Stardew Valley

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barteke22

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barteke22

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13 comments

  1. barteke22
    barteke22
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    I'd like to avoid spamming with new Download files for every little change/fix that I make. So I'll just list the changes coming in the next version below as I make them - then people won't have to ask about those particular bugs/features. This will allow me to add more features and do better testing per update.

    Next version changes:

    • Fixed GMCM no longer being translated (in beta) after a beta change.
    • If Fall16 festival DDR minigame is broken for you, that's fixed. In the meantime, use a different config option for festivals.
    • More voice options.

    I don't own Stardew Mobile (not into mobile gaming), but if anyone is interested and willing to test I might be able to put together a version
    of this mod for it. Preferably someone semi-active, either PM me here, or on Discord barteke22#9932 if interested in helping.
  2. FistOfTheNoob
    FistOfTheNoob
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    Does this work for 1.6?
  3. TRD159
    TRD159
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    I really like the idea of this mod, and can't wait for those new minigames you're working on. That said, could you add a metronome to the ddr game? I find it a bit difficult to catch the beat and get perfects consistently, even for easy fish.
  4. Hematite1000
    Hematite1000
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    This looks really cool but too complicated. Instead of a 2-part mini-game with part-2 having 3 options, why not just 4 minigame options? I don't want to do a multi-part minigame, I'm looking for mods that make the fishing LESS tedious.
  5. Tandersson
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    Hi just in case you ever hop back in : Love the mod! My gf and i play this in split screen co op and it has a bug that when one of us is in the here fishy fishy animation and if during that  the other starts the animation the first ones animation will be stuck and cant move unless we restart the game.
    Nevertheless were loving the mod because it does not reguire spamming one button ad infinitum.
  6. BlatantDecoy
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    On a existing save (level 6 or 7 fishing) it doesn't work as the arrows never appear, even using the bamboo pole. I'm assuming this is because the speed is set too low due to the difficulty being low. On a fresh save it's fine. I'll try do some more testing to see if I can reproduce the exact issue and raise a bug.
    1. ArchAngelKiragis
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      I found the same thing - seems to be when the number of arrows gets too high vs the fish being caught, which seems to happen more as your fishing level goes up. There probably is something about it ending up with a speed of 0.
  7. ArchAngelKiragis
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    For anyone still using this mod - you'll want to go into the config files and set each rod's "treasure" chance to 15 (if you want to keep the vanilla 15% treasure chance), otherwise you have a base 0 chance of treasure. If barteke22 ever hops back on, I can direct them how to tweak this in the algorithm, or they can simply default the configs.
    1. ArchAngelKiragis
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      Spoke with Barteke on Discord and apparently this is a deliberate choice because you can fish at 2-3x the speed of vanilla with Here Fishy. However the base treasure chance is basically 0% (only luck level * 0.005 + daily luck/2), so I'd still recommend setting each rod's "treasure" chance to something like 5-10.
  8. CrimmyCrimson
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    Helloo!! When using this mod in east scarp, it crashes when you catch junk and when there is a fish to catch the minigame appears. I haven't tested it in other modded areas atm though.
    1. barteke22
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      It's likely because I've never seen a mod that adds fish via Json Assets, I'll have to look into that and DGA (for Teh's fish framework) support - though I wanted to hold off on that for a bit, as it's a big task and I'm currently away.
  9. KamuiYuuma
    KamuiYuuma
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    Hello! I really love your mod. I love rhythm games and this mod is perfect for me but is there a way to change the speed of the minigame? It's too slow for my liking and increasing the difficulty slider to maximum doesn't seem to be doing anything.

    One more thing, with the way this mod works, I think the mechanic is a bit OP. The minigame screen appear after you click/press the keybind and can be restarted immidiately after. That resulting infinitely fishing since the time didn't pass when the minigame screen is up. The only way to make the time pass is when you got trash every cast.
    1. barteke22
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      Speed is based on fish size, fish difficulty, tools, and fishing level. So for 50% of the fish it'll probably be pretty slow (because they're tiny and easy). Average fish is around difficulty 3-5, boss fish are around 10-11. I might have to rebalance this differently from vanilla values.

      That and the slider only apply if you've caught more than 1 fish (after tutorial). Did you press F5 after changing the slider?

      Time is bugged in the 1.5.4 version, as stated on the download. I've finally managed to fix my 1.5.4 setup, so I'll be able to fix it. I'll give up on updating 1.5.5 for now because it seems they're conflicting in VS.
      In the working version time is supposed to be paused while you play the start minigame - that's how it's done in the regular as well, there's not much benefit to aborting it.

      Also, I didn't want fish to be too hard to obtain, so you only need a yellow score, but to get decent quality fish, you need a decent enough overall score, some other factors like level/luck can make it harder/easier.

      Edit: Fixed 1.5.4, is it better?