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  1. dyanosis
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    Getting warning (yellow text) messages in your log for Cornucopia Grape bushes?

    Go into the config options for [CP] Farming Level Affects Harvest - Cornucopia and uncheck the Grape Bushes option. My mod, currently, has no way of detecting options from mods like Cornucopia. 

    Also - the warning about "no record found for 301" is harmless. Cornucopia modifies the grape crop and makes it something else, which means my changes won't take effect. All other crops will function as expected, you just won't get extra from grapes.

    Apologies for the inconvenience but at least it's something!
  2. dyanosis
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    Since so many people are asking, I'll pin this for you:

    This mod does not, currently, work with any modded crops. This mod, with version 1, is meant to modify certain vanilla crops that make sense to have their harvest increased based on how high your Farming level is. This mod supports crops from Stardew Valley Expanded, Cornucopia, Atelier Crops, East Scarp, and Serene Meadow by request.

    If you want me to add support for a particular crop or mod, please post the crop (and mod) or the mod itself that you want support for. 

    Instead of posting a "does this support x mod" question, post a request like "Please add support for Cornucopia, specifically x, y, and z crops". That way I know what mod and what crops you want support for.

    Lastly, READ THE MOD DESCRIPTION. The "obtuse" and "nebulous" terms are listed there with what they actually mean. Or, to put it more "sensibly", the terms are listed, in order, from 10% increase all the way to 100% in 10% increments. It's very simple.

    So many people's questions would be answered if they just read the mod description instead of asking the same question over and over in the Posts and being hostile about how a config is set up.
  3. dyanosis
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    For anyone wanting a less confusing configuration setup for this mod, there is now the Farming Level Affects Harvest - Percentage Config upload under Optional Files. This version uses terms like "10% Increased" instead of "A hint".

    IMPORTANT - You only need one of the set of files, not both. If you want more interesting terms, use the main file. If you want percentage based terms, use the optional file.

    Additionally, because I felt like it, I added 2 new config options for those who want to go absolute insane (bonkers) with their crop yields. Now introducing Partial Insanity (250% increase) and Full Insanity (500% increase).

    Enjoy and thank you for the suggestions. I thought fun phrases, like we use in baking, would be fun here. But I'm here to ensure everyone is enjoying the game, not just myself.

    For anyone curious, like me - Level 10 Farming with Full Insanity set for Potatoes yields around 873 potatoes based on 36 potato seeds. Have fun!
  4. RJLite
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    In case anyone is curious...
    This is what is currently suspected to be the impact of this mod on Max Harvest amounts. Keep in mind that this is currently unverified for the moment.
    Max Harvest = (Normal Harvest Amount) * (Mod Multiplier)^(Farming Level)
    The expected max harvest when at level 10 farming should be the following (rounded down) for the following percentages, presuming that the above equation is true and that the normal harvest amount is 1 (which isn't the case for all crops).
    (I'm also including 5% increments, even though they are currently not an option for this mod)

    10% - 2 crops
    15% - 4 crops
    20% - 6 crops
    25% - 9 crops
    30% - 13 crops
    35% - 20 crops
    40% - 28 crops
    45% - 41 crops
    50% - 57 crops
    55% - 80 crops
    60% - 109 crops
    65% - 149 crops
    70% - 201 crops
    75% - 269 crops
    80% - 357 crops
    85% - 469 crops
    90% - 613 crops
    95% - 794 crops
    100% - 1024 crops
    250% - 275,854 crops
    500% - 60,466,176 crops

    Also, the actual harvest will be somewhere between Minimum Harvest and Maximum Harvest, as this mod only affects Maximum Harvest. So you may still gain just 1 crop, even at 500%, if you're unlucky.
  5. Elle12345
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    Hi, thanks for making this mod! Now I can focus on decorating my farm in an inefficient but pretty way—and still make enough profit, lol. By the way, do you have any plans to add a version compatible with Sunberry, especially for crops like the golden sunberry?
    1. dyanosis
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      Glad to hear you're enjoying it! I created it for exactly that reason - I didn't want to have to plant so much of the same stuff just to have fun.

