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Rapporter et oversættelsesproblem
It’s a mod that I just began using, in my latest playthrough, but one that I know is going to become a permanent addition to my mod list.
It has several features, but I only use the two that alter the economy and finances for the game. The first introduces price fluctuations to item, making them sell for more or less each day based on a couple factors. Crops and foraging items will sell for more during seasons where they cannot be grown or found, for example. There’s also a daily “random” value that can apply a positive or negative bonus to the final sell value. This heavily breaks up the monotony of the game’s economy and makes it so that you can’t just plant the best crop of each season and make max profit every time. You have to diversify your farm, and making strategic decisions on when to sell produce will reward you with higher profits. It’s one of those mods where, once you’ve played the game with it, you cannot imagine going back to the vanilla game again - at least in my eyes, anyway.
The other feature that I use adds bills & taxes to the game. Every item that you sell will receive a small income tax, which you will pay at the start of the next season out of your total gold. There’s also an electric and water bill that comes with a base value, paid alongside the income tax, and increases with the number of buildings and certain other “functional” objects (sprinklers, for example) as a form of maintenance upkeep. The purpose of this feature is to introduce a bit of challenge to the game, and serves as an equivalent to the first feature, listed above, but for spending money instead of earning it. Now you can’t just invest all of your money into as many crops as possible and return a huge profit with the bonus gains. You’re now limited in how much of your wallet you can make use of, which in turn also fulfills the purpose of the mod: to add longevity - length - the duration of the game’s experience.
I imagine that Year 3 will become a much more prominent part of the game, as with my first time experiencing Stardew Valley using the Longevity mod, I’m finding that it’s taking a long time to reach later stages than before. I managed to get the coop built in Summer, but it wasn’t until Winter at the end of the first year that I got the barn and my four cows. Stuff like the Stable and the Vault bundle in the Community Center are much greater investments as well, because of the taxes. I still need the 25K gold bundle to get the bus repaired, and I’m currently in mod-Spring of Year 2 with 10-12K in bills & tax to pay at the end of the month. If I can’t get that done by the end of the month, I won’t be able to visit the Desert to buy Beet seeds until Year 3, and that will put the Dye bundle on hold for another 3 more seasons. That’s how these two features alter the game quite significantly.
Other than that, I used a lot of more minor mods that enhance the vanilla experience moreso than drastically change or expand upon it. Most are cosmetic tweaks, but a few add some gameplay changes:
- Elle’s Animal & Building Replacers - visual overhauls to the farm critters & town structures
- Natural Color - a ReShade mod that gives SV a less saturated, more realistic appearance (currently using Earth Recolor in place of this mod)
- DaisyNiko’s Earth Recolor - similar purpose to Natural Color, expect that it alters the in-game textures with new colors that’re much more appealing, in my opinion
- Wildflower Grass Field - adds the option for variable textures to grass, enabling a greater visual variety of grass; also uses the More Grass mod, which allows grass to grow in Winter
- Yet Another Harvest With Scythe Mod - adds a feature to allow harvesting all crops using the scythe; a nice QoL feature
- UI Info Suite 2 - offers a load of quality-of-life additions to the UI; the main reasons I use it are to display the remaining time on crops growing, furnaces smelting, jelly / wine creation, and things of that nature, as well as a progress bar display in the bottom-left corner that shows how much experience you need to reach the next level in a skill
- A custom farm map - currently that’s the Waterfall Forest Farm Large Edition (abbreviated as “WAFFLE”), in my latest game
… and a bunch more like that. I won’t list them all, that would be time consuming. You get the idea.Makes the game easy, but that's just how I like it. I'm here for the story and the characters, not the juggling act of farming, taking care of animals, and running to specific spots at specific times to gift people every week.
You can of course use time multiplier to make days even shorter, if you're sadistic or want an extra challenge.
2. Also a mod to make Shane and Pam eventually stop drinking and be happier. ;~;
(Looks like the therapy at Zuzu City is helping after all! Thank you, Dr. Harvey! <3)
3. CarryChest because needing to empty chests in order to move them is annoying. >_>;
....and a few others. :3
I'm continuing to add mods as like people keep listening them, I've added almost every mod that has been listed so far