Stardew Valley

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  1. RTGOAT
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    Longevity v2.0.4:

    -Added language support for Spanish (Thanks to NITROPIC (@nitropicc on Nexus) for their translation).
    (If you'd like Longevity translated for any other language, reach out to me)

    -The uploaded Longevity.zip will now nest mod files within a folder (instead of loose);
    this should help to alleviate install issues for those installing by 'Extract here' instead of 'Extract all'.


    -Longevity Menu: Seeds page will now show negative price influence in red instead of green (consistent with other item pages).

    -Fixed an issue with 'Wild Honey' not being dynamically priced.
    -Fixed an issue where a saved game would fail to load because Longevity's savedata was interrupted/incomplete.
    (Save data can still be lost if SDV is closed before Longevity finishes saving; wait until the fade from black, after saving SDV, finishes)

    -Big shed should now be calculated in property tax (8 units); Regular shed lowered to 6 units.
  2. RTGOAT
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    Longevity v2.0.0 for SDV v1.6 will be live soon!

    (Changes):

    Taxes:
    -Water and Electric taxes have been consolidated into a single 'Property' tax. This property tax is calculated by the types of buildings placed on the farm as well as the player's current farm house level.

    -Capital objects now have individual unit weights for tax (ex: furnace is 2 units per day, heavy furnace is 8). Some capital objects have negative weights (ex: recycling machine is -3 units per day).

    -Debt penalty has been changed: If the player has less money than the current outstanding tax at collection, the player's money will be dropped to 0. Income from the remaining unpaid tax is reapplied for the next tax season with an additional 5% penalty.

    Dynamic Pricing:
    -Added more influencers to adjust the base price of other types of items (configurable).
    -Added more relationship influencers (ex: increased heart level with Marnie increases animal products [not artisan animal products])
    -Should be compatible and work with mods that add custom items via CP or JA (custom artisan goods may not be handled properly)
    -Seasonal Influence has been changed: Most vanilla items have a defined in-season; items not in their season will have a percentage increase in value (configurable). Non-winter seasonal items will receive 3x this bonus; winter seasonal items will receive 3x the bonus in any season not winter.

    Stamina Balance:
    -Added configurable options to increase stamina usage for fishing rods, and weapons.


    General:
    -The Longevity Menu has been overhauled (tilde key is the default [`]). Tool tips have been added all over to help provide context to the data; data should also be much more accurate than before. The pricing menus automatically sort items that are in-season first, then everything else after. Navigate up/down with the scroll wheel or by clicking the top and bottom half of the menu.

    -Support for Generic Mod Config Menu as been added. I highly recommend using that mod to adjust Longevity's configuration.
    -DNPCC has been removed: Seasonal Outfits is a proper alternative/successor to DNPCC.


    -Join the discord for more news/updates: https://discord.gg/KrEtSxjX82
  3. Babaloo321
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    I have a suggestion! Maybe you could add a tax credit when you donate to the Vault room in the Community Center, with increasing amounts depending on how much you donate. Kind of like how some donations IRL are tax deductible.

    I really love this mod, btw! It makes the game so much more fun!
  4. TheAnxiousAngel
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    Hey I started using this and I love it thanks for the reply about modded items. i had another question. Is there a way to reduce artisan good sales? i just finished spring and Im heading into summer and I noticed despite having -25% on vegetables (hops) Pale Ale has no sale penalty and that feels like it will sort of defeat the purpose since of course artisan goods are the end goal.
    1. RTGOAT
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      Prefixed goods such as jelly are priced off the input (blueberry price * 2 = blueberry jelly).

      Pale ale's price has no relation to the price of hops (as is the case with other non-prefixed artisan goods)
      Hops and wheat have very little sell value (even more so with DR); so beer and pale ale should be balanced independently.

      With animal artisan goods (cheese, mayo, etc), I decided to separate the DR between something like eggs and mayonnaise.
      There a number of reasons why I thought it would be best to do that. (I'd be happy to elaborate if you want!)


      However, I don't think it would be a bad idea to add a slider option for non-prefixed artisan goods in the future.

      If you want to effectively nerf your artisan goods, increase the cost of capital (tax cost of having machines making artisan goods),
      and/or increase the cost of property tax (increases the overhead to produce animal goods)
    2. TheAnxiousAngel
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      got it! all makes sense. Thank you so much for the help 
  5. DummyAccount03
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    so I'm using your mod and found out I fell to sleep at 1pm after cutting more wood. turns out using my axe cost like 20 stamina even thought I have a prismatic tool (thanks to the mod https://www.nexusmods.com/stardewvalley/mods/2428)
    Does the stamina cost decrease depending on the tool upgrade? If yes, is it possible to add compatibility with prismatic tool, as currently it's the same stamina cost as the bronze tool
    1. RTGOAT
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      I addressed this in your bug report.
      But no, stamina cost increases with tool upgrades.

