At this moment in time, mostly because ConcernedApe gave us a proper fish smoker in 1.6, I am going to be playing and enjoying the 1.6 content for the next few weeks, while looking into whether or not a mod like this is entirely needed. For the most part this was intended to give fishing a little bit more longevity as a money maker going into the mid and late game, and the addition of the new vanilla fish smoker as well as new fishing festivals may solve that problem by themselves.
I won't know until I've had a chance to play for a while on 1.6 and reach that point.
If there is interest and request in bringing over some of the mod features forward into the new release, obviously not the smoked fish portion, then I will definitely be inclined to do so.
Otherwise, I hope you enjoyed the mod over the last few months, and if you'll excuse me, I have a new save file to start.
I, for one, have been thoroughly enjoying the addition of your mod. Artisan fish goods, even with the addition of the new smoker, have been lacking in SDV for some time. Maybe instead of a smoker, a canner can be included like PPJA's fish canner so low-value fish can still be a viable selling item. Whatever you decide. Happy gaming!
Hi, having some trouble getting this to work; have the smoker lined up with PFMAutomate, and had both wood and several different types of fish coming from the fishing net mod (I believe its another version of a crab pot but just in case), but nothing happens. Also cant physically add the fish to the smoker, and there doesn't seem to be an error log on SMAPPI. :( A bit lost, and not sure if this is a bug or not (the smoker sells for 1g?)
EDIT: NVM, I didn't have enough fish in the box beside the base game kiln. PPJA artisan valley adds a smoker as well and I was confused for a moment. Not sure if they're incompatible or not? Either way I got it working :)
Hello! I've been trying to get this mod to work, but I cannot seem to get the preserves jars to recognize there is a fish to pickle. I also do not see pickled fish/smoked fish in the catalogues, but smapi says the mod is installed. I'm sure there's a mod conflicting with it, so I'm trying to figure that out atm, but I can't seem to find it. Can someone help me?
Here is my smapi log: https://smapi.io/log/3b1a2907662e44d891b8de02d06b1c3d
It's probably intended behavior. The calculation for value in addition to preserving the input quality of the fish doesn't always seem intuitive but the numbers do line up.
Unless what you're seeing is really an absurd value, in which case I would like to know the fish you used and the numbers you got, so I can see if there's something going on.
When completing my fish collection log I found that this mod adds a new fish entry. It looks like it is in the shape of the smoked fish. It prevents you from getting the Master Angler achievement. Would it be possible to remove it from the caught fish section?
Hello! If you go into the following folders of the mod: "[JA] Little Artisan - Fish Products" > "Objects" > "Smoked Fish" You will find a file called "object.json" which can be opened and edited with Notepad. After you open it, on the fourth line (third with text on it), you will see what category the item is. If you edit it to be like this - "Category": "ArtisanGoods", - and save the changes, the item will no longer be considered a fish! It will now be considered an artisan good (this unfortunately cancels the benefit offered by fish-relevant professions). I hope this helps you until it is fixed by the mod creator! :) I did this myself and it worked, but remember that if you edit a mod's files for personal use, you do so at your own risk! Also, if you installed this with Nexus' installer, I have no idea how to help you and I am sorry.
Oh I see, it's for the fishing professions. That makes sense. I already edited my file to put the Smoked Fish in the ArtisanGoods category, but thanks for your helpful reply.
This is a pretty major oversight on my part for the interaction between keeping the fish as a fish to keep it thematic and to benefit from fishing professions, for which I do apologize.
The workaround shared by AtomicBunnytron should work for now to resolve the issue with the Master Anglers' achievement.
This Mod is more or less "frozen" until 1.6, but at that point there will be a substantial reorganization of the framework mods underlying this one, and I'll revisit the decision to keep the smoked fish as a fish item then.
At this moment, as much as I would like to have it benefit from the fishing profession, not breaking any vanilla game mechanics is a higher priority, and if I don't discover anything else as I'm doing the update, the change will be formally made then.
The good news is, most of the changes for modders coming in 1.6 are well known, so I'm going to have an updated version ready to go as soon as 1.6 and the required dependencies* drops.
Updated Edit:Content Patcher for 1.6 doesn't work quite like how I expected it to, and this mod will still require Producer Framework Mod in 1.6. The Author of PFM has indicated that they intend to migrate, but this mod's update for 1.6 will be dependent on when that happens.
Well that is great you will do an update when it hits. Def will make me want to keep using it. I think the Fishing Trawler mod works well with this one as well.
