Rebalances sell prices, shops, artisan good processing, crafting recipes, monsters, buildings, food buffs, community center bundles, and just about everything.
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Changelogs
Version 2.7.4
Added support for Ostrich Mayo.
Version 2.7.3
Animals purchased from Marnie now have flatter costs to better reflect their profits. Early animals are more expensive while late game ones are cheaper.
The first tiers of Barn and Coop cost significantly less to offset early animals being more expensive.
Shop inventory limits can now be toggled off seperately.
Slight buff to pigs, coffee, hops, and carrots.
Gem prices and Crystalarium processing times will now automatically change if Lumisteria Glimmering Clumps and Nodes mod is installed.
Slight tweaks to some "very hard" crafting recipes. Dehydrator now takes Earth Crystal instead of Oak Resin.
Willy now sells 30 bait a day instead of 20.
Adds support for SVE events that change prices. Note: SVE's dialogue cannot be easily changed, so there are 3 minor dialogue inconsistencies since this mod does not increase the prices by so much.
Code restructure.
Various small tweaks.
Version 2.6.10
Bait Maker now scales a little with fish quality.
Fixed being able to put Roe, Aged Roe, and Caviar into Fish Smokers, Bait Makers, and Fish Ponds.
Version 2.6.9
Slightly buffed some harder to catch fish.
Added support for Susan's 10 heart event (SVE).
Buffed Rafflesia forage (SVE).
Added French translation (Provided by Caranud).
Version 2.6.8
Lumisteria Glimmering Clumps and Nodes mod is now recommended. Mines will be less profitable than intended without it.
Monster Strength is now harder when set to Hard or Very Hard.
Pale Ale buffed slightly.
Warp Totem recipes are slightly easier.
Dinosaur Egg now properly shows up as an animal product.
Fixed a few other minor potential bugs.
Added Chinese Translation (Provided by mingliwuhua).
Version 2.6.7
Fixed some infinite money loops.
Fixed certain config settings allowing smoked fish to be re-smoked.
Nerfed re-catchable legendary fish.
Fixed building config setting.
Version 2.6.6
The main mod and bundles are now separate downloads. Make sure you DELETE the mod folder when updating!
Reverted pig mechanic changes due to some interactions with auto-grabbers.
Added more museum rewards.
Seed makers scale more with quality.
Quality of life features can now be toggled off individually.
Small changes to some sell prices and shop inventories.
Changed some crafting recipes.
Small tweaks to some bundles.
Various small additions and changes.
Fixed some values that didn't match the spreadsheet.
This will be the last update until early May (for real this time!) as I will be out of the country. There are no known bugs or issues.
Version 2.5
Challenging Community Center Bundles framework is now included.
Bundle names have changed, check mod description page on how to set them back up.
Processed animal products have received a 10% price increase to offset the fact they are no longer "Artisan Goods" and to make the Rancher profession more worthwhile.
Removed my minor changes to vanilla weapons. Stardew Valley Expanded changes vanilla weapons and I highly suggest that mod.
Fixed Brewer's Bundle.
Fixed Fish smoker accepting already smoked fish.
Fixed blue eggs and golden eggs not scaling with ingredient quality.
Marnie now buys milk pails/shears. Willy now buys fishing poles. Clint now buys weapons/armor.
Marnie now sells Auto-Petter after community center completion.
Quality of life features now have a separate config option.
Modded content changes can now be toggled off individually.
Various minor shop and price changes.
Version 2.4
Completely rebuilt configuration menu, double check your settings.
Additional pass on fish balance.
Added better Crystalarium balance.
Added Adventurer's Guild shop price changes.
Seed makers now scale slightly when using higher quality ingredients.
Added crafting recipes for Mushroom Log and Dehydrator.
Changed a few bundle rewards.
Fixed monster eradication goals bug.
Some drop-only weapons have been buffed. Some end game weapons have had their damage values slightly tweaked.
Artisan Goods now increase in quantity based on quality of ingredients.
Large animal products now produce 2 products when processed.
Slime Hutch can now be built before reaching the desert.
Version 2.2
Added food buffs to many foods and lengthened the overall duration of most buffs.
Foods that do not have buffs are now slightly more edible.
Version 2.1
Recipe tweaks.
All previous features are now finished and ported over for SV1.6.
Adds fish, food, and many misc items.
Crops that require making a seed maker to sustain, and are not regrowing, now factor in 50% profit loss.
Changed calculation of crops that don't have buyable seeds.
Museum rewards are now rewarded in a better order.
Added Wild Seed recipe changes.
Fixes building cost adjustments not working.
SIlo capacity is now 750.
Version 2.0
Stardew Valley 1.6 update.
Added monster eradiction goals and a few other things.
Tweaked a few bundles.
That goal of this mod is simple. Do what you want, farm what you want, and never feel like you are missing out. This mod attempts to make many more playstyles viable while at the same time bringing unbalanced ones down to reasonable levels. Fully modular with tons of options to disable anything you don't like. Expect overall slower late game progression but a more consistent, rewarding, and balanced experience.
For the intended experience, a new save is required.Price changes only affect newly acquired items. This means changing any config options under "Price Balancing" and/or installing the mod on existing saves will cause the prices of already obtained items to be wrong.
Profit Margin: 100%. This mod already reduces late game profits but you can lower this even further.
Mods That Change My Intended Game Balance
This mod only uses Content Patcher to inject very targeted changes into game. This means it's extremely lightweight and does not alter base game code at all. It should be compatible with almost any mod, however there are a few balance related concerns if you want the best experience.
Artisan Goods Keep Quality and similar mods that adjust machine processing or output. Disable "Artisan Goods Gain Quantity" if you wish to use a different mod's system.
Cornucopia - More Crops / Cornucopia - More Flowers and similar mods that add crops/animals/flowers/fruit trees/etc. These mods are usually balanced around vanilla profits, this means you will have higher than intended profits. Minothilo has made some Cornucopia patches.
What is the difference between a "Fully Supported" and "Partially Supported" mod?
Fully Supported Mods are mods I play with and should be as balanced as the base game. Partially Supported mods are mods I do not play with, so everything is based on math/feedback and they may not be as balanced as everything else.
You can put in a request but probably not unless I find more free time and energy. I do not have the time to support every mod out there. People are free to use content patcher and my spreadsheet to make mod patches if they desire.
Does something feel unbalanced?
Please let me know what settings you are using and provide a SMAPI log so I can see what mods you are using.
A bundle is broken and cannot be completed!
Use SMAPI commands to complete the bundle. For example, "debug bundle 1" will complete Summer Crops bundle. However, this should never be needed. Please report if you ever have to do this!