About this mod
Small quality of life tweaks and balance updates for Stardew Valley
- Requirements
- Permissions and credits
- Changelogs
I felt there were a couple of minor tweaks that could make Stardew just a bit more fun or interesting, that weren't already covered by other mods. So, I wrote this to fill the gap.
This is actually a collection of 9 small changes all bundled together. Each change can be turned on or off individually.
- I thought the amount of fertilizer produced by the crafting recipes wasn't balanced at all. I would usually use the Ultimate Fertilizer mod for this, but for some reason that functionality was broken for me (not respecting the configuration changes to the amount of fertilizer produced by the crafting recipes). So, this sets the quantity of all 9 crop fertilizer crafting recipes (Basic/Quality/Deluxe Fertilizer/Retaining Soil/Speed-Gro) to 4, and Tree Fertilizer quantity produced to 2.
- Bombs seemed abnormally expensive to craft, and the Mega Bomb requiring essences instead of coal seemed inconsistent. This changes the crafting recipe for Cherry Bomb/Bomb/Mega Bomb to be 3 pieces of Copper Ore/Iron Ore/Gold Ore and 1 piece of Coal.
- Allows the player a few different ways to get the Tropical Curry recipe, instead of having to wait years for Gus to go to the Island. It's basically a copy of my Tropical Curry Recipe Availability recipe. Unlocks when you visit Ginger Island, and with max hearts with Gus (to buy at the Saloon) or Pierre (to buy at the Luau).
- Adds a crafting recipe for the Immunity Band. In the handful of mods I use, this is basically the only ring that you can't eventually unlock a non-luck based way to acquire. So, now you can craft it. Unlocks at Combat 9.
- Adds crafting recipes for the Small Glow Ring and the Small Magnet Ring. I love the Ring Overhaul mod, but I literally played for 100 hours on my last save before I found the rings needed to kick off the craft of the Glowstone Ring. Now we can craft starter rings with some basic crafting material. Unlocks at Combat/Mining 1, respectively.
- Limits the extremely high values for Weight (Knockback) on weapons introduced in RSV, if you have that mod installed. I felt it made combat absurd by knocking back enemies across multiple screens (looking at you Apophis), interrupting the flow of what was supposed to be a boss fight. Each weapon type is limited to a maximum of +1 Knockback over their default value (Daggers = 1.5, Swords = 2.0, Clubs = 2.5).
- Adds a crafting recipe for Mushroom Boxes, unlocked at Foraging level 9. This also updates the mushroom boxes to be able to generate mushrooms at a reasonable rate (1%ish for rare mushrooms up to 5% for commonly found mushrooms) from supported mods. Right now, if you have any of these mods installed, mushrooms from these mods can also be output from a mushroom box: Stardew Valley Expanded, Cornucopia - More Crops, Wildflour's Atelier Goods, Alchemistry, Visit Mt Vapius. Additionally, if the player has the Botanist profession (or Ecologist from Walk of Life), mushrooms will be Iridium quality.
- Updated the Charcoal Kiln inputs and outputs for better balance. It now takes 4 wood, 2 driftwood, 1 hardwood, or 1 torch to make 1 Charcoal.
- Updated the Bone Mill outputs to have an even 10% chance to produce any of the 10 fertilizers, 1-9 quantity at random. This means there's now a somewhat reliable, albeit grindy, way to get the highest tier fertilizers before unlocking much of the end-game content.
Installation
- Install the latest version of SMAPI
- Install the latest version of Content Patcher
- Download and unzip this mod into the Mods folder
- Run the game using SMAPI
Configuration
There are configuration options for this mod to allow each of the sub-modules or bundles to be enabled/disabled independently.
Compatibility
This mod is compatible with Stardew Valley 1.6.