Stardew Valley

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Illamasqua

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Illamasqua

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About this mod

Artisan: goods worth 10% more. Plus other minor balance changes and adjustment to certain skills, crops and crafting.

Requirements
Permissions and credits
Changelogs
✧゚・ C h a n g e l o g ・゚✧ 

Professions
■ Artisan: goods worth 10% more (instead of a criminal 40%)

Crafts & Skills
__Farming
■ Basic Retaining Soil:  unlock @ Lv 1 (was 4); produces 3 (was 1)
■ Quality Retaining Soil: unlock @ Lv 4 (was 7); 2 Stone (was 3), 1 Bug Meat (was 1 Clay); produces 3 (was 2)
■ Bee House: 5 Clay (was 8 Coal)
■ Preserves Jar: 10 Coal (was 8) 
■ Hardwood Fence: unlock @ Lv 7 (was 6) 
■ Keg: 50 Wood (was 30), 2 Copper Bars, 2 Iron Bars (was 1 each)
■ Sprinklers: crafting the latter requires the former (overlapping recipes taken into account)
__Mining
■ Staircase: 60 Stone (was 99)
■ Transmute (Fe): 2 Copper Bars (was 3)
■ Crystalarium: 80 Stone (was 99)
__Foraging
■ Charcoal Kiln: 40 Stone (was 20 Wood) ** makes more sense, plus counterbalances Wood's high demand
■ Lightning Rod: unlock @ Lv 8 (was 6); 5 Refined Quartz (was 1), 15 Bat Wings (was 5)
■ Totems: lower crafting costs for what they're worth; Beach & Mountain unlocked in tandem @ Lv 6, Rain unlocked next @ Lv 7, Farm unlocked last @ Lv 9
__Fishing
■ Tackles: increased Trap Bobber's crafting costs; made the rest "cheaper" to craft
■ Worm Bin: unlock @ Lv 6 (was 8); 15 Hardwood (was 25), 5 Bug Meat & 5 Clay (was 1 Gold & Iron Bars), 30 Fiber (was 50)
■ Magnet (bait): produces 10 (was 3)
■ Wild Bait: 5 Bait (was 5 Bug Meat ** which meant 25 Baits), 2 Fiber & Slime (were 10 each)
■ Crab Pot: 2 Iron Bars (was 3)
__Combat
■ Rings: Warrior unlock @ Lv 3 (was 4), Yoba unlock @ Lv 6 (was 7); Sturdy, Warrior & Yoba "cheaper" to craft (adjusted sale costs accordingly)
■ Roots Platter: unlock @ Lv 2 (was 3)
■ Life Elixir: unlock @ Lv 4 (was 2); removed Purple Mushroom from recipe
■ Oil of Garlic: unlock @ Lv 7 (was 6)
■ Slime Egg-Press: 2 Crystal Tears (was 1 Battery Pack)
■ Slime Incubator: 1 Iridium Bar, 50 Slimes (half the cost)
■ Explosive Ammo: 1 Torch (was 1 Iron Bar), 1 Coal (was 2)
__Miscellanea
■ Garden Pot: unlockable at 8 hearts anytime (was 10 after Greenhouse); 2 Clay (was 1)

