Stardew Valley

Stardew Valley

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Any up to date mods that add taxes?
I have found a couple or so, but they appear outdated. Anyone know of any that works with 1.6? Thanks. :)

Edit: Since I couldn't find an up-to-date tax mod, I just went ahead and edited my save file and set my profit margin to 75% for now, so that I am making less profit. Also, I used settings in SVE to make the game a tad bit harder. Thanks (again) to those who responded with serious replies.
Last edited by xAlphaStarOmegax; Apr 6, 2024 @ 2:58pm
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Showing 1-15 of 23 comments
Jawa Apr 5, 2024 @ 2:43pm 
I've never heard anyone in my lifetime for any reason to WANT taxes. What is wrong with you? :V
EleventhStar Apr 5, 2024 @ 2:44pm 
Originally posted by Jawa:
I've never heard anyone in my lifetime for any reason to WANT taxes. What is wrong with you? :V

same idea as lower profit percentage, but with a curve/brackets instead of flat percentage.

not the worst idea honestly considering the scaling in this game goes pretty hard.
xAlphaStarOmegax Apr 5, 2024 @ 3:28pm 
Originally posted by Jawa:
I've never heard anyone in my lifetime for any reason to WANT taxes. What is wrong with you? :V
Personally, I like to have more of a challenge because, to me, the game (no offense) kind of gets boring when I get rich. This is why I was wondering if anyone knew of any up-to-date taxation mods. Also, I am not the only one out there who has used and enjoyed mods that have added taxes. Those sorts of mods add longevity to the game, at least for me.
ChrillBill Apr 5, 2024 @ 3:30pm 
You mean like the "Ferngill Revenue Service - A Taxes and Bills Mod"?

It hasn't been updated since 2022 so not something I would try.

It also seems to have some unresolved issues. So no, nothing from what I could find.
xAlphaStarOmegax Apr 5, 2024 @ 3:36pm 
Originally posted by ChrillBill:
You mean like the "Ferngill Revenue Service - A Taxes and Bills Mod"?

It hasn't been updated since 2022 so not something I would try.

It also seems to have some unresolved issues. So no, nothing from what I could find.
Yeah, that's one of the mods that I found to be outdated. I also know of the Longevity mod, but it was last updated in February, so I don't know if it would work right for 1.6.
ChrillBill Apr 5, 2024 @ 3:41pm 
Originally posted by xAlphaStarOmegax:
Originally posted by ChrillBill:
You mean like the "Ferngill Revenue Service - A Taxes and Bills Mod"?

It hasn't been updated since 2022 so not something I would try.

It also seems to have some unresolved issues. So no, nothing from what I could find.
Yeah, that's one of the mods that I found to be outdated. I also know of the Longevity mod, but it was last updated in February, so I don't know if it would work right for 1.6.
I am thinking it also needs an update. It's a bit difficult because the author has essentially blocked communication by disabling the post section. But there has been some activity since the update came out so they might be working on it. :brownchicken:
xAlphaStarOmegax Apr 5, 2024 @ 4:49pm 
Originally posted by ChrillBill:
Originally posted by xAlphaStarOmegax:
Yeah, that's one of the mods that I found to be outdated. I also know of the Longevity mod, but it was last updated in February, so I don't know if it would work right for 1.6.
I am thinking it also needs an update. It's a bit difficult because the author has essentially blocked communication by disabling the post section. But there has been some activity since the update came out so they might be working on it. :brownchicken:
I noticed the comments were turned off; I really hate when that happens.
BirbNotBird Apr 5, 2024 @ 5:13pm 
I wonder if MARGO is updated for 1.6. It has the taxes system.

Anyway I stick to Ferngill Republic Economy instead. No taxes but still min maxing.
Útost Alronbem Apr 5, 2024 @ 5:17pm 
What if I told you that whole tax burden is being handled by Lewis on your behalf?

Adding progressive taxes won't make your game harder. If you make enough money - you can just bruteforce taxes handicap with more money.

What would make your game harder is a proper emulation of economics (and, to a certain degree, Ferngil country's internal affairs).

