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Airyn

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AirynS

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About this mod

Build your own farmer's market! Townspeople will comment on products they've bought from you and the more you sell, the bigger the market will grow!

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BUILDABLE FARMER'S MARKET
Build your own farmer's market and sell your products! A lightweight alternative to Market Day and Market Town, Buildable Farmer's Market turns the beautiful market furniture from HxW Farmer's Market Core and other HxW packs into functional shops. Mix and match HxW pieces to create a market stall that matches your aesthetics and your farming style, and then sell your items directly!

To sell your items, simply place a market furniture piece and click on it. Which items can be sold at each piece depends on what the furniture looks like - for example, you can sell spring fruit at a barrel of apricots, sell sweet baked goods at a donut display, or sell mushrooms at a chanterelle crate. A helpful list of 0g items will be displayed in case you're not sure what can be sold via a particular furniture piece. Large multi-item display stands can be used to sell multiple types of items, but will trigger less specific dialogue compared to smaller individualised pieces.

Any items sold via your market stalls will trigger a chance for townspeople to comment on things they've bought from you. Designed to match the vanilla gift taste reveal dialogue, BFM has over 500 semi-randomised dialogue lines for all vanilla townspeople that recognises the category of item you've sold and then provides an appropriate follow-up dialogue. Townspeople might share their thoughts on what they intend to make with the ingredients they've bought, their views on fishing or seasonal produce, or even tell you how much they're looking forward to that dessert they just bought. If you find that people are too chatty - or not chatty enough! - about your market, there's multiple levels of configurability to set how much talk you want to see.

After you've sold enough items, you'll trigger an event with Lewis which kicks off Pelican Town's own market in front of the Community Centre! This is a passive festival that starts off small with only Pierre and Robin selling their wares, but the more you sell, the more successful the market will become and the more it will grow. You don't have to worry about not being able to buy animals, improve your tools, or buy seeds either - shopkeepers will still have their full range of services available while at the market. Over time, it'll expand to have more and more stalls, with more people visiting too. Configure your challenge level to be as difficult or easy as you like!


REQUIREMENTS

Buildable Farmer's Market requires:

CONFIGURATION

BFM includes many options to configure the mod to your tastes:

  • Town Market: Select whether or not to include a passive festival market day. If set to 'false', only the custom farmer's market shops and dialogue related to it will be enabled.
  • Market Progression Mode: Select whether or not to include a progression mode for the market festival in which the market will be established and eventually expanded over a year as you sell more items at your market stall. If set to 'false', all market stalls will be enabled immediately.
  • Faster Progression: Select how long to wait between market stages. By default, the market will not progress until a season has passed, but enabling this option will reduce it to two weeks instead.
  • Progression Difficulty: Select the difficulty rating for progression mode. At 'Easy', the amount of items needed to be sold for expanding the market will increase by 300 items each level; at 'Normal', they will increase by 500; at 'Hard', they will increase by 800; and at 'Extreme', they will increase by 1500. When selling items, the progression stat is increased by each click rather than each item (due to coding limitations), so if selling a stack of items, you will need to sell each one individually otherwise it will only count as one item sold.

  • Progression Dates: Select which dates the market will be open each season. If '7th' or '21st' is selected, the market will only happen once per season; if 'Both' is selected, it will happen twice per season on the 7th and 21st; if 'Expand' is selected, the market will initially only happen on the 7th but will later take place on the 21st as well once it has expanded enough.
  • Dialogue Trigger Rarity: Select how high the chance of triggering dialogue about purchasing from your market should be. If set to 'Common', it will be a 1 in 6 chance per each shop type; if set to 'Uncommon', it will be 1 in 12; if set to 'Rare', it will be 1 in 20..
  • Dialogue Repeat Rarity: Select how common repeated dialogue about purchasing from your market should be. If set to 'Common', dialogue triggers will reset every two weeks; if set to 'Uncommon', it resets every month; if set to 'Rare', it resets every two months.
  • Only Discuss Recent Items: Select whether to only display dialogue about the item you've most recently sold. Set to 'True' if you like selling a variety of items and find that people are talking about your market too much.

COMPATIBILITY

In addition to the HxW Farmer's Market Core furniture pieces, BFM also includes compatibility with the following HxW furniture packs:
It is fully compatible with
Wildflour's Atelier Goods and Cornucopia - More Crops. Other custom crop and item mods may or may not be compatible depending on their coding - BFM uses context tags and item categories to determine which items are suitable to be sold in its market shops.

For added synergy, Fresh Farm Produce is compatible and recommended! Fresh items sold at BFM's market stalls will also provide their relevant price boosts. Compatibility with Ferngill Tourists coming soon!

BFM's town market map changes are compatible with Overgrown Valley! Other mods that change vanilla maps, including SVE, may or may not have visual incompatibilities. I will not provide compatibility with SVE if it has errors and comments asking for SVE compatibility will be deleted.

NPC authors are welcome to add compatibility with their own NPCs! BFM's market is added as a passive festival, so it will not change or interrupt regular NPC schedules by default. Authors are welcome to have their NPCs visit the market or comment on items via BFM's CT triggers.

CREDITS

Huge thanks to Wildflour and Himetarts for their blessings in creating this mod, and to Button for adding the BETAS features needed to make this possible! Thanks as well to Skellady (used for Caroline's stall) and Yri (used for Haley and Emily's stalls) for allowing me to use and edit their assets from Ferngill Fashion Festival. Thanks to all of my friends who cheered me on as I slogged through the neverending gauntlet of dialogue!