      The prismatic tools from that mod make tool's level 5 (iridium is level 4).
      Longevity is likely working as intended with that mod.
    2. DummyAccount03
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      Didn't expect you would make the stamina cost increase per upgrade. but yeah seems that was a big whole lie from me. it works with prismatic tool properly (could even add a compatibility section in the mod description to reassure that)
      There,s just one issue i wanted to have solved, when I start the swing animation with axe or pickaxe, on click I start swinging the tool and it cost 1 stamina, when finishing the swing animation it cost 2 to 4 stamina(depending on tool upgrade) So if I were to spam click, the stamina loss would be 1-2-1-2-1-2 or with an upgraded tool, 1-4-1-4. Is that how it's intended to work?

      P.S. can't wait to finally put my cooking skill to use alongside your mod. Been having too many OP moment with constant stamina regen thanks to travelling skill and a bugged All profession mod that prevents me from switching profession
    3. RTGOAT
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      It scales with tool upgrades to balance the stamina cost vs the effectiveness of a better tool.

      Between the gold and iridium axe, you're effectively doubling your efficiency (4 hits vs 2 to chop a tree).
      Stamina cost goes from 3 * config value to 4 * config value or a 33% stamina increase.

      So you're still more stamina efficient with tool upgrades, but not as much (the intended design).


      The stamina cost is taken at the end of the tool usage (intended design).
      The first cost when you start tool usage is SDV's vanilla cost, Longevity's is the 2nd cost at the end of the usage.
  6. MoonliteDelight
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    Heya! Love the mod and having a lot of fun with it :) But I did notice a potential bug?
    Item categories not listed in the Longevity menu or config are also experiencing price fluctuations. Things like battery packs and artifacts are what I've been able to get early game to check. I noticed only because I bought the price catalogue and saw the prices were not matching vanilla.
    Is this intentional and based on something not mentioned in the mod info? Or is this a bug?
    1. RTGOAT
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      Glad you're enjoying it! Luckily that is not a bug.
      There are some item categories not listed in the menu, but those items may still be price updated.
  7. ataraseri
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    i love how brutal the taxes are, but to be honest i think buying seeds and animals should be tax deductable. not demanding or anything but i've played with this mod and better balance for an ingame year and keeping up with taxes while upgrading your farm and buying animals/seeds gets really rough.
    no matter though i really like your mod and want to say congrats for making a mod that truly does what it intends to do :)
    1. RTGOAT
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      That would certainly make for a more realistic tax system.
      In reality you don't get taxed on your total revenue, but rather your total profit.

      If I redesigned Longevity to only tax profits, I would end up increasing the rates to reach the same intended balance.
      Effectively it would do the same thing, but a more complicated design.
  8. TheAnxiousAngel
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    Does this affect modded crops/items? It looks super cool and I want to use it but Im afraid of modded crops being way too valuable compared to everything else
    1. RTGOAT
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      Yes, you should see modded crops/items in the Longevity menu (within their respective categories).

      Try it out and look through/search the Longevity menu to find those custom items and how their price fluctuates.
      Remember to back up your saves if you decide to play on an existing saved game!
  9. rmfranco
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    I'm considering this mod for my new 1.6 game, but I recall that this mod wasn't compatible with some mod I had in my last playthrough, but I can't remember what it was.

    Does anyone know of any mods this won't work with? SVE?
    1. RTGOAT
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      With v2.0, I redesigned Longevity to be more compatible/friendly with other mods.
      I'm not aware of any specific mod incompatibilities at this time.

      Other mods that dynamically price items might interfere/overlap with Longevity,
      but Longevity can be configured to disable certain modules as needed.


      If you do play with Longevity and notice any issues with other mods, let me know and I'll see what I can do to resolve them.
    2. rmfranco
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      Thanks for the quick reply.
  10. somnomania
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    stardrop and the SMAPI mod list are both reporting this mod is broken, just so you know. i haven't tried using it my game yet but i was planning on it as soon as i hit a seasonal change, which is imminent, so i guess i'll find out!
    1. RTGOAT
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      I've reached out in their discord asking to see about getting that updated.

