Stardew Valley
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HaulinOats

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socialcoder

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22 comments

  1. sdvlsweffsd
    sdvlsweffsd
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    I have been using this mod for a while and I am loving it. But after a while I realized that the mod makes the mill either broken or completely useless. In Vanilla the mill processes wheat, beets and unmilled rice respectively into flour, sugar and rice. Depending on your luck all of those will take more or less 4 days to grow and you would make a huge profit but if you are unlucky they take 20 days or more and you just wasted lots of money. Beets don't suffer as much as the other two since single beetroot can yield multiple sugars, but they can suck nonetheless. The oil maker has the same problem since you can turn sunflowers and corn into cooking oil.
  2. madpluck
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    I have the mod enabled, but looking in the mod folder it never creates a "data" folder or a file for the save, and it doesn't change any of the crops values. Can't for the life of me figure out what the conflict is. I thought it was because I had started a save with 75% profit margin, but I started a new game with the default values and it still isn't making any changes.
    Are there known mod conflicts? I can't see any other mods I have that might change the crops besides SVE.
    1. madpluck
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      Ok now I've done some playing around and read the "bug" post originally from 03 Feb 23, and I guess I was experiencing the same problem. If I remove all other mods that add crops, I can get the file to generate, and it will then load correctly if I later load the game with mods that add extra crops.

      I will note that I have had the "vanilla crops only" setting enabled the whole time, so it seems like the mod is continuing to check for additional crops regardless. I hope this helps in figuring out what the problem is, or for users struggling to get the mod to take effect.
    2. madpluck
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      Ok actually adding in the other mods later will cause some of the items to get messed up. So far it's eliminated some types of seeds but kept the associated crops (when I look in the Item Spawner).
    3. socialcoder
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      I'll have to look into this when I get time in the next week. The updated seed and crop data is actually saved inside the mod folder, not the "data" folder within Stardew Valley folder (that file can't be touched/modified). 
  3. randomboemir
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    Hello what does this error mean it does not seem to work? Here is the copied error from the smapi console

    [Dynamic Crops] This mod failed in the GameLoop.SaveLoaded event. Technical details:System.Collections.Generic.KeyNotFoundException: The given key '643' was not present in the dictionary.   at System.Collections.Generic.Dictionary`2.get_Item(TKey key)   at DynamicCrops.ModEntry.initUtility(ModConfig config, IMonitor Monitor, IModHelper helper) in C:\Users\brett\Projects\StardewMods\DynamicCrops\ModEntry.cs:line 293   at DynamicCrops.ModEntry.OnSaveLoaded(Object sender, SaveLoadedEventArgs e) in C:\Users\brett\Projects\StardewMods\DynamicCrops\ModEntry.cs:line 47   at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
    1. randomboemir
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      Nevermind i have a mod that modifies the growtime of crops.

      Edit: That didnt fix it soo please help if someone can make sense of that error.
    2. socialcoder
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      Hey, sorry for the late response. I've noticed that people using other mods that add additional crops causes my mod to break. It's supposed to work well with additional crop JSON Assets mods but I'll need to do extra work to make sure that the script just ignore this error when it looks for related keys that don't exist, for some reason. I'm busy with work right now but I hope to fix this in the next week or so. Thanks for the heads up.
  4. caspaas
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    hey im getting this error when opening pierre's shop

    [Dynamic Crops] This mod failed in the Display.MenuChanged event. Technical details:
    NullReferenceException: Object reference not set to an instance of an object.
       at DynamicCrops.ModEntry.OnMenuChanged(Object sender,
    MenuChangedEventArgs e) in
    C:\Users\brett\Projects\StardewMods\DynamicCrops\ModEntry.cs:line 110
       at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs
    args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101


    not noticing anything weird tho but this is what im getting
  5. Graybark
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    Hey! Thanks a lot for this cool mod :) Is this compatible with Stardew Valley Expanded?
    1. socialcoder
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      Thank you, yes, it's compatible with SVE as far as I know. I'm using it right now with it and haven't found any issues.
  6. Ungriten
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    You could add more options, like enabling or disabling the mod on certain crops (i'm playing a game where coffee cannot regrow and doesn't yield multiple seeds when harvested. Making coffee it's close to impossible and a complete waste, since coffee keeps being sold for 150 and every coffee I harvest are like 230g). 

    Another option to consider would be making a cap on how long does it take to certain crops to regrow. In this same game my garlic takes 24 days to grow, and takes 11 to regrow, making it impossible to harvest more than once, unless i plant them in a greenhouse. 