      Never heard of that mod, but I can look into it. Probably won't be too difficult as there's only 1 way to represent crops.

      I'll see what I can do.
    2. dyanosis
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      I added a new Optional file for Sunberry Village (I assume this is what you meant). It's called Farming Level Affects Harvest - Sunberry.

      I'll also be adding a compatibility for it to my other mod, Configurable Extra Harvest Chance (similar to this mod, but increases the extra harvest you get in general from any crop).
  6. OldestDreamer
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    Could you please update Atelier crops compat file? Wildflour revamped WAG into an AIO mod a few days ago and changed item IDs and such, so the file kinda broke. If you can't it's alright, but I liked this mod so I might as well ask. Thank you for your time!
    1. OldestDreamer
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      NVM I edited it myself and it works lol
    2. badcomet
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      How did you edit it?
    3. OldestDreamer
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      You just open the files with a text editor like notepad++, it's not that hard to understand what you're looking at. Then it's just a matter of replacing every instance referencing the old with the new. If you see "wildflour.ateliercrops", now it's gotta be "Wildflour.AtelierGoods" and if you see modules which are not used like "Faerie Garden", you delete them, crops included. The tedious part is changing the format of every crop to the new one, like "Milkshroom" now has to be "Milk_Mushroom" and such. Afterwards you just gotta add the 2 new crops (wild raspberries & strawberries) and that's it (at least for the content file. You also have to edit references in config and manifest files).

      The nice thing about notepad++ is that you can easily replace multiple keywords in the whole file. I'm not a modder so I really don't think what I did is optimal, but whatever it works lol
    4. badcomet
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      Thanks, I'll see if I can do it in Visual Studio Code
    5. dyanosis
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      Thank you for supplying the help yourself. I really hate when other mods change their naming conventions. Really sucks for smaller mods, like mine, that expect those things to stay... I don't know, standard? Lol. I'll have to go through my other mods too and change those if they have compatibility with Atelier. Ugh!

      I'm also glad that you were able to understand the files. They're very straight-forward for that very reason. Plus I use a program that I wrote to generate them, so I like to keep the files simple.
    6. dyanosis
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      badcomet - Notepad++ is free and very easy to work with. VS Code should also allow you to work with JSON pretty easily. If not, there's some very easy to use JSON editors online.
    7. dyanosis
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      I have to be honest - OldestDreamer, I'm not very into SDV anymore. But seeing as this seems like a bigger change, I'll look at updating the mod files. It is just for WAG so it should be easy enough. I've got a script I can use to regen everything, though it'll break your configs (which was going to happen anyway because of crop name changes). Sorry for the inconvenience, but no way to plan for things like this :/
    8. dyanosis
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      I just looked and the original mod I made the compat for isn't even available anymore! D'oh. I'm sure it still works, so I'll make a new mod compat for it instead. Oi vey lol.
    9. dyanosis
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      New compat out that should cover the update. Looks like they only updated WildFood, they didn't bring FaerieGarden. They have some other weirdness with seeds going on, but my mod just targets things that are easy to figure out (and that doesn't require lots of digging around to find :))

      If you find any compats/crops within WAG that you want addressed, let me know.

      The compat is Farming Level Affects Harvest - ateliergoods
    10. OldestDreamer
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      lmao I also kinda lost interest shortly after that. Now i come back because with sunberry village came Wildflour's Alchemist NPC (which once again reintroduces magical stuff) and I gotta remember hard how I did what I did last time, lol. Thanks for having updated the mod so far though! I'll see what I can do myself if you're not that into modding anymore still. It's understandable that these things tend to burn you out
    11. dyanosis
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      Message me on here on Nexus if you need help.

