I wanted to say how absolutely blown away I am by the positive reception for this mod! This was something I threw together in a weekend because it was something I wanted in my game specifically, and I uploaded it almost as an afterthought. I was taken aback by how quickly people began downloading it and how many very kind comments you all have left praising it! I read all of them, and it means the world to me, seriously.
There have been a number of comments I've read that seem to be touching on some common themes. I want to try to address some of them here, in an attempt to provide some clarity on my activities/plans.
1. Do you plan on adding compatibility for/features from X mod? Most likely, yes! I can't make any promises about any specific mods at this point, although I will say I'm going to be prioritizing compatibility with larger/more popular mods, for obvious reasons. I plan on working on these compatibilities sometime in the near future, although I can't say precisely how long that will be.
2. This appears to be the only mod you've made so far. Do you plan on making more? I would very much like to! I already have a couple of ideas for some mods that I already have written down, and the more I play, the more ideas I come up with. It's just a matter of looking into how to make them. However, upkeep/updates to this mod will take precedence over the creation of any new mods.
3. This mod was released almost a year ago (Spring 2024), why no updates since? This is an excellent question, and I want to be fully transparent. I stopped playing Stardew Valley over that summer, and started up again in the fall. But unfortunately in the fall, I started experiencing a chronic health issue which was affecting my quality of life pretty heavily, and took away a lot of my motivation to create. Although my condition has somewhat improved at this point and I'm starting to regain that motivation slowly, my condition has not been cured or even diagnosed, and I'm still working on that currently. So while I do intend on working on this mod in the future, and I very much look forward to continuing to receive your feedback, please be patient with me as I navigate this health journey and slowly get back into mod creation.
hello! i recently commented about adding compatibility to one mod but i wanted to ask if you could add full compatibilty to another!
the mod big fish ponds allows legendary fish to be added but only produces roe. i wanted to know if it's possible to make it so like this mod that they not only produce up to 20 fish but also have the ability to produce other products?
it's no rush!
they told me that it's somewhat compatible but it'll only produce 10 fish like this mod in their big fish pond mod
This is a good idea, I appreciate the feedback! Adding compatibility with other fish-related mods is something I intend to do in the near future, although this may take some time. I appreciate your patience!
1.6.9 now has legendary fish ponds. But only one legendary fish can be in a pond, and they only produce roe. Should you update it for 1.6.9 compatibility and call it "Better Legendary Fish Ponds?"
Just wanted to let you know that your mod continues to suscitate a lot of interest, because I'm certainly not the only one who adores all the ideas you introduce in it. Should you come back to it at some point, I would be delighted, and would love it if it could implement compatibility with a few other mods, like Walk of Life/Aquarist and Ilucie's Legendary Fish Family in particular. Understand if you have other priorities, obviously, take as much time as you need, and thanks for the awesome mod.
For anyone asking for compatibility with other mods Legendary fishes like SVE or RSV; This mod adds nothing in terms of game assets and even doesn't have a DLL so you can modify its code as you like because it's a "Pure" Content Patcher mod. All you have to do is open content.json file and you'll see everything you need to know because it's well written and self-explanatory.
To add other Legendary fish yourself; just COPY one of the existing fishes (pay attention to bracket {} matching and , comma placements), then modify it to whatever you want. You can learn Stardew Item IDs (item you need to feed to fish to populate) checking from https://mateusaquino.github.io/stardewids/. So let's say you see a line that says < "ItemId": "(O)812", > which means plain Roe from that site and you can change it to < "ItemId": "(O)74", > for a Prismatic Shard. Rest of min, max, chances are up to your taste.
And where to find crucial things like ModID, Id, RequiredTags? Now you have to open the expansion code like SVE has fish.json file for you to examine (for other mods find it yourself, always in a json file). So this becomes that to add new Legendary fish from SVE; this is copied code from this mod's content.json
Adding fish is one thing, but the question of compatibility with Walk of Life/Aquarist is much more complex, because that mod (which is a dll) changes the entire mechanics of fish ponds, preserving quality, with radioactive enrichment, spontaneous algae growth, etc. The two authors would really have to work together for both to work together on legendary fishes, and even this is a question mark, since the Aquarist author states in the description that the mods are incompatible.
Also, the fish pond color data is in a separate file, and this one is a dll. I would like to know if it's going to override the fish pond color data that's specified through Content Patcher in another mod's content.json, or if compatibility won't be a problem.
Edit: I've just been told by the author of Aquarism and Walk of Life that Aquarism shouldn't modify this mod except for upping the chance of non-roe produce items, and that Walk of Life does affect legendary fish ponds, but Content Patcher-only mods will overwrite Walk of Life.
