Hi! I want to know if custom buildings of other mods will be included in the building tax calculation? And I noticed that the price on the HUD interface is not consistent with the price in the store. Usually, the price in the store is twice the HUD price. Is this normal?
Hello! I have a question about playing with friends. If the budget is divided and everyone has their own corner with a vegetable garden, will everything work well?
I know many others play multiplayer without much issue. (Shared or separate wallets)
If you're going to use taxes, you'll want only the host to have taxes enabled. Or else every player with taxes enabled will be taxed on the entire farm's total income.
just one thing to make sure, if I add modded: flowers/crops/trees/shrooms/insects/herbs/etc, but use the vanilla machines for processing, they would still be dynamically priced, as long as they don't use custom/modded machines, correct?
and if so, what exactly counts as "modded machines" that will make dynamically pricing not work?
sorry for being too verbose, I'm new to stardew valley!
"if I add modded: flowers/crops/trees/shrooms/insects/herbs/etc, but use the vanilla machines for processing, they would still be dynamically priced"
Yes. If you have a modded crop, for example: pineapple, and you place pineapple in your keg to produce pineapple wine, Longevity will dynamically price that modded wine variant.
Machines that turn crops into a variation of an artisan good have rules for how to price those items. Ex: A preserves jar will make jelly from any fruit and its price will be (2*fruit_item_base_price) + 50.
Longevity knows that for a jelly, it must first identify the variant (like blueberry for blueberry jelly), and price based off the blueberry's base price. For this to work, I have to define the rules for Jelly within Longevity.
Mods that add machines that make new types of artisan goods with variants, have special/custom pricing rules. There is no easy way for Longevity to know that a modded item is a variant and what its pricing rules are.
This is why all items, except for modded prefixed artisan goods will work with Longevity's dynamic pricing.
You can run Longevity on an existing game. I recommend starting a new game for the best experience though.
Please remember to back up your save files. If you use Longevity's dynamic pricing -> any price changes to items are permanent once you save your game.
Along with the donation, I just wanted to say thanks for your work on this. I love SDV, but I always felt like something was missing. After playing with your mod for a bit, I realized that the game lacked a real challenge, and now I really don't know that I could play without it.
I am running into an issue with Cornucopia Artisan goods where the alembic will not properly multiply the value of the new good (7.5 X 5 units) and instead outputs the value of 1 unit such as 5 blueberries comes out the value of 1. This only happens with Longevity installed so i am not sure if it is an issue on Cornucopia's side or Longevity's
Longevity cant price modded artisan goods made in machines with various prefixes. (No simple way to determine the input good and the rules to price it)
Normally, Longevity would skip those items, but if I recall, Cornucopia's itemdata sets a default price for every combination of every prefixed artisan good.
So Longevity thinks that the prefixed artisan good is a regular item and prices it with the default price. (Essentially a non-value since Cornucopia's machine's price the items, not from the itemdata)
You would want to add the base name of the artisan goods (ex: 'alembic') to the exclusions list in the Longevity mod configuration. Then Longevity would skip those specialized items and they would use their standard pricing scheme.
1067 comments
-Compatibility release for SDV v1.6.10.
The Longevity Menu displays the item's selling price.
Item price when buying is 2x the selling price.
(Shared or separate wallets)
If you're going to use taxes, you'll want only the host to have taxes enabled.
Or else every player with taxes enabled will be taxed on the entire farm's total income.
Artisan goods made from custom/modded machines (prefixed artisan goods), would not be dynamically priced.
and cornucopia crops/flowers should work just fine with the full functionality?
I'm also looking for a mod that makes everything require more material, do you know of any?
(modded crops will never be the season's subsidized crop)
Modded items will count towards income tax when sold.
Modded crops will be accounted for in the conditions for subsidization.
Modded flowers should count the same as vanilla flowers for dynamic honey.
(As long as their yield item is labeled as a flower category)
Mods that alter the crafting recipes exist, but I'm not familiar with any specific ones.
just one thing to make sure, if I add modded: flowers/crops/trees/shrooms/insects/herbs/etc, but use the vanilla machines for processing, they would still be dynamically priced, as long as they don't use custom/modded machines, correct?
and if so, what exactly counts as "modded machines" that will make dynamically pricing not work?
sorry for being too verbose, I'm new to stardew valley!
Yes. If you have a modded crop, for example: pineapple, and you place pineapple in your keg to produce pineapple wine, Longevity will dynamically price that modded wine variant.
Machines that turn crops into a variation of an artisan good have rules for how to price those items.
Ex: A preserves jar will make jelly from any fruit and its price will be (2*fruit_item_base_price) + 50.
Longevity knows that for a jelly, it must first identify the variant (like blueberry for blueberry jelly), and price based off the blueberry's base price. For this to work, I have to define the rules for Jelly within Longevity.
Mods that add machines that make new types of artisan goods with variants, have special/custom pricing rules.
There is no easy way for Longevity to know that a modded item is a variant and what its pricing rules are.
This is why all items, except for modded prefixed artisan goods will work with Longevity's dynamic pricing.
If you would like to translate Longevity's strings, you can reach out to me on discord.
I'd be happy to provide the strings to you.
I can then use your translations in the next build.
I recommend starting a new game for the best experience though.
Please remember to back up your save files.
If you use Longevity's dynamic pricing -> any price changes to items are permanent once you save your game.
Sorry :(
You could get the same financial outcome by disabling tax then lowering the base value, thus lowering profit margins.
I love SDV, but I always felt like something was missing. After playing with your mod for a bit, I realized that the game lacked a real challenge, and now I really don't know that I could play without it.
Your support was received and is very appreciated :)
Thank you! -RTGOAT
https://smapi.io/log/5ed20485466f4f96ac6bf7552c87b57e
(No simple way to determine the input good and the rules to price it)
Normally, Longevity would skip those items, but if I recall, Cornucopia's itemdata sets a default price for every combination of every prefixed artisan good.
So Longevity thinks that the prefixed artisan good is a regular item and prices it with the default price.
(Essentially a non-value since Cornucopia's machine's price the items, not from the itemdata)
You would want to add the base name of the artisan goods (ex: 'alembic') to the exclusions list in the Longevity mod configuration.
Then Longevity would skip those specialized items and they would use their standard pricing scheme.
The exception is in prefixed artisan goods which Longevity will ignore repricing.