      And it's not so much that I'm burned out, per say (and definitely not from modding, though it can be very tedious to figure everything out), I just can't keep playing the same game over and over anymore. I played Stardew off and on for years, then more when 1.6 came out (and when I started doing some of my own mods), and then I just kind of got over it. Overstimulated, as well, you could say. Mods like WAG and SDE just gave me way too much to think about. Still like SDV. Still check in occasionally here to see if people need help. But just not that into playing. Though I might jump back in eventually just to see how some of the patches have worked out.

      As an example - I played BG3 a lot when it came out. But then I thought about starting another playthrough (to do things differently) and couldn't bring myself to do it. Knowing I'd, basically, be seeing all the same content and wanting to rush through everything... it's too much lol. One playthrough was enough. Even with the thought of having mods to add further QoL and mechanics. Knowing what decisions I want to make just kind of takes all the fun out of it. The mystery makes it fun. And plus I play RL D&D with a group of family/friends, so I don't need BG3 to scratch that itch.

      Again, if you need help, let me know. I have a handy python script to help gen files if you need help.
    12. OldestDreamer
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      yeah I get it, kinda. Sometimes I take longer assembling the perfect modded run just to get bored insta because I kinda know how it'll play out already in my head. As you said, there's no mystery anymore. I just read a lot to fill the void instead of playing sometimes. D&D sounds nice, but the prospect seems kinda daunting - you need a good DM and group overall and given games are pretty long... yeah, no, reading it is, lol.

      Don't worry about helping, last time took me half a day and I doubt it'll be that hard. I'll just figure out eventually. I just found it funny I'm in the same situation twice, but oh well x)
    13. dyanosis
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      Offer stands if you need it. 

      D&D Is daunting in the beginning - but with all things, you get the hang of it. It's much easier if you have people you know who play. Odds are, at least 2 people you know play D&D (fun fact for ya).

      Good luck and don't be afraid to let me know if you need help.
  7. ErraticPixel
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    Getting warning (yellow text) messages in your log for Cornucopia Grape bushes?

    Go into the config options for [CP] Farming Level Affects Harvest - Cornucopia and uncheck the Grape Bushes option. My mod, currently, has no way of detecting options from mods like Cornucopia.
    What if I'm getting errors for grapes of ferngill (GOF) ?
    Spoiler:  
    Show
     
    [Content Patcher] Can't apply data patch "(CP) Farming Level Affects Harvest > EditData Data/Crops" to Data/Crops: there's no record matching key '433' under Fields.
    [Content Patcher] Can't apply data patch "(CP) Farming Level Affects Harvest > EditData Data/Crops" to Data/Crops: there's no record matching key '481' under Fields.
    [Content Patcher] Can't apply data patch "(CP) Farming Level Affects Harvest > EditData Data/Crops" to Data/Crops: there's no record matching key '301' under Fields.
    [Content Patcher] Can't apply data patch "(CP) Farming Level Affects Harvest > EditData Data/Crops" to Data/Crops: there's no record matching key '802' under Fields.
    [Content Patcher] Can't apply data patch "(CP) Farming Level Affects Harvest > EditData Data/Crops" to Data/Crops: there's no record matching key '302' under Fields.
    [Content Patcher] Can't apply data patch "(CP) Farming Level Affects Harvest - ferngrapes > EditData Data/Crops" to Data/Crops: there's no record matching key 'GOF_Deep_Envy_Starter' under Fields.
    [Content Patcher] Can't apply data patch "(CP) Farming Level Affects Harvest - ferngrapes > EditData Data/Crops" to Data/Crops: there's no record matching key 'GOF_Gallant_Grove_Starter' under Fields.
    [Content Patcher] Can't apply data patch "(CP) Farming Level Affects Harvest - ferngrapes > EditData Data/Crops" to Data/Crops: there's no record matching key 'GOF_Golden_Aura_Starter' under Fields.
    [Content Patcher] Can't apply data patch "(CP) Farming Level Affects Harvest - ferngrapes > EditData Data/Crops" to Data/Crops: there's no record matching key 'GOF_Passion_Rouge_Starter' under Fields.
    [Content Patcher] Can't apply data patch "(CP) Farming Level Affects Harvest - ferngrapes > EditData Data/Crops" to Data/Crops: there's no record matching key 'GOF_Sunset_Blush_Starter' under Fields.
    [Content Patcher] Can't apply data patch "(CP) Farming Level Affects Harvest - ferngrapes > EditData Data/Crops" to Data/Crops: there's no record matching key 'GOF_Rosy_Riot_Starter' under Fields.
    [Content Patcher] Can't apply data patch "(CP) Farming Level Affects Harvest - ferngrapes > EditData Data/Crops" to Data/Crops: there's no record matching key 'GOF_Lunatone_Starter' under Fields.
    [Content Patcher] Can't apply data patch "(CP) Farming Level Affects Harvest - ferngrapes > EditData Data/Crops" to Data/Crops: there's no record matching key 'GOF_Joja_Grape_Starter' under Fields.
    [Content Patcher] Can't apply data patch "(CP) Farming Level Affects Harvest - ferngrapes > EditData Data/Crops" to Data/Crops: there's no record matching key 'GOF_Ocean_Mist_Starter' under Fields.
    [Content Patcher] Can't apply data patch "(CP) Farming Level Affects Harvest - ferngrapes > EditData Data/Crops" to Data/Crops: there's no record matching key 'GOF_Ancient_Grape_Starter' under Fields.
     