This is rather fun. Although some of the products did appear to be worth less than the raw fish. I'd be careful to check the selling price of the raw fish vs the product before going all out. Fish oil, I'm looking at you! Great way to get rid of your super cheap fish like Sardines though.
It's intentional that the fish oil will not always be more valuable than the base fish. This is to preserve some level of strategy and some reward for knowledge over which fish to process.
I did end up rebalancing fish oil, though. It's now roughly equivalent to cheese, both in terms of price and edibility, to give fishers an alternate for mid-game energy/health when going through the mines/skull caverns.
Equivalent to cheese sounds very good. I figured you'd left the price lower than some fish on purpose. My note was as much to warn new players not to get careless as anything else. I'm primarily a crafter/gatherer/fisher in game and I absolutely love things that keep with the theme and enhance and not take over the base game. This mod fills a need nicely without being overpowering.
20 comments
At this moment in time, mostly because ConcernedApe gave us a proper fish smoker in 1.6, I am going to be playing and enjoying the 1.6 content for the next few weeks, while looking into whether or not a mod like this is entirely needed. For the most part this was intended to give fishing a little bit more longevity as a money maker going into the mid and late game, and the addition of the new vanilla fish smoker as well as new fishing festivals may solve that problem by themselves.
I won't know until I've had a chance to play for a while on 1.6 and reach that point.
If there is interest and request in bringing over some of the mod features forward into the new release, obviously not the smoked fish portion, then I will definitely be inclined to do so.
Otherwise, I hope you enjoyed the mod over the last few months, and if you'll excuse me, I have a new save file to start.
EDIT: NVM, I didn't have enough fish in the box beside the base game kiln. PPJA artisan valley adds a smoker as well and I was confused for a moment. Not sure if they're incompatible or not? Either way I got it working :)
Here is my smapi log:
https://smapi.io/log/3b1a2907662e44d891b8de02d06b1c3d
Unless what you're seeing is really an absurd value, in which case I would like to know the fish you used and the numbers you got, so I can see if there's something going on.
"[JA] Little Artisan - Fish Products" > "Objects" > "Smoked Fish"
You will find a file called "object.json" which can be opened and edited with Notepad. After you open it, on the fourth line (third with text on it), you will see what category the item is. If you edit it to be like this -
"Category": "ArtisanGoods",
- and save the changes, the item will no longer be considered a fish! It will now be considered an artisan good (this unfortunately cancels the benefit offered by fish-relevant professions). I hope this helps you until it is fixed by the mod creator! :)
I did this myself and it worked, but remember that if you edit a mod's files for personal use, you do so at your own risk! Also, if you installed this with Nexus' installer, I have no idea how to help you and I am sorry.
The workaround shared by AtomicBunnytron should work for now to resolve the issue with the Master Anglers' achievement.
This Mod is more or less "frozen" until 1.6, but at that point there will be a substantial reorganization of the framework mods underlying this one, and I'll revisit the decision to keep the smoked fish as a fish item then.
At this moment, as much as I would like to have it benefit from the fishing profession, not breaking any vanilla game mechanics is a higher priority, and if I don't discover anything else as I'm doing the update, the change will be formally made then.
The good news is, most of the changes for modders coming in 1.6 are well known, so I'm going to have an updated version ready to go as soon as 1.6 and the required dependencies* drops.
Updated Edit: Content Patcher for 1.6 doesn't work quite like how I expected it to, and this mod will still require Producer Framework Mod in 1.6. The Author of PFM has indicated that they intend to migrate, but this mod's update for 1.6 will be dependent on when that happens.
https://www.nexusmods.com/stardewvalley/mods/15941
or the fishmonger
https://www.nexusmods.com/stardewvalley/mods/16326
to bad they cannot be used at the same time.
this pickling mod is also nice
https://www.nexusmods.com/stardewvalley/mods/7784
It's intentional that the fish oil will not always be more valuable than the base fish. This is to preserve some level of strategy and some reward for knowledge over which fish to process.
I did end up rebalancing fish oil, though. It's now roughly equivalent to cheese, both in terms of price and edibility, to give fishers an alternate for mid-game energy/health when going through the mines/skull caverns.
I figured you'd left the price lower than some fish on purpose. My note was as much to warn new players not to get careless as anything else. I'm primarily a crafter/gatherer/fisher in game and I absolutely love things that keep with the theme and enhance and not take over the base game. This mod fills a need nicely without being overpowering.