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I guess you could try mobile, who knows how that works, lol. me, I'd just cure the OCD.
https://www.nexusmods.com/stardewvalley/mods/8386
Saving at the end of the day reduces the amount of stuff, that needs to be saved drastically and is less prone to bug out do to every new day being a soft reset onto all timers of said day.
On top of that, implementing a more complex saving system also costs more time to program it, which indie devs in particular need to consider as well, especially when it's one of your first projects.
And last but not least, with multiplayer being part of the game, quicksaving could also run the risk of desyncing or lagging lobbies.
So i personally don't see the advantage as clear, at least from a devs side of view, who actually needs to deal with all that stuff.
That said, i've posted a mod with said feature, but there's also the option to just end days earlier. This game is made to be a chill experience, so no need to min-max every single day, if you don't feel like it, as you've literally no disadvantage from not playing up to 1:50 o'clock.
no it's the desire to be able to stop a task when the brain runs low on dopamine so I don't start getting so frustrated that my leg shakes.
sometimes that happens in the middle of a day and then it's like, I'm wasting a day because of mental health stuff when really I shouldn't need to make concessions for my mental health like this when a healthy person does not.
also basically every video game today has to compete with mobile games letting you stop whenever, and which also boot up super fast so their energy investment is very low. SV is pretty old now but its poorly thought out saving system was archaic by the standards of the games it took inspiration from so if the reason it doesn't have that feature is because of the technical work involved then man that just sounds like something went wrong in the planning.
This game doesn't seem like it would control well on mobile though...
I lost a dino egg to a power outage once and have never forgotten it, it just made me quit playing for weeks because of how bad the RNG is with some stuff. You can't call a game casual and low-stakes and still have stuff like that in it. It's either one or the other.
says nothing for what the skull mines are like...
I will look into that mod. I have never used mods before so I hope the process isn't hard. Can't believe we don't have workshop support in 2024. Ever Terraria has workshop support...
This sounds pretty cheaty but it might be useful as a fail-safe in case I ever need to, thanks.
Are there any mods comparable to InvEdit/TMI/NEI/JEI/REI in Minecraft? I generally do not like to cheat except to deal with unfair circumstances like progress loss I couldn't control.
There are CJB cheat menu and CJB item spawner. The second one is self-explainatory, works with modded content too. Cheat menu allows to manipulate time and freeze it, among other things. I use it to also freeze relatinship decay. So if you lost that one ♥♥♥♥♥♥♥ dino egg or need more time to get that ectoplasm, that's the way to go.
The save system was a conscious design decision, so no, it wasn't planned badly. You can obviously disagree with the devs over it if it doesn't fit your playstyle, but you shouldn't attack the dev personally over it.
"Stuff like that"? I don't see, where you loosing something through a power outage is now the devs fault.
The game is considered casual, because there's next to no skill involved into reaching the 100 %, but just patience. You can min-max as much as you want and trying to reach it before end of year 2, but in the end you've no competitive advantage over someone who reached the 100 % after 20 years. Also most systems are build in a way that you don't necessarily need to get everything, unless you want to 100 % the game, which again isn't something most casual players even try to reach
It's not really hard. Overall you've to just install SMAPO (it has an exe, so you just need to let it do its job) and after that you throw mods into the mods folder and SMAPI will do the rest, when starting the game through the respective launcher.
And we've no workshop support, because the modding scene has already been established over at Nexus and the dev don't just want to divide the modding community by adding a Workshop, unless the modders want to have it.
Personally, I think the end-of-day saves are quite nice. They lead to a certain rhythm where you have a clear beginning at the start of a session, and regularly get the chance to think about whether it's time to do something more productive. It also discourages trying to undo every small mistake. So there are pros and cons to the system.
There's a lot of time-sensitive things. If you miss grinding for a festival, that's not a simple reset, so you do need to plan ahead.
Also, Grandpa's Goals are the big one I'm worried about because you can never redo it. It's necessary to complete the community center in 2 years which means every day has to at least attempt certain things.
The reward's not that great but it's the principle of the thing, the save feels incomplete if it's less than perfect.
I personally preferred having control over when my game saved in the older Harvest Moon games. Being able to stop when I needed to meant I was always playing fresh, so I always played my best. I also liked being able to go multiple days without saving in case some crazy experiment I was doing didn't pan out but in fairness, you kinda had to do that one in older HM games because they were a lot more cryptic than SV is.
SV does a lot of things right. I really wish it also included an accessibility function HM had for at least a decade before it showed up on greenlight, but at least modding isn't too hard and PC gaming has a legacy of the community fixing longstanding problems in popular games.
I've never used mods so I'm surprised at how many there are. All I wanted at the start was just a way to make SV behave more like FoMT (save from the menu and time freezes indoors) but there's quite a lot to explore...
This is also how I found out that plants don't die if you don't water them in vanilla and fruit trees still grow in winter... because a mod adds that functionality. I just assumed it was like that anyway, because that's how it worked in Harvest Moon.
My one concern is having fun with mods and then 1.6 gets dumped on my head. I have no idea how fast mods update but I come from Minecraft mods and I remember the 1.7 Forge scandal. How fast is 1.6 supposed to release and how reliably do mods update?
Starting Year 3, if you don't have all four candles lit, you can bring a diamond and place it inside the shrine in order to get your farm re-evaluated the next morning. The only time where you're permanently locked out of having your farm re-assessed ever again is when all four candles are lit and the reward is claimed.