    1. dyanosis
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      I'll have to look into that. Seems like the ID for the crops from GOF aren't found for some reason. In looking at the SMAPI Log that you provided, you have a lot of mods so it's possible that this is a conflict with something else, but I'll check to see if it's something I can fix. If it is, I'll post an update and let you know.

      As for the other errors that have a number instead (like 433) is because some other mod removed/modified that crop (before my mod did) and now that crop isn't available to update. Because my mod is a CP mod, there's no way for my mod to know/"detect" if there may be errors.

      Also, just as a mention - these are warnings. Any other changes that my mod is attempting to make will still be made, even if there are warnings (like not finding records).

      Thank you for reporting, I'll let you know today what I find.
    2. akanekaminga
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      Hello! By any chance did you have any updates/findings regarding the Grapes of Ferngull?
    3. dyanosis
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      Just realized I never updated my comment/posted a new reply with my findings. I did not find any updates/reasoning that it would fail other than other mods (as usual) potentially removing/changing the type of crops that my mods think are going to be something else. 
  8. Se7enArcher
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    [Content Patcher] Can't apply data patch "(CP) Farming Level Affects Harvest > EditData Data/Crops" to Data/Crops: there's no record matching key '802' under Fields.
    1. dyanosis
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      Just a warning, doesn't affect the mod as a whole. Just means that some other mod changed that crop and my mod can't update it. All good, thanks for the note!
    2. Se7enArcher
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      OK,Thank you
  9. YanAnJuanB
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    Would you like to inquire about support: Does this module have a non-direct farming mod like Better Junimo?
    Also, if a mod like Walk of Life, which allows Junimo to inherit the player's class, will it affect the effectiveness of this mod?
    1. dyanosis
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      Q: Does this module have a non-direct farming mod like Better Junimo?
      A: No, I didn't, and don't plan to make, a non-direct farming mod like Better Junimo. I mainly focus on CP (Content Patcher mods) that don't require messing with the base game code, just configurable values.

      Q: Also, if a mod like Walk of Life, which allows Junimo to inherit the player's class, will it affect the effectiveness of this mod?
      A: That depends on if the Junimo actually have the Farming stat or if it's just one of the Professions. If they get the Farming level of you, then it should. Let me know though as I don't play with any expansion mods so can't answer you properly.
  10. Comicguy68
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    Hi!  I really like this mod!  Is there a way to also increase the chance of higher level crops, the higher your farm level?  Thus at first level, you get mostly regular (or no starred) crops.  Maybe by 5th Farming level, you are getting a mix of silver and gold and maybe by 10th Farming level, you are getting a nice mix of gold and iridium crops?  Thanks! :)
    1. dyanosis
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      The game already does this by default. The higher your Farming level, the higher quality crops you get. What I haven't been able to figure out (and don't think it's possible without a C# mod, and even then it might be incredibly difficult) is increasing the quality for extra crops harvested due to the "Extra Harvest Chance" for crops like Potatoes.

