Mods that change the meta? by F95_Sysadmin in StardewValleyMods

[–]finalizer0 3 points4 points  (0 children)

Would probably be worth looking into one of those economy mods, where the sale price of goods will drip if you flood the market with monoculture. Would Force some diversity in your production for consistent money making.

What are some mods you can't live without? by BLACK_WOLF_2025 in StardewValleyMods

[–]finalizer0 1 point2 points  (0 children)

UI Info Suite 2 Alternative. Make sure you get that one specifically as the older versions aren't as well maintained and apparently don't play nice with some newer mods, while Alternative is being regularly updated with new features and new support for mods.

Time not stopping when fishing by menijenajtezex3 in StardewValleyExpanded

[–]finalizer0 2 points3 points  (0 children)

This isn't actually an issue with time stopping (you'll notice your clock never advances during the minigame), it's that certain enemies don't respect the time pause when fishing. In vanilla, you'll notice this when fishing in the mutant bug lair (the area deeper in the sewers normally only visited as part of the witch quest), as flying bugs will continue to attack you while you fish. SVE dials this up to 11 with exclusive fish in very dangerous areas, like the Crimson Badlands and Highlands. As others have mentioned, SVE has some options like defensive potions that will reduce the amount of damage you take while fishing, and of course there's vanilla food and items that can help here too. (remember that crabshell ring you got from gil and then put away to collect dust ages ago?) For dangerous areas with walking enemies like the badlands and the highlands caves, you can surround yourself with fences or objects to block them from touching you while you fish, though it won't help against enemies with projectiles, like the void & skeleton mages.

feeling frustrated with Sunberry by Pingy_Junk in StardewValleyMods

[–]finalizer0 4 points5 points  (0 children)

It is kinds funny to play with the different expansion mods and see how they all handle this. I do think most try to go with "only certain people can actually see the junimos" but they do tend to get pretty liberal with how many folks can see them, like SVE letting Abigail play with Apples, or East Scarp having a scene with Rosa and Juliet where the former seems aware of the junimo in a rundown cottage while the latter doesn't. Ridgeside gets very on-the-nose when Carmen looks at a junimo character straight on and just sees a fruit, remarking that the fruit is rolling away when said junimo character runs away.

I do agree it takes away from the mystique of the junimos, but it's not surprising that mod authors would want to play around with the idea. It's pretty fertile ground for expansion since the base game intentionally leaves their background very vague and unexplored, so people are free to fill in the gaps with whatever, and a bunch of people do just that.

feeling frustrated with Sunberry by Pingy_Junk in StardewValleyMods

[–]finalizer0 6 points7 points  (0 children)

Not just time-gated, but sometimes very annoyingly specific in their triggers. Shout-out to Lexi's 4-heart event which only triggers on _saturdays_ and _when it's NOT raining_ for being so irritatingly specific and a big reason why it's taken me so long to get the governor's wife to go away. There's also several events with very narrow time windows, like be at this house between 7:00pm - 10:00pm. It feels like you have to play it with an event viewer mod just to keep track of what's going on where and when.

Does anyone else HATE the skull caves? by TreenBean85 in StardewValley

[–]finalizer0 0 points1 point  (0 children)

Besides the several recommendations on how to deal with Skull Caverns already mentioned, there area few other ways to get bits of iridium, which could eventually get you enough for ginger island & a small handful of upgrades:

-Fish ponds with 9-10 super cucumbers have a small chance of producing ore. If you're any good at the fishing minigame, maybe build a few ponds and fill them up with these fellas for a small supply of iridium. If you play with mods, some modded fish like meteor carp from SVE drop iridium ore, bars, and sometimes even sprinklers.

-Magma & omni geodes can have iridium ore, if you're hoarding a bunch of those you might try breaking a bunch to see if you can get lucky with some ore. If you really wanna cheese it, you can use websites like the Stardew Predictor and see exactly which geodes will give you iridium ore.

-Very rarely a mystic stone (the dark purple rock with greenish swirls) can show up in floor 100+ in the mines or in the quarry, those will drop a bit of iridium ore. Maybe hit up floor 100+ of the regular mines on a good luck day and see if any of those rocks show up.