Assuming that you mean Stardew Valley Expanded, I will need to look into it, but I do plan on adding more mod compatibilities in general in the future, yes. However as with anything, the more stuff you add, the more things that can go wrong, so it may be some time before I'm able to do that.
hey!if i may ask is it possible in a future update to make these compatible with llucie's legendary fish family ii and the legendary fish family found in the base game?no rush! i just wanted to ask as i messaged the individual who made the mod and they mentioned that it's related to coding along with the in game item IDs!
I’ve got this mod working for the crimsonfish but when I try to put my anglerfish in a pond the game says that it would not be happy in there, any way to fix this?
74 comments
I wanted to say how absolutely blown away I am by the positive reception for this mod! This was something I threw together in a weekend because it was something I wanted in my game specifically, and I uploaded it almost as an afterthought. I was taken aback by how quickly people began downloading it and how many very kind comments you all have left praising it! I read all of them, and it means the world to me, seriously.
There have been a number of comments I've read that seem to be touching on some common themes. I want to try to address some of them here, in an attempt to provide some clarity on my activities/plans.
1. Do you plan on adding compatibility for/features from X mod?
Most likely, yes! I can't make any promises about any specific mods at this point, although I will say I'm going to be prioritizing compatibility with larger/more popular mods, for obvious reasons. I plan on working on these compatibilities sometime in the near future, although I can't say precisely how long that will be.
2. This appears to be the only mod you've made so far. Do you plan on making more?
I would very much like to! I already have a couple of ideas for some mods that I already have written down, and the more I play, the more ideas I come up with. It's just a matter of looking into how to make them. However, upkeep/updates to this mod will take precedence over the creation of any new mods.
3. This mod was released almost a year ago (Spring 2024), why no updates since?
This is an excellent question, and I want to be fully transparent. I stopped playing Stardew Valley over that summer, and started up again in the fall. But unfortunately in the fall, I started experiencing a chronic health issue which was affecting my quality of life pretty heavily, and took away a lot of my motivation to create. Although my condition has somewhat improved at this point and I'm starting to regain that motivation slowly, my condition has not been cured or even diagnosed, and I'm still working on that currently. So while I do intend on working on this mod in the future, and I very much look forward to continuing to receive your feedback, please be patient with me as I navigate this health journey and slowly get back into mod creation.
the mod big fish ponds allows legendary fish to be added but only produces roe. i wanted to know if it's possible to make it so like this mod that they not only produce up to 20 fish but also have the ability to produce other products?
it's no rush!
they told me that it's somewhat compatible but it'll only produce 10 fish like this mod in their big fish pond mod
To add other Legendary fish yourself; just COPY one of the existing fishes (pay attention to bracket {} matching and , comma placements), then modify it to whatever you want. You can learn Stardew Item IDs (item you need to feed to fish to populate) checking from https://mateusaquino.github.io/stardewids/. So let's say you see a line that says < "ItemId": "(O)812", > which means plain Roe from that site and you can change it to < "ItemId": "(O)74", > for a Prismatic Shard. Rest of min, max, chances are up to your taste.
And where to find crucial things like ModID, Id, RequiredTags? Now you have to open the expansion code like SVE has fish.json file for you to examine (for other mods find it yourself, always in a json file). So this becomes that to add new Legendary fish from SVE;
this is copied code from this mod's content.json
"{{ModId}}_Crimsonfish": {
"Id": "Crimsonfish",
"RequiredTags": [
"item_crimsonfish"
],
this is from SVE's fish.json replacing above 2nd copy of text also now in modified content.json
"FlashShifter.StardewValleyExpandedCP_Wolf_Snapper": {
"ID": "FlashShifter.StardewValleyExpandedCP_Wolf_Snapper",
"RequiredTags": [
"item_wolf_snapper",
],
This is because https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide.md#editdata works same for both mods so there shouldn't be any issues and if there are, you can always ask at http://forums.stardewvalley.net/threads/unofficial-mod-updates.2096/ for someone else to correct your tiny error after you linked them to this post for them to examine.
Also backup original content.json of this mod before doing any modifications, just in case.
Also, the fish pond color data is in a separate file, and this one is a dll. I would like to know if it's going to override the fish pond color data that's specified through Content Patcher in another mod's content.json, or if compatibility won't be a problem.
Edit: I've just been told by the author of Aquarism and Walk of Life that Aquarism shouldn't modify this mod except for upping the chance of non-roe produce items, and that Walk of Life does affect legendary fish ponds, but Content Patcher-only mods will overwrite Walk of Life.
This is one of those mods you didn't know you needed till you saw it.
Going on my list of Must-Haves.
Well done!
edit:i download content patcher 4.0.0 but im need download 4.0.7