I wanted to ask if you would consider making a bush option similar to Cornucopia's grape bushes. Just to clarify - I'm not asking you to do it, I think it would be neat but I have no idea how difficult such a thing might be to make and I'm happily enjoying this mod as it is (and for free!), I was just curious. I don't want to sound demanding on pressuring.
Hellow', first of all thanks for the mod it add just a little but that a little that made the wine making just deeper enough for me and it's wonderfull :D
I totally second the request of here, if you ever have the time / will to make a bush option for the ancient grapes it would be dream like ^^
No pressure of course, you do whatever you feel best in the timeframe you want, just wanted to say that there's more than a little demand on this :3
Totally unnecessary because this is a "pure" Content Patcher mod meaning it's timeless & CP will take care of all future updates automatically and CP is maintained by Pathoschild himself, the very author that created SMAPI (core of Stardew modding).
Instead your Cornucopia is a "Custom Bush" mod which is a huge and unnecessary dependency that will eventually break when the author of custom bush mod got bored of Stardew, all dependent mods like your cornucopia will fall apart. So it's always best to use core mods only and any unnecessary dependency make this mod not function in the future. All other mods depending on mods like Alternative Textures, JSON Assets, Custom Bush and lots of other mods aren't essential because Content Patcher alone can do almost all the things others are doing.
Unlike you I installed this mod only because it doesn't have any other dependencies and avoiding cornucopia for the same reason since Stardew + Expanded + Ridgeside has tons of crop variety making cornucopia almost defunct.
jencarlos812 you didn't understand what I said. I asked for adding an *option*, not replacing the crop with the bush. Should Oexi choose to include that option, you wouldn't have to use it and stick with the crop version frwee of any dependencies.
Ultimately, it's up to Oexi to decide what they (sorry, don't know pronouns) do with their mod, neither you nor I get to tell them what to do. I was simply asking, that's all. No need to get offended, I'm not here to personally attack you or destroy your game.
Thanks for the suggestion! It seems to involve making changes to the data of quite a few things, but I will keep looking into it. At the very least it would be neat if I can add a configuration option for whether ancient grapes become (normal) raisins or dried ancient grapes.
May I ask if the buff of SVE's Sofia increasing wine prices after marriage has any effect on it
PS: In Sofia's 12 Hearts event after marriage, Sofia will require players to start picking grapes in the fields and then put the grapes into wooden barrels. After the work is completed, Sofia will take the players to her room and tell them the fermentation secrets of her home, making the value of grapes and wine double their value. This effect will be activated from the next day.
I can't test this at the moment, but I am fairly confident that the wine price buff will affect ancient grape wine. This mod simply adds a new fruit, and the game knows it can convert that into a wine the same way it does for other fruits - so anything affecting all other wines should affect ancient grape wine too. The value of grapes doubling won't affect ancient grapes.
Can you provide a version that allows year-round growth without the requirement for "Crop Growth Adjustments"?
CGA modifies tiles, which can create excessive load times. This is a lot to ask from many players who enjoy your mod and would like to fill their farm(s) with them as I did.
SDV natively supports crops that can grow in multiple seasons, so the inefficiency of CGA is unnecessary except for the sprite update.
I was able to make them grow AND be sold year-round by simply modifying this row in crop.json: "Seasons": ["spring, summer, fall, winter"],
This simple adjustment avoids adding 2 minutes to day-to-day transitions by eliminating an inefficient dependency.
EDIT: It needs to be "Seasons": ["spring", "summer", "fall", "winter"], The cross-out syntax above actually works fine, but Korbus will not sell them unless it is as shown here.
I'm planning to upload a fully configurable Content Patcher version of this mod for 1.6 when the new modding changes will make adding custom crops more straightforward. Until then, workarounds like editing the crop.json file as you described can be used to customize the mod.
For anyone else interested in tweaking around with the settings: - Without CGA, ancient grape crops will grow, produce, AND be sold in the seasons specified in [JA] Ancient Grapes/Crops/Ancient Grape/crop.json. - CGA overrides these settings can be used to separate when the crop grows from when it produces. I haven't personally had noticeable load time or performance problems with it, but I'll be sure to keep an eye on that going forward.
17 comments
I wanted to ask if you would consider making a bush option similar to Cornucopia's grape bushes. Just to clarify - I'm not asking you to do it, I think it would be neat but I have no idea how difficult such a thing might be to make and I'm happily enjoying this mod as it is (and for free!), I was just curious. I don't want to sound demanding on pressuring.
I totally second the request of here, if you ever have the time / will to make a bush option for the ancient grapes it would be dream like ^^
No pressure of course, you do whatever you feel best in the timeframe you want, just wanted to say that there's more than a little demand on this :3
Instead your Cornucopia is a "Custom Bush" mod which is a huge and unnecessary dependency that will eventually break when the author of custom bush mod got bored of Stardew, all dependent mods like your cornucopia will fall apart. So it's always best to use core mods only and any unnecessary dependency make this mod not function in the future. All other mods depending on mods like Alternative Textures, JSON Assets, Custom Bush and lots of other mods aren't essential because Content Patcher alone can do almost all the things others are doing.
Unlike you I installed this mod only because it doesn't have any other dependencies and avoiding cornucopia for the same reason since Stardew + Expanded + Ridgeside has tons of crop variety making cornucopia almost defunct.
Ultimately, it's up to Oexi to decide what they (sorry, don't know pronouns) do with their mod, neither you nor I get to tell them what to do. I was simply asking, that's all. No need to get offended, I'm not here to personally attack you or destroy your game.
PS: In Sofia's 12 Hearts event after marriage, Sofia will require players to start picking grapes in the fields and then put the grapes into wooden barrels. After the work is completed, Sofia will take the players to her room and tell them the fermentation secrets of her home, making the value of grapes and wine double their value. This effect will be activated from the next day.
Let me know if you find anything to the contrary!
CGA modifies tiles, which can create excessive load times. This is a lot to ask from many players who enjoy your mod and would like to fill their farm(s) with them as I did.
SDV natively supports crops that can grow in multiple seasons, so the inefficiency of CGA is unnecessary except for the sprite update.
I was able to make them grow AND be sold year-round by simply modifying this row in crop.json:
"Seasons": ["spring, summer, fall, winter"],This simple adjustment avoids adding 2 minutes to day-to-day transitions by eliminating an inefficient dependency.
EDIT: It needs to be "Seasons": ["spring", "summer", "fall", "winter"],
The cross-out syntax above actually works fine, but Korbus will not sell them unless it is as shown here.
JSON Assets Crops Documentation for All Season Growth
This both avoids the load time and resolves the issue where a year-round crop is only sold in Fall.
I'm planning to upload a fully configurable Content Patcher version of this mod for 1.6 when the new modding changes will make adding custom crops more straightforward. Until then, workarounds like editing the crop.json file as you described can be used to customize the mod.
For anyone else interested in tweaking around with the settings:
- Without CGA, ancient grape crops will grow, produce, AND be sold in the seasons specified in [JA] Ancient Grapes/Crops/Ancient Grape/crop.json.
- CGA overrides these settings can be used to separate when the crop grows from when it produces. I haven't personally had noticeable load time or performance problems with it, but I'll be sure to keep an eye on that going forward.