22/03/24 UPDATE : So 1.6 released and this mod is currently broken for this version and needs to be updated. Sadly I don't quite have the time just yet but I'll try to do it sooner than later. I want to also see if I can improve the code and refactor some of it as I've learned a lot about programming since the last time I touched the mod. I want to also wait a bit for the dust to settle from the whole update-modpocalypse thing. I will update this before I give another go at Seed Shortage but for now, if you want to use this mod, you need to rollback to 1.5, there it still works perfectly. In the meantime, happy days farmers !
16/05/24 UPDATE : So I finally have some free time now, and I've started the update on the mod. But turns out I'm a little bit more ambitious than just updating it : I'm kind of making a whole new mod where one could change whatever item stock from any shop menu. Items black/whitelists, category black/whitelist, randomization, etc... So that means this mod will be completely superseded as anything you could do with Pierre's Roulette Shop, you'll be able to do it in the new mod with the right config.
However, if I feel like I'm not making enough progress, getting stuck and/or burned out at some point, I will definitely try to update this mod instead before I put that other project on hold. So stay tuned !
I have a weird question. Some mod in my game seems to have inadvertently switched Pierre's stock from seasonal to all seeds in all seasons. If I can't track down the cause, do you have any idea if your mod would pick randomly from all seasons or from seasonal stock only?
Hey there, my mod only picks seeds from the vendor's current stock it does not take all seeds from other seasons. You must have another mod doing that.
The logic of the mod is basically as follows : - Take the merchant's stock. - Pseudo-randomly select some seeds in that stock. - Mark those seeds for safe-keeping. - Delete from the stock all other seeds that wasn't marked.
While the event fires everytime you open up the shop menu, the pseudo-random number is "attached" to the number of days played (and other stuff to make it more random) so every new day, the number changes. That way, the stock only changes when a new day starts.
So to shortly answer your question again : no, my mod doesn't touch that, it takes stuff from the existing stock, you must have another mod messing with the merchant's stock.
Hi! I was playing Stardew Valley with Garden Village installed, but saddly your mod don't change Garden Village florist shop. And i wanna know if i can add non-npcs or custom npcs to the roulette?
No sorry, right now you can't. If you go to the GitHub readme, you'll see how the Owners configuration works in more details. Right now it uses the english name of the shop owner (the one in the game code), and custom shops don't have one, so sadly it doesn't work.
I haven't found a way, either here or in Seed Shortage to have an automatic check for that. In Seed Shortage I had a couple of manual checks that would assign a custom name to shops without one for more exotic shops since the goal was to completely remove them, but not here.
This mod is mainly for vanilla shops like Pierre, Joja or Sandy, etc... that usually get pretty cluttered. If I were to add a check for every custom shop mods out there it would be a real hassle, not to mention shops in custom locations, like Garden Village for example. And I still want to retain maximum compatibility and have it super lightweight.
So long story short, no this one does not support custom shops, very sorry.
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16/05/24 UPDATE : So I finally have some free time now, and I've started the update on the mod. But turns out I'm a little bit more ambitious than just updating it : I'm kind of making a whole new mod where one could change whatever item stock from any shop menu. Items black/whitelists, category black/whitelist, randomization, etc... So that means this mod will be completely superseded as anything you could do with Pierre's Roulette Shop, you'll be able to do it in the new mod with the right config.
However, if I feel like I'm not making enough progress, getting stuck and/or burned out at some point, I will definitely try to update this mod instead before I put that other project on hold. So stay tuned !
The logic of the mod is basically as follows :
- Take the merchant's stock.
- Pseudo-randomly select some seeds in that stock.
- Mark those seeds for safe-keeping.
- Delete from the stock all other seeds that wasn't marked.
While the event fires everytime you open up the shop menu, the pseudo-random number is "attached" to the number of days played (and other stuff to make it more random) so every new day, the number changes. That way, the stock only changes when a new day starts.
So to shortly answer your question again : no, my mod doesn't touch that, it takes stuff from the existing stock, you must have another mod messing with the merchant's stock.
I was wondering if there is a way to change the number of days the seeds stay in the store?
Finally I am no longer oppressed by the Parsnips.
I haven't found a way, either here or in Seed Shortage to have an automatic check for that. In Seed Shortage I had a couple of manual checks that would assign a custom name to shops without one for more exotic shops since the goal was to completely remove them, but not here.
This mod is mainly for vanilla shops like Pierre, Joja or Sandy, etc... that usually get pretty cluttered. If I were to add a check for every custom shop mods out there it would be a real hassle, not to mention shops in custom locations, like Garden Village for example. And I still want to retain maximum compatibility and have it super lightweight.
So long story short, no this one does not support custom shops, very sorry.