Crops & Goods (sale costs) 
Note: I endeavored to keep "profit tiers" largely the same across all crops (buff/nerfs were carefully considered in doing this). Note 2: Wool, Milk & Goat Milk received no changes (yet?): Iridium qlty still better than processed counterparts.
__The Main Offenders
■ Strawberry: 90 (120 - 30)
■ Blueberry: 35 (50 - 15)
■ Cranberries: 60 (75 - 15)
■ Starfruit: 630 (750 - 120)
■ Ancient Fruit: 470 (550 - 80)
__Animal Products
■ Duck Feather: 250 (125 +125)
■ Rabbit's Foot: 690 (565 +125)
■ Cloth: 595 (470 +125)
■ Void Mayo: 250 (275 - 25)
■ Truffle: 550 (625 - 50)
■ Truffle Oil: 990 (1065 - 75)
__Minor Brewery Stuff
■ Hops: 20 (25 - 5)
■ Wheat: 30 (25 + 5)
■ Coffee Bean: 10 (15 -5)
■ Pale Ale: 225 (300 - 75)
■ Mead: 250 (200 + 50)
__Remaining Crops
■ Red Cabbage: 250 (260 -10)
■ Artichoke: 150 (160 - 10)
■ Grape: 75 (80 - 5)
■ Pumpkin: 305 (320 - 15)
■ Parsnip: 40 (35 + 5)
■ Garlic: 65 (60 + 5)
■ Corn: 60 (50 + 10)
■ Tulip: 45 (30 + 15)
■ Blue Jazz: 60 (50 + 10)
__Miscellanea
■ Wood: 4 (was 2) ** indirect buff to Forester 
■ Hardwood: 40 (was 15) ** indirect buff to Forester 
■ Ruby: 280 (was 250) ** to differentiate from Emerald

Cooking (recipes)
■ Milk recipes: may use any kind of Milk (incl. Large & Goat)
■ Sashimi: costs 2 Fish (any) instead of just 1

Monsters (loot)
■ Serpent: 66% Solar Essence, 66% Void Essence (was 99% Solar, 15% Solar)
■ Iridium Bat: 50% Void Essence (was Solar)
■ Dust Sprite: 25% Coal (was 50%) **indirect buff to Prospector
■ Wilderness Golem: 2nd 50% Fiber swapped for Clay; added Ores: Copper, Iron & Gold at 7%, 5%, 3%  

Buildings (costs)
■ Mill: 500g (was 2500); 75 Wood (was 150); 30 Fiber (was 4 Cloth) ** removing Barn/Coop dependency 
■ Well: 100g (was 1000) ** just like Silo now
■ Coop & Barn: costs adjusted across the board (also Wood scales +50 like Stone, instead of +100):
~ Coop: 3000g (4000 - 1000)
~ Barn: 6000g (5000 - 1000)
~ Big Coop: 8,000g (10,000 - 2000); 350 Wood (was 400)
~ Big Barn: 10,000g (12,000 - 2000); 400 Wood (was 450)
~ Deluxe Coop: 15,000 (20,000 - 5000); 400 Wood (was 500)
~ Deluxe Barn: 20,000g (25,000 - 5000); 450 Wood (was 550)

Fishing 
■ Mutant Carp: slightly harder to catch ** like Scorpion Carp
■ Angler Fish: slightly harder to catch; "sinker" (was "smooth") ** like Octopus
■ Angler & Glacierfish: better profit scaling among legendaries tier (+300g & +1000g)
■ Lava Eel & Ice Pip: slightly easier to catch, slightly better spawn rates (hard to tell)
■ Scorpion Carp & Octopus: higher sell costs (+125g & +150g), slightly better spawn rates
■ Shrimp, Crab & Lobster +30g more profitable; Periwinkle +25g **indirect buff to Crab Pots

Greenhouse
■ Nerf: now 10x10 crop tiles (was 10x12) ** effectively 20 less tiles of profit