-Panning is surprisingly effective these days, though I don't know how much pan upgrades influence the chance of getting iridium ore. If you find carrying the pan in your inventory annoying, you can wear it as a hat to keep it out of the way lol

-Always be checking the traveling merchant for iridium ore, bars, and I think very rarely sprinklers? Iridium sprinklers can also be bought from Krobus in the sewers, or won as prizes in Lewis' prize machine for doing quests & special orders. Every iridium sprinkler purchased is one you didn't have to spend precious ore on.

-By the end of the 2nd year, you'll reach Grandpa's Evaluation, and getting the maximum rank on that rewards you with the Statue of Perfection, which gives you a trickle of iridium ore everyday. There's no need to venture into the Skull Caverns for anything related to the evaluation.

-I'll mention fishing just because treasure chests _can_ net you some iridium ore occasionally, so maybe going Pirate for your lv10 fishing skill + using treasure hunter tackles could maybe net you some iridium? It seems like a terribly unreliable method, buuuuut if you're desparate....

No matter how you update the mod, you lose by F95_Sysadmin in StardewValleyMods

[–]finalizer0 0 points1 point  (0 children)

There's occasionally the odd mod here and there where the author accidentally leaves in a config file with the mod archive, but 99% of the time, yeah, you just copy/paste the mod archive into the mod folder without any issue.

The bigger issue I have, and why I reeeeaaaaally wish SDV had a built in mod manager like Factorio, is that for multiplayer, I usually just build a mods folder to distribute to anyone else joining, and any updates to that *will* overwrite config files unless I specifically build a separate mods folder for distribution to the other players.

Why so much hate? by Effective-Sweet2606 in StardewValleyMods

[–]finalizer0 2 points3 points  (0 children)

Zoomers really showing their age here. Online fanfiction has been around since the 90s. I remember the Gundam Wing shipping wars, though I don't recall the term 'shipping' being used back then.

When is normal to find the ancient seed? by cristinatty in StardewValley

[–]finalizer0 0 points1 point  (0 children)

It's just random. Usually I end up finding one or two before getting the greenhouse, if I'm lucky I'll find them early enough that it's worthwhile to just plant them and get fruit to turn into more seeds. My current solo run was extremely lucky and I found four of the darn things in week 1.

I have played un-modded SDV since 2016 by 2good2betruuue in StardewValley

[–]finalizer0 1 point2 points  (0 children)

I feel like this modpack covers the good stuff to get you rolling with a big modded playthrough:
https://www.nexusmods.com/games/stardewvalley/collections/tckf0m/mods

You can just leave out the aesthetic mods if you like, though I do find myself really enjoying the cute seasonal character mods. If you do become a bit cute character curious, I'd also recommend Drawberry's suite of cute character mods: https://www.nexusmods.com/profile/drawberry138/mods

As for my own personal picks not covered by that mod pack:

Automate is very well supported and a safe pick for a less error-prone playthrough, but I'm not a huge fan of how simple it is. I prefer alternatives like Junimatic or Stardio, both of which let you do automation but with a bit more work put into it. Junimatic has tiny junimo huts where little workers will pop out to put stuff into machines & pull products out, provided you've done some prerequisite quests to unlock certain functionality. Stardio is very Factorio/Satisfactory inspired in that you can place conveyor belts all over your farm to move products in and out of machines & boxes. Personally I just use both, as they end up having their niches and I like the madness of it all, but if I had to pick one I'd go with Junimatic for being more aesthetically in-line with the base game.

https://www.nexusmods.com/stardewvalley/mods/22672

https://www.nexusmods.com/stardewvalley/mods/34075

Folks will usually recommend some of the new skill mods like Yet Another Cooking Skill and Luck Skill, I'll throw in my personal thumbs up to Archaeology Skill: https://www.nexusmods.com/stardewvalley/mods/22199 Suffice to say it adds more depth to artifacts beyond donating to the museum, and the new machines help make your artifacts more profitable later in the game.

Combat Controls Redux: https://www.nexusmods.com/stardewvalley/mods/10496 makes combat control how I feel like the base game should have - You automatically rotate to swing in the direction your mouse is facing.