      For example, if you are level 10 Farming and you are getting iridium crops, the extra Potatoes you get from their "chance to produce extra" are almost guaranteed to NOT be starred at all. Quite frustrating. I spent several hours, while developing this and Configurable Extra Harvest Chance trying to figure out if I had done something wrong. But it seems the game has a different way of handling the "extra harvest".

      Side note, but still related - even with no Farming experience, you still have a small chance of getting silver and gold crops. Farming level just increases the probability that you get better quality crops. To my recollection, though - there's no modifier (that I can adjust with just CP (Content Patcher) options) to adjust for quality of crops earned. I think you can use cheat mods though to ensure you're always getting the highest quality.

      Another tip for you - remember that food items also increase certain stats. There are food items that can get you up to level 14 Farming, which is guaranteed iridium crops and WAY more crops. There are also other mods that made new food items that can increase your level even further (I don't think there's a max, but 14 always seems right since there's an item in base game that does this already).
    2. Comicguy68
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      Thanks for explaining! :)
  11. KSPLili
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    Oh I am about to have a good TIME fiddling with this in my new save, thank you!!!
    1. dyanosis
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      You're welcome! Hope you enjoy! If you want a slightly different experience, check out Configurable Extra Harvest Chance. It makes any crop able to give you more crops per harvest (like potatoes already do).
  12. badcomet
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    Can you please add compatibility for Forage of Ferngill?
    1. dyanosis
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      Which one? There's 3 main files that don't seem to be the "original" and the "original" is listed under optional.
    2. badcomet
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      The 'classic' mod has multiple folders with different kinds of forage, I think the new main files are the mod author replacing them one at a time. I don't think the new main files have crops, so classic please.

      There's also Grapes of Ferngill by the same author if you're able to do that one too
    3. dyanosis
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      I'll look into it.
    4. dyanosis
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      Finally found some time to look into this. Grapes of Ferngill wasn't terrible to do (very small compat). Forage of Ferngill is a bit more tedious because it's like 6 mods in one and I have to figure out which mods have crops. 

      Compat for Grapes of Ferngill is under Optional downloads as Farming Level Affects Harvest - ferngrapes. Reminder: You do not need the main mod file for the compatibility to work. It's standalone! :D

      Working on Forage now.
      Compat for Forage of Ferngill (classic) is under Optional downloads as Farming Level Affects Harvest - fernflowers and Farming Level Affects Harvest - fernroots.
  13. JAZZThatGuy
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    Is this compatible with Walk of Life?
    1. dyanosis
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      If there's a compatibility file listed in Files, then yes. And it really only matters if Walk of Life adds more crops. I don't think I ever did a compatibility for that mod. I think I remember someone asking for a compatibility on one of my other mods, but it's been awhile.

      Are there new crops for Walk of Life that you want added?
    2. dyanosis
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      In looking at Walk of Life, this mod should be compatible. Their changes are profession based. My changes are actual percentage updates based on crop stats that already exist. Though if you want to be absolutely sure, you could add a dependency to my mod for Walk of Life (in the manifest.json) and that'll ensure that my mod loads after Walk of Life, ensuring that whatever changes they make don't affect changes from my mod.
  14. jencarlos812
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    Thanks for the mod and I have a balancing suggestion instead of currently mod can be used abusively so to ruin the gameplay enjoyment greatly (like 500% increase thing). What I suggest is instead of letting users choose whatever they want as increase which I can indirectly do it myself without using your mod but by using CJB Cheats Menu, how about adding an option for "Progressive Increase" which will justify the why yield in increased?

