Hello! I have a question about playing with friends. If the budget is divided and everyone has their own corner with a vegetable garden, will everything work well?
I know many others play multiplayer without much issue. (Shared or separate wallets)
If you're going to use taxes, you'll want only the host to have taxes enabled. Or else every player with taxes enabled will be taxed on the entire farm's total income.
just one thing to make sure, if I add modded: flowers/crops/trees/shrooms/insects/herbs/etc, but use the vanilla machines for processing, they would still be dynamically priced, as long as they don't use custom/modded machines, correct?
and if so, what exactly counts as "modded machines" that will make dynamically pricing not work?
sorry for being too verbose, I'm new to stardew valley!
"if I add modded: flowers/crops/trees/shrooms/insects/herbs/etc, but use the vanilla machines for processing, they would still be dynamically priced"
Yes. If you have a modded crop, for example: pineapple, and you place pineapple in your keg to produce pineapple wine, Longevity will dynamically price that modded wine variant.
Machines that turn crops into a variation of an artisan good have rules for how to price those items. Ex: A preserves jar will make jelly from any fruit and its price will be (2*fruit_item_base_price) + 50.
Longevity knows that for a jelly, it must first identify the variant (like blueberry for blueberry jelly), and price based off the blueberry's base price. For this to work, I have to define the rules for Jelly within Longevity.
Mods that add machines that make new types of artisan goods with variants, have special/custom pricing rules. There is no easy way for Longevity to know that a modded item is a variant and what its pricing rules are.
This is why all items, except for modded prefixed artisan goods will work with Longevity's dynamic pricing.
You can run Longevity on an existing game. I recommend starting a new game for the best experience though.
Please remember to back up your save files. If you use Longevity's dynamic pricing -> any price changes to items are permanent once you save your game.
Along with the donation, I just wanted to say thanks for your work on this. I love SDV, but I always felt like something was missing. After playing with your mod for a bit, I realized that the game lacked a real challenge, and now I really don't know that I could play without it.
I am running into an issue with Cornucopia Artisan goods where the alembic will not properly multiply the value of the new good (7.5 X 5 units) and instead outputs the value of 1 unit such as 5 blueberries comes out the value of 1. This only happens with Longevity installed so i am not sure if it is an issue on Cornucopia's side or Longevity's
Longevity cant price modded artisan goods made in machines with various prefixes. (No simple way to determine the input good and the rules to price it)
Normally, Longevity would skip those items, but if I recall, Cornucopia's itemdata sets a default price for every combination of every prefixed artisan good.
So Longevity thinks that the prefixed artisan good is a regular item and prices it with the default price. (Essentially a non-value since Cornucopia's machine's price the items, not from the itemdata)
You would want to add the base name of the artisan goods (ex: 'alembic') to the exclusions list in the Longevity mod configuration. Then Longevity would skip those specialized items and they would use their standard pricing scheme.
Hi, the mod works on Android with the exception of the data menu, that once opened with a virtual keyboard you can't close it, it would be nice if the menu closed once you clicked/touched outside of it.
Are you unable to use the virtual keyboard to select the same key that was used to open the menu? I'm not familiar with the Android version of SDV, and I also don't test or have an Android environment to work with.
Yeah, you can´t use the virtual keyboard, once you open a new window the virtual keyboard closes If there was a close button on the window it could also work
1063 comments
-Compatibility release for SDV v1.6.10.
(Shared or separate wallets)
If you're going to use taxes, you'll want only the host to have taxes enabled.
Or else every player with taxes enabled will be taxed on the entire farm's total income.
Artisan goods made from custom/modded machines (prefixed artisan goods), would not be dynamically priced.
and cornucopia crops/flowers should work just fine with the full functionality?
I'm also looking for a mod that makes everything require more material, do you know of any?
(modded crops will never be the season's subsidized crop)
Modded items will count towards income tax when sold.
Modded crops will be accounted for in the conditions for subsidization.
Modded flowers should count the same as vanilla flowers for dynamic honey.
(As long as their yield item is labeled as a flower category)
Mods that alter the crafting recipes exist, but I'm not familiar with any specific ones.
just one thing to make sure, if I add modded: flowers/crops/trees/shrooms/insects/herbs/etc, but use the vanilla machines for processing, they would still be dynamically priced, as long as they don't use custom/modded machines, correct?
and if so, what exactly counts as "modded machines" that will make dynamically pricing not work?
sorry for being too verbose, I'm new to stardew valley!
Yes. If you have a modded crop, for example: pineapple, and you place pineapple in your keg to produce pineapple wine, Longevity will dynamically price that modded wine variant.
Machines that turn crops into a variation of an artisan good have rules for how to price those items.
Ex: A preserves jar will make jelly from any fruit and its price will be (2*fruit_item_base_price) + 50.
Longevity knows that for a jelly, it must first identify the variant (like blueberry for blueberry jelly), and price based off the blueberry's base price. For this to work, I have to define the rules for Jelly within Longevity.
Mods that add machines that make new types of artisan goods with variants, have special/custom pricing rules.
There is no easy way for Longevity to know that a modded item is a variant and what its pricing rules are.
This is why all items, except for modded prefixed artisan goods will work with Longevity's dynamic pricing.
If you would like to translate Longevity's strings, you can reach out to me on discord.
I'd be happy to provide the strings to you.
I can then use your translations in the next build.
I recommend starting a new game for the best experience though.
Please remember to back up your save files.
If you use Longevity's dynamic pricing -> any price changes to items are permanent once you save your game.
Sorry :(
You could get the same financial outcome by disabling tax then lowering the base value, thus lowering profit margins.
I love SDV, but I always felt like something was missing. After playing with your mod for a bit, I realized that the game lacked a real challenge, and now I really don't know that I could play without it.
Your support was received and is very appreciated :)
Thank you! -RTGOAT
https://smapi.io/log/5ed20485466f4f96ac6bf7552c87b57e
(No simple way to determine the input good and the rules to price it)
Normally, Longevity would skip those items, but if I recall, Cornucopia's itemdata sets a default price for every combination of every prefixed artisan good.
So Longevity thinks that the prefixed artisan good is a regular item and prices it with the default price.
(Essentially a non-value since Cornucopia's machine's price the items, not from the itemdata)
You would want to add the base name of the artisan goods (ex: 'alembic') to the exclusions list in the Longevity mod configuration.
Then Longevity would skip those specialized items and they would use their standard pricing scheme.
The exception is in prefixed artisan goods which Longevity will ignore repricing.
I'm not familiar with the Android version of SDV, and I also don't test or have an Android environment to work with.
If there was a close button on the window it could also work
Next patch won't be until sometime April most likely.
For multiplayer, its really up to you.
Personally, I don't use SDV's profit margin setting.
I can get the same outcome with more control by adjusting Longevity's mod configuration values.