Stardew Valley
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Entoarox

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  1. Entoarox
    Entoarox
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    Sticky
    Status of 1.6 update:

    I am working on it, but because of the large amount of changes and new functions in 1.6, FasterPaths had to be completely rewritten.
    A beta of the new Faster Paths 2 is ready for testing, so as soon as I can get some beta testers to make sure there are no issues it will be released!

    Because of the complete rewrite needed, Faster Paths 2 will not be backwards compatible with Faster Paths, as such I will likely be posting it as a new mod so as to not confuse any users.
    1. Entoarox
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      Status update: Not been able to find any willing Beta Testers, so I will need to schedule free time so I can properly beta test things myself, this will likely take quite a while as my schedule is somewhat busy.
    2. GilgameshWulfenbach
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      I have no experience testing Stardew but is it as simple as enabling the beta and seeing if stuff crashes?  Because I could do that.  Or whatever you want as long as you can explain your needs.
    3. Entoarox
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      @GilgameshWulfenbach

      Pretty much, I send you the beta file, you try to break it and if you succeed, tell me how you did it so that I can fix it.
    4. TripSin
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      Thanks, but there's already a working faster path speed mod so wouldn't making another one be redundant at this point?
    5. Entoarox
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      @TripSin, does this affect paths outside the farm as well? Cause if not, this mod is still necessary.
  2. malichai11
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    Thank you for all the years you kept this mod updated for us. Made us appreciate you even more to have to go back to vanilla without it.
    1. Entoarox
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      Sad to say, that FasterPaths is needing a full rewrite with 1.6, so it'll be a while since I need to make sure everything works.

      Due to the scale and scope of changes 1.6 brings, half the stuff FasterPaths used to do is now part of vanilla!
      So I need to determine how I want to take these changes that vanilla has brought and make FasterPaths integrate.

      As things stand, I am currently leaning towards just a full new mod, leaving this one for anyone still on older SDV versions.
  3. KatJustice97
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    Just wanted to say thank you Entoarox for all your hard work 🙏🏻 this is one of my must-have mods and I appreciate it every time I play 💕
  4. ourlordandsaviour1
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    Does this work with paths that are modded in?
    1. Entoarox
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      Not at this time, as there is no standardized way to identify paths, once 1.6 goes public I should be able to modify things to support any type of path.
    2. ourlordandsaviour1
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      Wow! thanks for replying so fast, that should be fine though, thank you, also do I need a file editor for the config 
    3. Entoarox
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      Any text editor should work, though I would recommend at least using something like notepad++ (Completely free!) as it provides a more robust editor then the built-in notepad utility.
  5. SoulHuntter
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    Would it be possible to change the values from int to float in an update to give more freedom? I feel like boosting by 2 is too much and by 1 is too little, but I can't choose between those.
    1. Entoarox
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      Not possible because integer values is how the game handles speed boosts, so a float-based speed boost simply is not possible.

      Even if I emulated say, 1.5 speed by having it be 1 speed one tick and 2 the next, you'd end up with your farmer getting jerked between the two speeds which results in some.... lets say, interesting.... visuals.
    2. SoulHuntter
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      I see. Just 1 of speed boost for paths works well enough. Thanks for the mod and for answering.
  6. pepoluan
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    I see that speed boost is integer. So if I'm boosted by "4", does that mean I'm (4+1)x = 5x as fast as normal?
    1. Entoarox
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      Technically yes, realistically, the way the game handles speed is a bit funky, so it may not be properly linear.
  7. link00t
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    For some reason this doesn't seem to work with the gravel path type. It works fine with the other ones I tried.
    1. Tichicken
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      By default gravel path provides no boost. It can be changed in the config.
    2. Entoarox
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      This is correct, due to the fact that speed has to be changed in whole numbers (0, 1, 2, etc.) the gravel path, being both the easiest & cheapest to get path, provides no boost.
      The config allows changing this of course.
  8. graxia9255
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    I love the idea! Thank you for sharing.
  9. arkitekt17
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    When playing local splitscreen coop (1 computer, 2 controllers), we are only moving faster when BOTH of us are on paths at the same time. If 1 person is on dirt somewhere then we both move slow. When 1 person is in a menu and the other is on a path, the boost triggers.
    1. ayugame
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      i am encounter this issue too.
  10. IAmMetall
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    Trying to use this along with the SprintSprint mod as I want to sprint and lose energy, and look to paths to give me the speed boost minus the energy draining . Making both paths and sprinting options of movement. I assume both mods work with movement so there's an issue. can you please add this? It would be cool right ;) lol awesome mod non the less
    1. Entoarox
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      My method of editing speed is explicitly designed to be cross-compatible, the other mod will need to hook into the same compatibility layer FasterPaths uses.
  11. AkiKaminari
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    When you get the chance, would it be possible to add the two new paths introduced in 1.5?
    1. Entoarox
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      Ah, 1.5 added new paths? Let me get on that!
    2. AkiKaminari
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      Oh dang, you work fast!  Thanks so much!
    3. Entoarox
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      Supporting new paths is rather easy due to me intentionally having designed things for it, so once I knew that it was needed, it was only about 5 mins work to make it happen.