    I really like randomizers in general, because they add a lot of playability into the game. Good job making this mod ^^

    PS: Still hardwaiting for someone making a randomizer for gifts to everyone in town
    1. socialcoder
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      Ah, this is all really helpful feedback. I'll make these changes in the next few days when I get the chance to jump back into this mod. I forgot that certain seed artisan goods like coffee have a unique base sell price and aren't affected by sell price modifiers like wine and juice, for instance. Guess I should make some special cases for things like coffee and tea. Also, perhaps allow any crop to have regrowth capability if meeting some kind of criteria. 

      Also what do you mean "randomizer for gifts"? Like, randomize what gifts people like/love? 

      Thank you so much for the feedback, though. Truly. 
    2. Ungriten
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      Exactly that. A gift randomizer for everyone in town. It gets too easy to just befriend everyone once you know what to gift people. And if you aren't good at memorizing stuff, just gift rabbit's foot. It shouldn't be that easy. So this is my idea:

      • On every save, all gift tastes are completely randomized
      • No universal loved/liked/disliked/hated gifts 
      • Make it possible to gift once everyday on the week, not only twice
      • You can only gift 1 of the same item on the same week per person (so if i discover that Robin loves "trash", i cannot gift trash every single day. I could only do it once per week).
      Doing something like this would make the town more interesting again, kinda like the first time you played Stardew and had to discover everything by your own.

      OFC, this does nothing to do with you. It's just an idea i've had some time ago, and i've been waiting for someone to make it haha. Thank you for the fast response and for making this awesome mod :D
    3. socialcoder
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      Hmm, I will look into this at some point and will let you know if I can pull it off, though it sounds pretty ambitious, and things like being able to gift everyday is something that changes some base game functionality which is hard to override. Still, if it's something people would enjoy and use, I'm willing to give it a shot.

      I'll keep you posted on my progress for those updates to Dynamic Crops. Btw, do you think it would be a good idea if I at least increased the price of those artisan goods like coffee or tea to correlate with grow time? Still, a toggle in the mod menu would be a good idea. 
    4. Ungriten
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      That's something i thought about. As long as it's a toggeable option i think it's a good idea. I would 100% use it, although there's a problem with that if you can keep buying coffee for the same prize on Gus's. That would make an exploit for infinite money (which, well, you can just not use that exploit if you don't want to haha).

      About the ambitious mod well, yeah, i don't know any coding but what you've said makes sense and i completely understand it. Making it less ambitious would be leave the 2 gifts per week, and just play like you do on "nuzlockes" on pokemon: personal rules to make it harder, such as just give a known loved gift 1 per week haha. But, yeah, i won't pressure you to make anything. As long as you keep making and supporting mods like this one and super happy :D. As soon as i can donate to support modders i 100% will (unemployed right now :P)
    5. socialcoder
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      Just a heads up, made a lot of updates to the mod. Now statically-priced artisan goods (Coffee, Beer, Pale Ale, and Green Tea) will have their prices dynamically set in relation to the crop's growth time. Should make it so even if the seed takes a long time to mature or regrow, the related artisan good price will reflect that.
    6. Ungriten
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      Awesome! I'll give a try. Thank you so much for the hard work ^^
  7. TheUnknownMutant
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    looks like a very interesting idea :D
    1. socialcoder
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      Thank you very much. Please let me know what you think and if you have any suggestions for improving this mod.
  8. CyclopsRio
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    This is a fantastic idea.

    Using the 1.6 update I think it would be great to support variable growth times on a base value. So for example carrots would take 6 days to mature with a variability of 1 day. Then carrots can mature anywhere between 5 and 7 days depending on the carrot. Could this be done through "freezing" an ID temporarily? Has this already been done?

    I'm a farmer so I get excited at things that improve that side of realism. Maybe this isn't even in your plans but I thought it would be fun to share.
    1. socialcoder
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      I'm still super new to Stardew Modding (this is my first Stardew Mod) but you're saying that particular classes of crops be grouped together to fall within a range of growth days to be more realistic to real life? I mean, anything is possible, it's a matter of how much work and how long it takes. Would require looking at each individual crop and simply telling the code to only allow a specific range for specific crops. 

      Not sure what you mean by freezing IDs, though. 

      I appreciate the kind words and feel free to elaborate and I can give you feedback on how doable it is or if it's out of the scope of this particular mod. I'm trying to keep this mod focused on the vanilla crops to allow the mod to be used by anyone (I sometimes play on Android and like being able to use mods there) and also, not have to rely on additional dependencies other than SMAPI but perhaps I might change my mind if enough people think I should try incorporating some other crop mods to expand the options at players disposals.