      Longevity has been falsely reported as broken for a long time (not quite true).
      There were always some minor mod incompatibilities, but I've always kept it functional.
  11. CheeseMilkForm
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    I really like this mod! Thank you for your work! I have a small question, I also use hardew valley and ferngill simple economy (yes, I like to make my games complex and difficult), what configuration do I need to balance them out?
    1. RTGOAT
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      Couldn't tell you. The default configuration is balanced off of just Vanilla SDV and Longevity.
      You'd have to play around with it to figure out what balance works best for you.
    2. CheeseMilkForm
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      Thank you very much! For me, now that they're getting along in my game and there's no problem crashing the game, that's good... Maybe the duplication of price balance makes the game more difficult, but I love a challenge! Thanks again for your work and for bringing us such fun mod!
    3. RTGOAT
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      Of course! Let me know how it all goes :)
  12. hankthedog2023
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    First off, thanks for the update!

    I've run into an issue trying to install with Stardrop. When I try to install, I get an error message:

    Failed to unzip the file /home/deck/Downloads/Longevity-649-2-0-3-1713474206.zip due to the following error: System.ArgumentOutOfRangeException: startIndex cannot be larger than length of string. (Parameter 'startIndex')
       at System.String.ThrowSubstringArgumentOutOfRange(Int32 startIndex, Int32 length)   at System.String.Substring(Int32 startIndex)   at Stardrop.Models.Mod.ComputeModPath(FileInfo modFileInfo)   at Stardrop.Models.Mod..ctor(Manifest manifest, FileInfo modFileInfo, String uniqueId, String version, String name, String description, String author)   at Stardrop.Views.MainWindow.AddMods(String[] filePaths)[4/18/2024 5:20:02PM][Debug][C:\Users\Floogen\Documents\GitHub Repos\Stardrop\Stardrop\Views\WarningWindow..ctor: Line 36] Created a warning window with the following text: [OK] Unable to load the file located at "/home/deck/Downloads/Longevity-649-2-0-3-1713474206.zip".
    See log file for more information.

    I haven't been able to get it working on my own, unless there's a simple fix I'm missing.
    1. RTGOAT
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      I don't know much about Stardrop.
      Did you have this working at some other time (maybe with v2.0.2)?

      SMAPI did release an update (4.0.7) recently, are you up-to-date with that?
    2. hankthedog2023
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      Yep, SMAPI is up to date as of today. I haven’t gotten Longevity working since it was updated for 1.6; same issue every time. Stardrop AFAIK just unzips mods into the mods folder for you when you add them, and I haven’t run into this issue adding or updating any other mods. I’ve tried manually adding it to the mods folder with no luck.
    3. RTGOAT
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      I was going to download and try Stardrop myself to see if I could reproduce the issue, but I noticed you're on MacOS.
      I don't have a way to test there, so its difficult for me to troubleshoot for you.

      Stardrop is failing its process to unzip Longevity (Looks like its struggling to determine a path for the mod to go):
      "/home/deck/Downloads/Longevity-649-2-0-3-1713474206.zip".
      If you extract the .zip manually and place it in the mods folder with all of the other mods... you should be bypassing Stardrop?
      That would leave SMAPI reporting if its loading Longevity or not.

      What is an example .zip name from another mod that you're using that is working?

      (It might also be helpful to reach out to the author for Stardrop... they might have an answer for whats failing and if there is something I can do to resolve it for you)
    4. hankthedog2023
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      I’m actually using Linux on steam deck. I’ll have to try pulling up my SMAPI log in a bit to see if it pops up there. I’ve tried manually unzipping it into the mods folder and it doesn’t seem to be loading at all, so checking SMAPI is probably the best bet.
    5. RTGOAT
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      Oh of course, I saw the path and assumed MacOS.
      Sadly I don't have access to test on that either :/

      I've had testers confirm it works for MacOS and Steamdeck, but not with Stardrop.
    6. hankthedog2023
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      So I did manage to get it working today! I pulled up my SMAPI log, and found that it reported duplicates of the mod- these weren’t showing up for me in stardrop itself, so I had to go digging to find and delete them. (The folders had different names, too, which is part of how I missed them before.) I found a lot of mods that were no longer compatible in that same log that I also removed, so in the very rare circumstance that was also causing problems I couldn’t tell you which I got rid of. However, after deleting all of the existing Longevity folders, redownloading, and attempting to add them, I got the SAME ERROR. It was still flagged as broken. In desperation I decided to enable it in stardrop anyway, and despite the supposed ‘incompatibility’ it appeared in GMCM perfectly fine when I loaded the game. Tl;dr ignored stardrop and enabled the ‘broken’ mod which is working perfectly fine.
    7. RTGOAT
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      Well done on finding the fix :)