mods, the problem will only worsen, so addressing it now is preferable.
7. Only by coming together and acknowledging this problem can we lead our game to a bright future.

If you care about this issue and consider the points I've raised important, please spread and endorse this image on Nexus, share the Reddit post, and the full article on StardewValleyForums.
P.S. The puzzle pieces in this image symbolize various locations that, when connected, form a unified and cohesive world.

15 comments

  1. TheFrenchDodo
    TheFrenchDodo
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    I read your article and shared it with some mod authors. Congrats for it 'cause it seems like a ton of work! I understand where you're going with it. And to some extent, I agree with you, but expecting everyone to work together for this project is, in my opinion, more than complex. Some people don't provide compatibility with most mods.

    One of the problems is making it realistic while not adding too much empty space for the player. For example, in vanilla, it's clear that the Mountain is not right above town (if it was, the lake would be on the town map). But if there was a path leading to the mountain, it would make walking there a huge chore. Balancing gameplay and realism is pretty hard.

    But the future is not as grimm it seems! 1.6 should make it easier for mods to add their own local map with Content Patcher (like what Ridgeside Village has). That won't fix the logic, but it will make navigation easier.

    Oh and regarding some of the mods mentioned in your article, they are not meant to be in the Valley anyway (Downtown Zuzu, Durin's Rest, Mineral Town). I think it's also the case for Mount Vapius.

    Again, congratulations on this article!
    1. Lumisteria
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      I can confirm that Visit Mount Vapius is supposed to not be in the valley (where it is exactly is also supposed to be kept a bit blurry on purpose) and have its own map!
    2. AnimuDebil0
      AnimuDebil0
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      Thank you for your feedback and for sharing my work with someone, I greatly appreciate it.

      Yes, you're right, expecting a collaborative and harmonious effort from all authors of mods without exception would be foolish. But if it were possible to gather a substantial group of people who are interested in this idea and who are authors of popular and important mods for the community, then over time, simply due to the significance of this group, the majority of others might reconsider their views and join in.

      Regarding the empty space, I agree with you, although it's not a problem for me personally, other players might not want to traverse through barren locations just to get, for example, to Robin's shop. However, the intermediate locations are mentioned separately in the article precisely because they are entirely optional.

      I also want to thank you for informing me about the changes in the map's functionality in the 1.6 update; this is truly good news. However, there are issues with this approach. Just imagine how the map will look if a player installs many mods with new locations, and each of them adds its own small icon, which, when expanded, shows a full-fledged map. Currently, with only Ridgeside Village and Ginger Island, it's manageable, but if there are more of them, the main map might become barely visible.

      As for mods far from the valley, they are intentionally placed in a separate category, they shouldn't be visible on the valley map, that's understood. But it would be nice to see them on the map, somewhere in the distance. I'd like to understand that it's a unified world, that they really exist, and there's such a route leading to them. It could be done with icons on the map, but I believe that's a flawed approach, and we need one large map. Maybe I'm not right, perhaps it's only my preference, but wouldn't it be a positive thing if the game world looked
    3. AnimuDebil0
      AnimuDebil0
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      I understood that your mod wouldn't be directly in the valley and that it won't have a significant impact on other locations from different mods. I also realize that you can't reveal too much until the mod is released, so this was merely speculative. But since you mentioned it, may I inquire about how exactly you plan to implement the map for your locations? Will it be an icon similar to Ridgeside, or do you have something else in mind?
    4. Lumisteria
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      I'm using 1.6 system without any fancy addition, so when you'll be in my custom area, you'll see the map of the area. If you are on the main map you will not have access to the map of Mount Vapius.
    5. AnimuDebil0
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      Oh, this puts me in quite an awkward position. I wasn't aware that in 1.6 the map would function this way and that work in this direction is already underway. Well, I guess this option might not be that bad, considering I haven't seen much enthusiasm for my idea so far. Although I still believe that one large map is better than many small ones.
    6. Lumisteria
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      I agree that one big map makes sense for some areas, but it wouldn't work as well for distant areas, because it would mean a lot of empty space and be harder to see details that are actually relevant!
  2. tiakall
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    Interesting article.  If you really want to make progress on this, I think your first step would be getting the creator of SVE, Flashshifter, on board with your idea.  SVE changes most of the base maps in ways that are causing a lot of the issues you notate, as well as limiting where other mod locations can tie in (because they don't want to do two different locations if one is, say, where the entrance to Forest West is.)  If you can get him to design his base maps in a way that coordinates with the other major mods in a way that makes sense, I think you'll have a lot more success getting everyone else to go with it. :)
    1. tiakall
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      Oh also, I meant to ask, what are your thoughts/plan on when mods directly overlap?  For example, Eugene's house is in the same place as Andy's, Jane and Alec overlap, there's a russian NPC on arrowhead island that conflicts with two or three others, Seven Deadly Sins and SVE both make big changes to the main Pelican Town map, there's at least one NPC (Witch Bella and Oliver) that isn't compatible with SVE's deep woods, etc. Or are you only concerned with expansions and outright new locations?
    2. AnimuDebil0
      AnimuDebil0
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      Thank you for your valuable feedback and important observations. I can't speak for him, and I believe it's better to try than to sit idly by. However, unfortunately, I think that FlashShifter, who definitely has "his own vision" of how the modified game should look, is unlikely to heed my advice, given that I only have an idea and an article in which I am criticizing. I don't want to jump to conclusions, and I apologize in advance if I'm wrong, but as far as I, a novice, know, Flash isn't the type to easily compromise. But you're right, if he agreed, many others would follow suit.
    3. AnimuDebil0
      AnimuDebil0
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      Please forgive me for such a long answer, I tried to explain my position.