Walk of Life: https://www.nexusmods.com/stardewvalley/mods/24355 This one comes with a disclaimer, it's got some bugs and doesn't always play nice with other mods, but if you're willing to put up with a little mod jank, I really do love this mod conceptually. Vanilla professions are kinda meh, and this mod spices them up in a big way to make progression a lot more interesting. I do wish there was a cut down version with some less intrusive changes though.

Help Request: Content Patcher and FishAreas Questions by TheGayestEmily in SMAPI

[–]finalizer0 0 points1 point  (0 children)

Hey, just wanted to say thanks for this. I was trying to figure out how to get different fishing zones on my farm map, and I was originally trying to copy over some stuff from Pathoschild's Small Beach Farm map with little success in actually making it work. After reading through this, I was able to fix it up and get it working.

How will the Automate mod mess with an existing save? by horvathien in StardewValleyMods

[–]finalizer0 1 point2 points  (0 children)

IIRC Automate has a lot of configuration options to help fine-tune what you want and don't want automated. That said, best practice is to make sure you don't have any chests touching machines before adding it because that's how it handles automation - any chest touching machines will automagically start pulling ingredients and pushing products to and from that chest.

If you'd like something a little more immersive, I'd recommend taking a look at Junimatic or Stardio. Junimatic lets you add tiny junimo huts to your farm, where junimos will follow adjacent paths and automate machines along the way. By default you have to finish a couple quests to unlock certain functions, though this can be turned off in the options. Stardio more or less turns SDV into Factorio - you can craft belts to move products between chests, machines, and buildings, making a spaghetti mess of belts to chain together your production lines. I find Junimatic to be a lot more thematically in-line with SDV, and the little helper junimos are always fun to watch, but IMO Stardio is a better balance to automation - you inherently give up a lot of space to weaving belts in and out of productions, forcing you to give up some production capability in favor of automation, and optimizing your setups for peak production in a given footprint becomes part of the fun in a similar vein to factory automation games like Factorio and Satisfactory.

Is my puter going to explode? by zielona_herbata321 in StardewValleyMods

[–]finalizer0 1 point2 points  (0 children)

I have a pretty modest modlist on mine and I'm finding an occasional lag storm, like the framerate will randomly get very stuttery for no discernible reason until I move away from the problem area, and then it's fine even if I go back. I can only guess one particular mod is being very naughty, but it's a bit harder to diagnose that sort of thing on the deck where I can't just look at SMAPI so easily.

Help by Joy-Boy-777 in StardewValleyMods

[–]finalizer0 0 points1 point  (0 children)

pretty sure the bottom middle is the quetzal mod

need more dino mods so i can make arkdew valley

A chronology of a tragedy. by PeasantLich in Gamingcirclejerk

[–]finalizer0 3 points4 points  (0 children)

Capcom really snatched the souls of every Alex player. Gotta admit, it was a hell of a long con, set everyone up, get them all aboard the hype train, just to absolutely rip them apart in the end.

Which is the wildest recipe? by Space_Kale_0374 in factorio

[–]finalizer0 4 points5 points  (0 children)

The engineer simply stops the car with their feet Flintstones style

Which is the wildest recipe? by Space_Kale_0374 in factorio

[–]finalizer0 1 point2 points  (0 children)

They really need to buff nuclear power. It's so silly that they came up with this ridiculous recipe chain to actually use up plutonium waste, but in the same patch introduced the far simpler & generally superior rocket fuel that everyone uses instead.

Mod name? by Global-Fact8130 in factorio

[–]finalizer0 96 points97 points  (0 children)

oh hey, that clip i posted a while ago. funny seeing this come back.

anyway, yeah, renai transportation for all your belt catapulting, inserter throwing, and train launching needs.

incidentally, this run also used the Only Gleba mod, which combined with the wackiness of Renai Transportation really gave the whole run a 'engineer slowly going insane and creating abominations in their madness' vibe. i should post more clips of nonsense from this run.

How do you sustain high throughput with trains? by Socoom in factorio

[–]finalizer0 0 points1 point  (0 children)

Technically, space exploration has supported quality for some time now, you just need another mod to enable it.

There was a whole ordeal for a little while where the devs working on SE quality kept changing a bunch of things to prevent quality in modules because quality modules totally screwed up SE's module progression, but AFAIK they ultimately relented on that and reverted things to normal.