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Theoddon

Uploaded by

Theoddon

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About this mod

Rebalances sell prices, shops, artisan good processing, crafting recipes, monsters, buildings, food buffs, community center bundles, and just about everything.

Requirements
Permissions and credits
Changelogs


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.

The Stardew Valley Balance Overhaul Spreadsheet list most changes in detail. You can view tabs on the bottom to see changes. 

Main Features

  • Crops and animals are now closer in profits. Expect more profits early game and less profits late game.
  • Artisan Goods now have a chance to increase in quantity when using quality ingredients.
  • Large animal products now produce 2 products when processed. This scales with quality.
  • Fish sell prices are now based on catch difficulty and have a flatter curve, resulting in more consistent profits.
  • Buffs have been added to most food and most buff durations have been increased.
  • Bundles are now slightly harder to complete but have much better rewards. Stardew Valley Expanded & Ridgeside Village bundles also available.
  • Artisan machines are harder to craft to help balance out mid/late game. 3 difficulty options.
  • Various recipes have been tweaked to make lesser used things more desirable, such as slime huts and tree tappers.
  • Food sell prices now match the base ingredients + 10% profit. Does not scale with quality ingredients.
  • Shop prices and inventories have been adjusted and no longer can you easily get infinite food and certain resources.
  • Item categories have been changed (artisan goods, animal products, fish, etc) to make professions more balanced.
  • Fruit trees require less investment and have faster pay off.
  • Flower seed costs were changed and flower honey prices are now much closer together.
  • Mines now have more consistent profits regardless of the floor you are on.
  • Monster strength has been adjusted. 3 difficulty options. 
  • Crafting bait, bombs, fertilizers, lures, and warp totems is now more sustainable. 
  • Some annoying ingredients in certain recipes were removed (corals, clams, coal, etc).
  • Buildings that directly affect profits now cost more while others cost less.
  • Some Monster Eradication Goals require less kills.
  • Museum rewards are now in a better order and more rewarding.
  • Built-in balancing for some popular mods. My detailed mod list for reference.

Quality of Life Features

  • Willy buys fishing poles, Marnie buys shears & milk pails, Clint buys weapons and armor.
  • Marnie sells Auto-Petter after Community Center completion.
  • Harvey's Clinic sells life elixirs.
  • Silo holds 1000 hay.

Required Mods

Recommended Mods

Fully Supported Mods

Partially Supported Mods

Included Mods

  • Big thanks to Alvadea and Jaksha for this framework that allows me to edit bundles easier.

Setting Up Bundles

  • Download and install the optional "Stardew Valley Balance Overhaul Bundles" file.
  • Open config.json with notepad and set BundleVariant to your desired bundle.
  • "SVBO" - Default.
  • "SVBO_SVE" - Optimized for Stardew Valley Expanded.
  • "SVBO_RSV" - Optimized for Ridgeside Village.
  • "SVBO_SVE_RSV" - Optimized for Stardew Valley Expanded and Ridgeside Village.
  • See bundles for more info.

My Recommended Game Settings

  • Community Center Bundles: Normal or Remix.
  • Mine Rewards: Remixed.
  • 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.
  • Crab Pot Loot Has Quality / Better Beehouses / Forage Fantasy and similar mods that adjust how game mechanics work. These mods can create higher than intended profits.
  • Improved Shops and similar mods that add or modify shops. While these mods should be compatible, they usually have opposite goals.
  • Skip Fishing Minigame / TimeSpeed and similar mods will impact game balance as they are essentially cheat mods.
  • Challenging Community Center Bundles and similar mods that change bundles. Do not install my bundles if you wish to use another mod's bundles.

FAQ

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.
Will mods like UI Info Suite or CJB Show Item Sell Price show the correct prices?
  • Yes.
Will you balance another mod?
  • 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!