Stardew Valley

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  1. NeverToxic
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    Known Issues

    Cannot catch fish in various areas while catching "rubbish" and "other" is disabled?
    I know what is happening here and why it's happening. I've decided to not try and "fix" this in one of the hotfixes coming soon. I can't call this a bug of the mod, it's merely a side effect caused by the game's logic that decides which item you catch. I'll give a more detailed run-down below, but I'll say I'm going to add a paragraph in the GMCM menu stating that this is a possible side effect.

    Detailed run-down
    The game doesn't simply take a couple of options and pick a random one from those options. What the game does is run through each option individually, and decide whether or not that will be what you catch. If it runs out of options to pick, it has a "fallback" item it picks, which is "garbage".
    This mod does not change how the game picks what you catch, though it does directly affect it. It changes the options it runs through by removing, say, rubbish, and then lets the game do it's thing picking what you catch.

    In this specific scenario, where the pool to choose from is very small, the game runs out of options and gives you the fallback item. The mod doesn't change this fallback item, thus you end up only getting garbage.

    For this issue to be fixed, the mod would have to overwrite whatever the game is doing, and run its own logic. This requires a big change to the mod, as well as having a major effect on the fish chance, for example it might make really rare fish a lot more common. Mod compatibility would also be something I have to take into account, as I'd be changing a core game function which other mods might be using and have unwanted side effects. I cannot simply include this in a small release, nor am I certain whether I want to ever add this behaviour in the mod.

    If I do decide to add it in a future release, it'll be a while. It might be when I release a 2.0.0 version of the mod. For now you'll just have to enable "other" and "rubbish" spawning when you're fishing at your farm area.

    Infinite tackle not working?
    I've found the issue and will be fixing it for the next release. For now you'll either have to use both "infinite bait" and "infinite tackle" at the same time, or set the tackle you want to spawn in and re-equip the fishing rod each time it runs out.

    Fish visually showing and audibly playing twice when catching or counting twice towards events and quests?
    This appears to be an issue with the "Skip pop-up" option I (too) quickly added in the previous version. Though it doesn't have any negative effect, if you don't want the slightly annoying visual/auditory bug, or having fish count twice for events/quests, you can disable this option while I work on fixing it.

    Is your issue not on here?
    Please include a link to your SMAPI log along with steps to reproduce your issue - I can't fix something I don't have enough information about!
  2. Laviesta21
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    Idk if this is a setting/function of this mod (or if it's something else causing it) but it seems when fishing, each catch counts double for things like quests to catch a number of a specific fish or for the squid event, I catch 1 but the counter goes up 2.
    1. NeverToxic
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      Hey, this is currently a known issue with the "skip pop-up" option. You can disable that if you'd like to fix the issue for now.
  3. isckjr
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    I have all loot types enabled, and I am not getting any pyramid decals (10% chance) from the southern desert pond. Seems like a bug because I didn't get any after over 200 auto-reels.
    1. NeverToxic
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      Hey, could you disable all loot types? This'll just disable the mod from filtering any items.
    2. isckjr
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      That fixed it. Thanks!
  4. geezi
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    i have automatically loot treasure enabled,but i cant get anything from treasure:(
    1. NeverToxic
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      Could you elaborate? Are you catching treasure at all? And if you disable the option, is there a difference? Auto loot treasure just puts the items from the treasure into your inventory given you have free space (or can add onto a stack of items), the treasure menu won't really show.
  5. meng2423
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    Unable to fish Jelly,Which options do I need to open to catch gel normally
    1. NeverToxic
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      Hey, could you go to "fishing loot" options and either enable or disable all of them.
  6. ZiraWulf
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    How can I tweak the settings on this mod to lessen the exp when/If I use it? Catching a single normal sardine gets me nearly a level when it should take 8 to reach level one.
    1. NeverToxic
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      Hey, I don't know what settings you're using specifically, but there are quite a few that affect XP gain.
      A few of these things include:
      - difficulty multiplier
      - always perfect
      - always catch treasure

      The game changes xp gained based on those criteria and a couple more, not something the mod directly changes. However, if you'd like to slow the XP gain, you can lower the difficulty, or set it so difficulty doesn't adjust xp gain if you have a high difficulty multiplier. You can set it to spawn treause less often and if you're auto catching fish, set it so you don"t always get a perfect catch. Also note that xp required is different for each level, but you probably already know that.

      Final thing to note, there is a bug in the current version which I think may affect xp gain as well, meaning you're getting twice as much xp as you're meant to get.
  7. SerAvium
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    I am having an issue where I can't seem to catch any of the secret presents (like the paintings, statues, wall hanging ornaments) in the Secret Forest, Desert, Ginger Island, Cindersnap Forest, Spa Pond near the Train Station (etc.). I have Fish, Rubbish, & Other enabled. I also have Treasure and Golden Treasure set to Always (not sure if this is causing an issue). Am I doing something wrong?
    1. NeverToxic
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      Hey, could you disable all three of those (fish, rubbish and other) and try it again?

