Stardew Valley

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ceruleandeep

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ceruleandeep

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About this mod

Showcase and sell the best produce, crafts, and artisan goods from your farm. Every Saturday, Stardew Valley hosts a Farmers Market in the town square. You'll be joined by a random assortment of your fellow villagers, all selling the things they make or grow.

Requirements
Permissions and credits
Translations
  • Spanish
  • Russian
  • Mandarin
Market Day: Sell Your Items!

 Mod of the Month, May 2022


Every Saturday, Stardew Valley hosts a Farmers Market in the town square. This is your chance to showcase the best produce, crafts, and artisan goods from your farm. You'll be joined by a random assortment of your fellow villagers, all selling the things they make or grow.

You get a shop! Arrange your goods how you like, make a sign, choose a theme color, and put on a tempting display. The better your goods and arrangement are, the more sales you'll get.

Expect lots of customers. Villagers will walk past, stop and browse, and maybe let you know how they feel.

If you see something nice at another villager's shop, you can walk over and buy it. Prices vary from bargains to ridiculous. It is a market after all.

The shops are different each week. If you see something you like, don't miss out! It might not be there next week.

Market Day is cancelled if it's raining or there's a festival on. The market isn't an event, life just happens normally when it's on.

Challenge mode

Grow from a small 3-shop village market into a world-renowned produce and crafts extravaganza. Unlock bigger markets, more features, and higher profits. The more you sell, the bigger it grows. You can also win prizes for reaching or surpassing Lewis's weekly sales goal.

Not up for the challenge? You can turn off Challenge Mode in the configuration any time.

Level 1: 3 shops, 3 items on display, weekly sales goal 15000g. You will need to hustle and keep your shop well-stocked.
Level 2: Unlocks at 40000g total earnings...
Spoiler:  
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Level 2: Unlocks at 40000g total earnings. 6 shops, 6 items on display, small bonus on sell price, weekly sales goal 40000g.
Level 3: Unlocks at 450000g total earnings. 9 shops, 9 items on display, auto-restocking unlocked, more bonus, weekly sales goal 80000g.
Level 4: Unlocks at 1500000g total earnings. 12 shops, better auto-restocking, bigger bonus, weekly sales goal 150000g.
Level 5: Unlocks at 5000000g total earnings. Super auto-restocking, great bonus, weekly sales goal 500000g.


Challenge Mode is inspired by Harvest Moon Grand Bazaar. If you play challenge mode, please give feedback on whether it's too easy or too hard. If you want to change the challenge rules yourself, edit progression.json included with the mod.

If you're testing Challenge Mode, you might need these cheat codes:
Spoiler:  
Show
md_levelup [level: 0 to 4]: set market to requested level

md_set_gold [farmer] <amount>: set daily gold earned by specified farmer. Will not actually give you any gold.

md_set_gold <amount>: set total gold earned at all market days. Will not actually give you any gold.

(type them into the black SMAPI window)



How to maximize your profit

* Grange display rules apply. If the items in your display would get a good score at the Fair, you'll make more money on Market Day.
* Showcase your best produce on your shop's sign.
* Villagers pay more for the things they love. They won't buy stuff they hate, obvs.
* Talk to your customers, it's good for business.
* Your shop is still open when you're not there, but you'll get a better price when you're nearby.
* Stock the shop yourself if you want the absolute best layout... or put excess items in the storage chest for automatic restocking.


Villagers who might open a shop

* Vanilla: Marnie, Evelyn, Gus, Leah, Emily, Clint, Jodi, Harvey, Linus, Willy, Pierre, Caroline, Demetrius, Gunther
* SVE: Sophia, Andy, Susan
* Actually there's also a few shops for RSV and East Scarp now

Items for sale are random and sometimes seasonal. Not all shops available at the start of the game, they unlock with the story.


Multiplayer

In splitscreen or network, each farmer gets a shop. If you're playing with separate money, profits from each shop go to the farmer who owns it.

Shops are opened at 06:00 on market day. If a farmhand connects later in the day, no shop for you! Wait until next week. Or I guess the host could go into the black SMAPI window and type md_reload to restart the market.

Ensure that host and farmhands have the same settings, especially for which day the market should be on.


Requirements

* Content Patcher
* Expanded Preconditions Utility
* Generic Mod Config Menu (optional)
* JSON Assets (optional)


Compatibility

If you have any of the Grampleton Maker’s Market mods installed, space will be left for their shops. Currently the space is left all the time because it's not possible to know which days GMM is active.


Configuration

* Use Generic Mod Config Menu. You can change various things.
* In [CP] Market Day, there is one configurable if you don't like the rugs under the shops


Debugging

Use Generic Mod Config Menu to change debug options such as:
* disable NPC visit pathfinding. Do this first if you have mysterious problems especially at the end of your day.
* verbose logging. Turn it on to find problems yourself or to generate a log for troubleshooting
* debug hot keys: if enabled, by default R to reload the data and shuffle the shops, Z to warp to/from town, V to open GMCM


Adding your own shops

Copy the format from the included shops.json to make new GrangeShops. ItemShops from STF should be very compatible (because this mod reuses STF's loader code). Some more fields are available for GrangeShops:

* SignObjectIndex: the ID of the item that should go on the sign. e.g. [code single]428[/code]
* ShopColor: the RGBA color the storage chest should be set to. e.g. [code single]"143, 0, 255, 255"[/code]
* NPCName: which NPC should be scheduled to run the shop, if available
* MatureContent: set true if impressionable non-adult NPCs should not browse this shop


Future
See the to-do list


License
GPLv3


Credits
* by ceruleandeep
* Uses code from ChroniclerCherry's Shop Tile Framework
* Uses code from aedenthorn's Persistent Grange Stand
* Bundles a slightly modified version of aedenthorn's Random Visitors mod
* Ridgeside Village art appears courtesy of Rafseazz
* shop contributions from dollynhoevida and shanesv
* Chinese translation from Becks723