      Regarding the mods you mentioned, I must admit that I wasn't aware of all of them. I was only considering major mods that add numerous locations and smaller ones that I knew of, so there's a slight bias here. If we go through them one by one:
      Eugene and Andy; Jane and Alec; and the Russian NPC you mentioned all have compatibility issues already and seem to be incompatible.
      As I envision it, my idea revolves around creating a space from mods that will be well compatible, working together according to clear rules, and occupying available spots. Let's take an example: if you have Andy, you wouldn't install Eugene anyway, and until the authors of these mods come to an agreement and one of them concedes, you might only have one of them. Accordingly, there would be no issues on the in-game map menu, and only one of them would be displayed if the map was made suitable for all mods. But if a space is created in which major mods that already occupy certain areas can coexist well, smaller mods can slightly adjust their logic, fit in somewhere between them, and work harmoniously.

      Regarding Witch Bella and Oliver, perhaps it's cynical, and I might come across as an SVE advocate, but it seems to me that the principle of the strongest works here. Many people want to place their character's house right in the town square, but it's already taken, so ambitions need to be tempered.

      In the case of Seven Deadly Sins, as far as I understand, it contradicts not only SVE but also East Scarp. I looked at the mod's page, and as far as I could gather from the images, their mod features a massive palace and a lake to the right of JojaMart, which completely clashes with the road in East Scarp. Correct me if I'm wrong; I haven't played with this mod and haven't tested compatibility. For mods that can't be made compatible, you can simply organize a proper visual representation on the in-game map menu, but first, the menu needs to be addressed.

      For some reason, everyone is focusing on the Very Complex Path, completely ignoring the fact that the first step is to sort out the in-game map, which can't accommodate the diversity of mods, and only then can we think about where to place each individual house from the smaller mods. In any case, you can't please everyone, and someone will end up feeling slighted, refusing to negotiate or compromise. However, many will be able to come to an agreement, and that already counts for a lot. But all of this is just speculative thinking, because the Very Complex Path is a utopian scenario where everyone is friends and works together for the common good, and that's not how things usually go.
    4. tiakall
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      I agree with your impression that Flashshifter is very committed to his vision, which is why I think he's going to be the linchpin that makes or breaks your idea.  I think the principle of the strongest works against your idea, because if everyone commits to a cohesive map, and then the strongest (SVE) makes a change that counters that, it's unreasonable to expect everyone else to fix the now-broken compatibility.  As an example, the secret woods changes broke compatibility with at least five other pre-existing mods off the top of my head (Lucikiel, Jade, Secret Candy, Raffadax, Yoba, though Witch Bella and Oliver also predates the change).  Expecting all of them to fix the compatibility is probably more of an ask than getting Flashshifter to commit to compromise.  And as you point out, some of SVE's own edits don't fit cohesively, so I think that really is where you need to start.
  3. lemurkat
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    It's not a bad idea, but i don't think it will work. We can collaborate and cooperate to a point but in video games in general, a certain level of suspension of disbelief is necessary. Also modders are creative people and as such often have their own visions.
  4. Trojan073
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    I think about this way too much and one of my ideas for a mod is to make a mod that just adds a ton of highways so places aren’t so close together.  I like WTTD but it makes the world seem small.
    1. AnimuDebil0
      AnimuDebil0
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      Thank you for your feedback.
      I don't think that simply adding highways can solve all the problems I mentioned. As correctly pointed out in the comments here, if intermediate locations are added, they will end up empty and uninteresting for the most part. WTTD is a good mod, but such an approach won't appeal to everyone. And if we were to fill these intermediate locations with content, it would be enough for a separate full-fledged mod, which is not the goal.