      I'm fairly certain I know why this is happening and should get fixed in the next release.
    2. SerAvium
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      AH HA! That worked when I disabled all 3 like you suggested. Thank you! :D
  8. kiraage
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    Hi! thank you so much for the mod, it really is a life saver. What I'm about to say is not an ask to change the mod, I'm just curious! With the problem of rubish that keeps happening, would it be helpful if the mod could just change the chances of fish/rubish/other instead of nulling the chance of one of these cathegories being picked?
    I ask because I actully didn't even want to use this option until recently, but I started a save in the beach farm and got mad at the rate of fishes/all else being basically 50:50. I just wanted to make it 70:30 or so to be more fair like the other spots of fishing... I like fishing inside the farm. But I haven't found any mod that can do this (apparently there was one, but not even compatible to 1.4? I dunno). So, I'm wondering if just messing with the % instead of avoinding a cathegory completely would do the job.
    And, again, just curious... I know nothing of how to mod and am not asking for anything. For now I'm making do with the option of ammount of fishes caught. Not really what I was looking for, but at least I can catch 2 to 3 fishes a time and actully get my time's worth ._. 
    thank u!!
    1. NeverToxic
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      Hey, I have a few ideas in mind for how to solve the issue regarding spawn chances. Though it'll likely be a rather large change and I wouldn't expect it soon. If you want, I believe "Fishing Made Easy Suite" allows you to adjust spawn rates per fish, so that might be worth giving a try. It's also on Nexus and should be compatible with this mod.

      Sadly, due to how fish spawns work, it's not a simple % chance you can alter. Theoretically I could calculate the percentage chance for each item, in each location, in each water depth, and using each bait. You'd end up with a massive config menu that's near impossible to navigate, as well as being a mess to implement.
    2. kiraage
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      So, that mod apparently doesn't work anymore, and I don't care enough to try it, to be real... the thing about doubling the ammount of fish has worked fine for me, so I guess I'm fine for now. 
      thanks for the answer and the mod, nonetheless, I hope the ideas u are having will not give too much trouble.
  9. luvlist
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    Possible to add stop fishing when a certain threshold reached? 
    1. NeverToxic
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      By threshold i assume you mean amount of fish caught? I have some ideas in mind of when to stop fishing but likely won't be added to the mod until a later update.

      The following things I'm thinking of, but keep in mind may not necessarily be added:
      - stop at certain time of day
      - stop at certain amount of stamina
      - stop once bait or tackle run out
  10. HempyBirdMan
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    Man I really do like everything this mod does, buuut. I can't seem to find settings that aren't fecking OP, like my first try with this had me go up to fishing level 3 (almost 4), in one day, settings didn't seem to help this. The next attempt I found a mod to limit exp, which helped though still going up pretty fast. Which seems to be due to my catches being rare / gold fish mostly. Maybe it's a mix of in game luck and all the fish other mods are adding, but still crazy lol.
    1. NeverToxic
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      Hey, there's definitely some settings that are just completely OP due to the nature of the mod, originally intended to just be a minigame skip. You can however tweak things around quite a bit with the settings, making for a more balanced setup. For example, by using the option to only skip the minigame after you've caught a certain amount of that fish type. You can also, if you're fishing manually, adjust the fishing difficulty through various settings, either directly changing how difficult the fish is to catch, or making catching go slightly quicker or slower.

      Fishing, even in vanilla, can be very easy to level up quickly if you're playing singleplayer due to the time getting paused while catching a fish and during all the animations. Instant bite can definitely speed the leveling process up though, so if you have that enabled, try toggling that off.

      Higher quality fish is determined by the size of the fish which is randomly calculated by the game, but iirc is based which rod you're using and maybe daily luck? Getting a perfect catch can increase the quality of the fish though, as well as increasing the XP gained. If you're using the minigame skip, you can set a percentage chance at which the mod will get a perfect catch, so decreasing that might be able to slow down the xp gain.
  11. ZestyCrabLegs
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    How does this mod affect mods that add new fish like SVE and East Scarp?
    1. NeverToxic
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      Hey, this mod should work fine with custom fish as it doesn"t change anything about them. I did have another person ask about SVE compatibility before and haven't had a single bug report from neither them nor anyone else. If you do run into any issues though, feel free to let me know!
    2. ZestyCrabLegs
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      Your mod adds a difficulty setting. I was wondering if that applied to modded bonus fish.

      Fishing Made Easy Suite, for instance, needs the extra compatibility mods to affect difficulty on those.
    3. NeverToxic
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      The difficulty multiplier affects any fish, vanilla or modded. If you're interested in the more technical explanation as to why this mod doesn't need to add specific compatibility for modded fish, while Fishing Made Easy Suite does, read the rest of my comment.

      Fishing Made Easy Suite (FMES), is a content patcher (CP) mod, while my mod (YAFM) is a SMAPI mod written in C#. CP mods are by design extremely limited in comparison to C# mods. Though, this does come with the benefit that CP mods are, generally speaking, easier to learn and write.

      FMES has to change the difficulty for each fish individually. What I mean by that is, the difficulty of each fish is stored in one of the game's files, and that value is edited by FMES. The limitation this has, is, as you can problably guess, you have to do this for every fish, including modded fish. This is the reason FMES needs a separate mod adding compatibility for expansion mods like SVE, east scarp, RSV.
      YAFM on the other hand doesn't change the difficulty of each fish individually, for all this mod cares you could have a million different fish or just a single fish and it would do its job just fine. The reason being, there's a part in the game's code which "loads" the difficulty of the fish, which the game uses in the fishing minigame code. I simply alter the difficulty value after the game loads it, meaing the game does most of the work for me. FMES, being a CP mod, doesn't have this capability and has to change the difficulty value before the game loads it.
    4. ZestyCrabLegs
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      I do appreciate the info. Really helps us figure out which mods are right for our co-op game. My wife has MS, so mods like this really help quality of life.