Community Center  
■ Bundle rewards improved:
~ Spring Crops: Deluxe Speed-Gro *40 (was Speed-Gro *20)
~ Exotic Foraging: Tapper (was Autumn's Bounty *5)
~ River Fish: Trap Bobber (was Bait *50)
~ Ocean Fish: Cork Bobber (was Warp Totem: Beach *5) 
~ Night Fishing: Treasure Hunter (was Small Glow Ring)
~ Geologist's: Omni Geode *10 (was *5)
~ Adventurer's: Slime Egg-Press (was Small Magnet Ring)
~ Chef's: Oil Maker (was Pink Cake *3)
~ Fodder: Loom (was Heater)
~ Enchanter's: Iridium Bar *2 (was Gold Bar *5)
~ 2,500 Bundle: Mayonnaise Machine (was Chocolate Cake *3)
■ Pantry (Greenhouse no longer unlocks so early/easily):
~ Spring Crops: added Kale & Garlic (Yr2); requires 6/6 (was 4/4)
~ Summer Crops: added Radish & Red Cabbage (Yr2/Cart); requires 6/6 (was 4/4)
~ Fall Crops: added Amaranth & Artichoke (Yr2); requires 6/6 (was 4/4)
~ Quality Crops: Parsnip replaced by Grape; added Rhubarb (Oasis/Cart) & Strawberry (Festival); requires 4/6 (was 3/4)
~ Animal: requires 6/6 (was 5/6)
■ Fish Tank (easier to unlock; Copper Pan was useless so late-game):
~ River, Lake & Ocean Fish: added 2 more fish for each (so 4/4 to 4/6)
~ Night Fish: added 1 more fish; require 1 less (so 3/3 to 2/4)
~ Specialty Fish: added 1 more fish; require 1 less (so 4/4 to 3/5)
■ Crafts Room:
~ Construction: 2nd Wood *99 removed (so just 1 *99 now) ** to make reward easier
■ Boiler Room:
~ Adventurer's: Bat Wing *50 (was *10), added Bug Meat *50; requires 5/5 (was 2/4) ** because of better reward
■ Bulletin Board: 
~ Field Research: Carp *10 (was Chub *1) ** to make reward easier 
~ Fodder: Corn *10 (was Apple *3), added Rice *10; requires 4/4 (was 3/3) ** because of better reward

Artifacts (spawn rates)
■ Artifact rates rebalanced slightly in favour of those rare few which aren't found via fishing Treasure or tilling in the Mines; more common ones made less ubiquitous. With only a couple glaring exceptions, spawn rates were increased/lowered mostly by just 1-2%:
~ Increased: Chipped Amphora, Prehistoric Scapula, Skeletal parts (except Tail)
~ Lowered: Ancient Doll, Chicken Statue, Dried Starfish, Glass Shards, Golden Relic; Prehistoric: Tool, Handaxe; Rusty: Spoon, Spur, Cog
~ Palm Fossil had desert/beach distributions slightly tweaked

Weapons 
■ Complete overhaul:
~ In short: weapon tiers remain practically the same, but damage values are more "rounded", and small buffs/nerfs are applied based on whether weapon is purchasable (or otherwise easily obtainable) VS lootable (random drops or fishing treasures) balanced against their "OP factor" (biggest nerfs are only Lava Katana and Galaxy Sword, and +4 spd bonuses)
~ Overall, weapon niches are hopefully more pronounced: hammers hit hard and heavy but tend to be slow and their damage output is "broader" and therefore more inconsistent (they are "wacky" due to their unwieldy nature); daggers have more "reliable" base damage and are more crit-friendly (their innate speed helps) but have terrible range and cannot swipe across multiple enemies at once; and swords are just... great all around (and there's just too [email protected] many of them, which means they outclass each other quickly regardless)

Huge thanks to Kevin Connors
for taking in my Artisan nerf request
and handling the hard (coding) work!


✧゚・ლ(◕ヮ◕ლ)・゚✧

---
WIP (Coming Soon™)
■ remaining Professions rebalance 
■ make Truffles no longer count as foraging item (?)
■ review Animal buy/sell prices to make business more viable
■ adjust Food profits across the board to make cooking worthwhile
■ Cheese recipes may use any kind of Cheese (Goat Cheese no longer excluded)
■ Sheep get chance to produce Large Wool (which turns into Gold quality Cloth)
■ Clint and Willy: no longer sell infinite supply of cheap items (also revise Krobus)
■ remove Small Glow & Magnet Rings from the game (Mines & Fishing Treasures)
■ make Adventurer's Guild challenges less grindy (?) and review rewards
■ Rain Totem chance at lightning storm
■ buff Bat Cave or nerf Mushrooms
■ better Fish at Riverland Farm (add Mountain & Desert?)
■ improve Panning