About this mod
This mod makes animals just as profitable and interesting as crops are. It changes every single price of every animal product, adding depth to animal balancing while also making them a very legit source of income.
- Requirements
- Permissions and credits
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Translations
- Spanish
- Changelogs
So, animals, they are great and all but compared to crops they can kinda feel uninspiring. Crops have all kinds of variations, things to do with them, and most importantly make buckets and buckets of money. So I set out to make animals feel better.
-Description-
Plainly put this mod increases the selling price for all animal products, minus truffles and truffle oil. I have changed the numbers so the 1.1 version is a nerf from the 1.0.1 version but a buff from vanilla. I also balanced Dinos because for some reason I just didn't change them in 1.0.1. I made sure no animal is a direct upgrade over another, while still keeping each one feeling relatively unique. There is still the most 'optimal' animals, but having a barn full of cows doesn't feel like as much as a waste when you compare them to pigs/sheep anymore. If you want more details into my thought process for each read below.
*Note*
All pricing does not take into consideration the cost of a barn/coop or the cost of an animal. I like that the drawback/benefit of animals is their price is upfront, but once they are paid for they don’t stop making money ever.
-Animal Balancing Explanation-
So cows and chickens will make less than they 'should' at the beginning but make more than they 'should' later when they mostly produce the large variant of their product.
Ducks make as much as chickens early on, but later make less as they can't make large duck eggs. The caveat being that duck feathers sell for much more than iridium duck eggs. So if you get lucky you can make a good amount from them.
Rabbits are like ducks, but their feet sell for more than feathers. This is because they produce wool every 4 days, which is worse than the other animals so their special product is a larger bonus.
Goats make less than cows early on, but once they make large goat milk they beat out cows by about 10%.
Sheep make their expected daily income, but if you get enough hearts and Shepherd then they make more than they 'should' by a large margin.
Void chickens and dinosaurs make the expected daily income. And yes a coop full of dinos is now a profitable thing, not just for the funsies.
Pigs are complicated... They make A LOT less than they used to, but they still eventually make more than every other animal. They, on average, produce 3 truffles a day but I made the numbers using 2 truffles instead. They obviously have a higher income per day as well because they don't produce during winter. I'll be honest I don't understand the selling prices for truffles and truffle oil in vanilla, they sell for a ridiculous amount if you have Botanist even when compared to some of the most profitable crops.
And a general rule of thumb for artisan goods is that if the product is gold/iridium you should sell it as is, but if it's silver/normal you should process it. There are exceptions such as truffles and wool, but generally I find this to be more appealing. Of course taking Artisan will change that, which is the point of the profession.
-Pricing-
Examples:
Item Name: regular, silver, gold, iridium price
Item Name: regular price, gold price
Cow:
Milk: 135, 168, 202, 270
Large Milk: 182, 227, 273, 364
Cheese: 182, 227, 273, 364
Goat:
Goat Milk: 237, 296, 355, 474
Large Goat Milk: 395, 493, 592, 790
Goat Cheese: 350, 437, 525, 700
Sheep:
Wool: 474, 592, 711, 948
Cloth: 651
Pig:
Truffle: 105, 131, 157, 210
Truffle Oil: 183
Chicken:
Egg: 125, 156, 187, 250
Large Egg: 169, 211, 253, 338
Mayo: 169, 253
Duck:
Duck Egg: 250, 312, 375, 500
Duck Mayo: 338
Duck Feather: 1500
Rabbit:
Wool: 474, 592, 711, 948
Cloth: 651
Rabbit’s Foot: 1765
Void Chicken:
Void Egg: 147, 183, 220, 294
Void Mayo: 220
Dinosaur:
Dinosaur Egg: 1029, 1286, 1543, 2058
Dinosaur Mayo: 1543
-The Math!-
This section was bad and I feel bad about it. I redid all the math and I have absolutely no clue where I got my previous numbers from. These new numbers I wrote out all the math I did and explained to myself what decisions I made and why. My previous numbers were WAY too high, and I knew that in the back of my head but didn't want to fix everything. Well now I did and everything makes more sense.
I took the average daily income per tile for the 3 most profitable crops you get in Y1 strawberries, blueberries, and cranberries. Took that number and multiplied it by 28 (days) and then by 3 (seasons). Then I divided that by 4 (seasons) to count for animals producing during winter. Then divided that by 28 (days) to get the average daily income per tile per day for animals. Multiplied it by 10.5 and 11.3 for coop and barn animals respectively. That is the average daily income for each animal that I then changed in ways to make each animal 'balanced' but not identical or direct improvements of another.
I got 10.5 and 11.3 from a Reddit post explaining the optimal spacing for grass. It always works for me so I just went with it. The post explains that you should have 9 squares for each animal. I then added the space taken up by a barn/coop divided by 12 animals. If anyone actually wants to see the math I have it all in a google doc I can make public. And this time I wrote EVERYTHING down.
The post:
https://www.reddit.com/r/StardewValley/comments/4kgub5/guide_creating_a_selfsustaining_grass_patch_for/
Installation:
Pretty easy, just make sure you have Content Patcher and unzip to your mod folder.