I as third generation seller always find it amusing that outside world do not react to:
1. Some random farmer starting to cultivate unknown species of berry which might be addictive or outright poisonous or cause some other ♥♥♥♥ if consumed in a long run...
2. ...and that farmer sells it left and right without proper certification process...
3. ...and makes a wine out of it, which ALSO is being sold left and right!

After all, Lewis is not eating it all alone. And he finds money to pay the player for all this stuff, from rusty spurs to dinosaur mayonnaise somehow. At least some of the stuff ought to be sold outside Stardew Valley by Lewis.

Now, imagine that once you had your Ancient Fruit vineyard up and running - you get assaulted by Zuzu City police for basically illegal alcohol brewing.
And your whole farm endures a full-scale shakedown afterwards (because you could also brew something way more illegal). For a WEEK.
That's where the real game begins...

If I'll ever have my current real-life problems solved, I'll probably do a sketch or three of concepts of such mod... and maybe I'm still capable of coding...
Last edited by Útost Alronbem; Apr 5, 2024 @ 5:21pm
gazeofdisaster Apr 5, 2024 @ 6:34pm 
The game has a built one in by setting your profit margin. Why not go to 50% less profit and just call that your tax. Your taxes in the United States is almost to that point anyways if you factor taxes on-top taxes.
Last edited by gazeofdisaster; Apr 5, 2024 @ 6:35pm
xAlphaStarOmegax Apr 6, 2024 @ 2:10am 
Originally posted by gazeofdisaster:
The game has a built one in by setting your profit margin. Why not go to 50% less profit and just call that your tax.
That's still not a taxation system, though.
xAlphaStarOmegax Apr 6, 2024 @ 2:11am 
Originally posted by BirbNotBird:
I wonder if MARGO is updated for 1.6. It has the taxes system.

Anyway I stick to Ferngill Republic Economy instead. No taxes but still min maxing.
From what I saw, both mods werent updated. :/
kingjames488 Apr 6, 2024 @ 2:31am 
Originally posted by DrinkFromTheCup:
I as third generation seller always find it amusing that outside world do not react to:
1. Some random farmer starting to cultivate unknown species of berry which might be addictive or outright poisonous or cause some other ♥♥♥♥ if consumed in a long run...
2. ...and that farmer sells it left and right without proper certification process...
3. ...and makes a wine out of it, which ALSO is being sold left and right!
they can just keep ignoring my sweet gem labs :lonestar:
Anzaman Apr 6, 2024 @ 2:45am 
Originally posted by BirbNotBird:
I wonder if MARGO is updated for 1.6. It has the taxes system.
Sadly MARGO is undergoing larger changes due to 1.6 update.

Obviously a lot has changed in 1.6. Not just in terms of base game code changes, but also new content. Both of these things have huge impact to MARGO.

MARGO was originally coded to make surgical changes to the vanilla code (i.e. mostly transpilers) in order to be as lightweight as possible, and that has gloriously backfired since now most of it needs to be rewritten. And there's no way to know in advance what needs to be rewritten, which means effectively I need to redo everything. MARGO is a huge mod with almost 200 of these surgical changes and hundreds of thousands of lines of code. Imagine my enthusiasm to get started.

With the new content changes, several MARGO features are obsolete, yet others will need to be rebalanced. That is to say, it's not just a matter of updating the code, but conceptually the whole mod needs to be revised.

So the TL;DR:
Yes, I do intend to update it.
No, I have not even started.
When I do, it will take time. May not even come out this year.
Whenever the update comes out, it will probably be a very different mod.

I suggest everyone try out Kedi's talent mod when that comes, which will be much sooner than the MARGO update.
Útost Alronbem Apr 6, 2024 @ 3:20am 
Originally posted by kingjames488:
they can just keep ignoring my sweet gem labs :lonestar:
Given that gems in Stardew Valley world are so common so gem-containing geodes are being hauled for processing by railroad en masse, there is no mystery that gem duping is being viewed as quite innocent partime. Especially since it require quite unique technology to boot. Unique - but known to the outside world.
Mass production of alcohol, however, causes very specific troubles in both society and financial system... And a scale at which player's production of booze becomes a noticeable problem for outside world is more achieveable over the course of regular gameplay, than it is for gem production.
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Date Posted: Apr 5, 2024 @ 2:09pm
Posts: 23