    Going by example, by default Potato is Bountiful which means 80% increase at the start of the game 0% progression which is meaningless for most players. But if you add the progressive increase option, the more player chooses to produce Potato, the more it will yield like harvest 0 potato = 0% increase, harvest 100 potato = 10% increase, harvest 250 potato = 20% increase, harvest 500 potato = 30% increase (pay attention to number of difference in yield is increasing while percentage increase is always 10%). With this model it's more logically fitting why "Potato is Bountiful" because you now produced let's say 2500 of them and become expert "only" in potato farming.

    This Progressive Increase thing can either co-exist with Farming Level affecting or just be an alternative to that yielding model altogether. If you consider IRL Farming, you can't expect a potato farmer to be expert on tomato farming and while Farming Level indiscriminate high leveling will also increase tomato yield un-logically, Progressive Increase model won't do such and only increase tomato yield if player begins to harvest tomatoes as well.

    Story-wise farmer just quitting his corporate job to takeover granpa's farm won't fit with his unexplainable talent for "Bountiful Potato Farming" from the start. Anyways, just a thought and if it isn't difficult and you've got time and willingness to do this, I'd love to see more realistic approach in your mod. Thanks.
    1. dyanosis
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      Thank you for the suggestion, however there is a problem with your suggestion. My mod is a Content Patcher only mod. I have no way of knowing how many of any crop you harvest during a specific season. I think I can access things like how many of a type of crop you've ever harvested, but nothing so complex as what you're asking for. I'm also not interested in doing this with C# (which might allow me to do what you're asking).

      I also think you misunderstand, a bit, how this mod functions - it increase the yield based on your farming level. So matter what you're harvesting, you're getting more simply because you are farming that crop. So if you never harvest potatoes, then you get 0%. If you want less yield from a specific crop, then lower the percentage. 

      I've also given PLENTY of options for people to choose so that they can, if they choose, set any multiple of 10% (and then some extreme ones for people who want more for less). I offered, at one point, to add in multiples of 5%, but that would make the version I made where it's description based even more confusing. That and people didn't seem interested in breakdowns like that. 10% at low farming levels is almost nothing. 10% at high farming levels is okay. And most people forget they can use food to get up to Farming 14, where 10% is good.

      Also, to make sure I addressed your point - if you don't want to be a Tomato farmer OR you don't want to be perceived as an expert in that, then turn the increase down/off. Though counter to your point about "IRL Farming, you can't expect...", if you were a real life farmer (a la "professional farmer"), then I would expect that you'd be "better than the average farmer". Someone who knows nothing about farming and tries to grow tomatoes will be nowhere near as good as someone who's been farming all their lives and knows what to look for when attempting to sow and harvest new crops. Guaranteed.

      Another problem - the amount you get per crop is based on each yield. And by that, I mean that we can't just assume that we could calculate "you should have gotten x% because you harvested y amount of crops". Each time you harvest a crop, the game is figuring out how many you actually harvested. So if you harvest 250 potatoes and should have gotten a 20% increase... a 20% increase of what? What if you only harvest 249 potatoes? Even worse still (since I don't have, nor am I interested in procuring, access to the raw code for SDV), I don't know what the formula used to figure out the extra harvest. I'm sure if I sat down and looked at harvests, I could work it out. But again, this is a Content Patcher mod... it's not that flexible.

      Lastly - the values set are based on what I think makes sense as defaults. I like farming potatoes. Potatoes are very easy to farm, even IRL. Potatoes should give quite a bit more than they do in game (IRL, you get like 8+ potatoes per potato that you plant. It's ridiculous the ROI). If you don't like the defaults, they settings in game are there for you to adjust to your heart's content. Or, as you put it, you can use CJB Cheat Menu to do it instead.

      Thank you again for your suggestion, but I'm not the right person to be implementing something like that. And even if someone did use C#, I'm not sure how you'd accurately keep track of "oh this person must be a potato farmer" because it'd have to retroactively go back and give you more potatoes based on your overall harvest.

      P.S. My reply could probably have been summed up with a "Sir, this is a Wendy's, why are you asking for something from McDonald's?" since you came to my mod (which is made with Content Patcher in mind) and asked it to do things that other mods are more suited towards.