1043 comments
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LockedStickyLongevity v2.1.5:
-Compatibility release for SDV v1.6.10. -
Hi, the mod works on Android with the exception of the data menu, that once opened with a virtual keyboard you can't close it, it would be nice if the menu closed once you clicked/touched outside of it.
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Hi! What profit margin would you recommend for two players using this mod – normal or something lower, like 50% or 25%?
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Will there be a Chinese translation in the future?
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Hello!
Just dropped by to let you know, there is something not right here. When using Alchemistry there seems to be an issue with the Dehydrator, as all their crops and forage put into it come out with no value.
Had to spend a while to sort out mods to find the culprit.. this one, for some reason. Which feels supremely weird since this one doesn't even seem to touch the Dehydrator?
Just thought I'd let you know there may some weirdness going on that I cannot explain.-
Sure thing. Here you go.
Here is the mushroom before being added to the Dehydrator.
Here is the mushroom after it comes out of the Dehydrator.
And here is the same result, with Longevity installed.
I have utterly no idea what is happening here. -
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Hi, sorry to necro a conversation from a couple months back, but I also ran into this problem and did some resesarch to answer the question about what's affected.
Alchemistry introduces- 12 new crops
- 15 new mushrooms (which can be foraged or grown)
- 2 flowers and 3 fruit which can be foraged from bushes
- 5 other foraged items
All of the crops and mushrooms, one of the bush fruit, and one of the other foraged items can be dried in the dehydrator, in a recipe that uses 3 of the original item to make a Dried [Item Name] which is supposed to sell for 1.5x the original price, according to the modder's spreadsheet. This works with only Alchemistry installed.
However, with Longevity installed, the prices drop to 0 and other effects (health and energy from eating them) are all removed.
This is also the case with artisan goods made with Alchemistry's new machines, the Tincture Bin and the Mortar and Pestle. They're supposed to become [Item Name] Tincture and [Item Name] Powder with a price change. These also drop to 0 price and no effects.
Interestingly, this only affects artisan goods that have the original item name in the new name, like Dried [Item Name].
The Mortar and Pestle machine can be used to turn some of the miscellaneous foraged items into new items called Lye or Bone Dust, and those new items are unaffected. Same is true for the other three or four machines that Alchemistry introduces, since none of the recipes from those machines produce items with the Dried [Item Name] or [Item Name] Tincture format.
So there might be something going on with the base name and the new name, since only those are affected. - 12 new crops
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A little more on this incompatibility, reported by the mod author of Longevity (Morghoula):
All artisan goods from Alchemistry get their final prices via ingredients being processed through their respective machines - they do not actually have a base price (so for example, if you cheat in a Tincture, it will have a 0g value).
I have no idea how Longevity works, but my suspicion is that if it bases its price changes by looking at the actual base value of an item, this will cause an issue with prices.
This is something that the author of Longevity would need to look on their end.
I guess this probably explains it? The prefixed items from Alchemistry have a base price of 0g and get prices from being processed through the Dehydrator, or the two new Alchemsitry machines (Tincture Bin, Mortar and Pestle). So Longevity is probably trying to adjust a 0g price and then destroys the price set by Longevity's artisan process. -
For those interested, I edited Alchemistry's item files in Data/Items/Crafting to add context tags to all the artisan goods Alchemistry adds, and this fixed all issues for me. Experimenal, as i do not know all possible context tags. These were my solution:
Tincture - "alcohol_item"
Powder - "medicine_item"
Elixier - "potion_item"
Dried items - "dried_flower_item"
Edit: took me less than 10 minutes including researching context tags.
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Hi, I love the idea of dynamic pricing, however it does not seem to work properly with Wildflour's Atelier Goods. If Dynamic Pricing is activated the crafted items from this mod sell at a ridiculously low value, often less than the base ingredients required. I really want to leave Dynamic Pricing enabled but that would make all of Wildflour's items rather worthless. Is there a way to fix this or to exclude WAGs items from Dynamic Pricing?
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Granted I'm using Serfdom with Longevity for crushing tax debt but it is a divide by zero error. Great mod otherwise still chugs along too. Also, only one beehive on the farm.:
[Longevity] This mod failed in the GameLoop.DayStarted event. Technical details:
DivideByZeroException: Attempted to divide by zero.
at Honey.SetHoneyRatio() in C:\Utility\RT-Longevity\!Longevity - Main\Main\Module\Honey.cs:line 90
at Main.AfterDayStarted(Object sender, EventArgs e) in C:\Utility\RT-Longevity\!Longevity - Main\Main\Main.cs:line 144
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/Events/ManagedEvent.cs:line 101 -
Currently it seems the list of machines and tax rates for capital and water taxes are hard-coded. Any chance those could get moved out to a json file so users could put in support for machines from other mods they are using?
This would allow modded machines to be supported without needing you to implement each mod individually. -
Hi so after playing with this mod for a few days, I wanted to say it's been really great! I like the added challenge of having to be more mindful of how I spend my money and what crops to grow. The early game can be especially brutal especially on energy and money, which I really like.
I wanted to ask though, are there any plans to make how often the dynamic price changes configurable? The dynamic pricing is exactly something I've been looking for in my game, but I feel that the price fluctuation happening every day starts to feel like playing the stock market a bit haha. I'd prefer if I could configure it to something like changing every week. In the meantime, I've adjusted the base influences down to 0 and the random influences down a bit to keep it from going too wild while still having it fluctuate for some dynamic, but figured I'd give my input on it and ask if it's something you've thought about.
I also feel that it could be nice to be able to configure the thresholds of the diminishing return brackets as well. Like how many of something needs to be sold before it starts taking effect. But I think it's overall fine as it is, just another thought I had.
Either way, I appreciate your work! It's been a great addition to my overall experience. -
Got this red text while playing in local co-op split-screen:
[Longevity] This mod failed in the GameLoop.SaveLoaded event. Technical details:
ArgumentNullException: Value cannot be null. (Parameter 'path1')
at System.IO.Path.Combine(String path1, String path2)
at SaveData.Load() in C:\Utility\RT-Longevity\!Longevity - Main\Main\Data\SaveData.cs:line 35
at StardewModdingAPI.Framework.Events.ManagedEvent`1[[StardewModdingAPI.Events.TimeChangedEventArgs, StardewModdingAPI, Version=4.1.6.0, Culture=neutral, PublicKeyToken=null]].Raise_PatchedBy<SinZ.Profiler>(ManagedEvent`1 this, TimeChangedEventArgs args)-
Yes, it has local co-op for PC for a year or two now. I am not sure, I random alt+tab to check the log for another mod I saw it. Maybe as soon as P2 joining in, the error arise I think?
- I am not sure, cause when I saw that I was testing out another mod.
- Only show up once, not spamming. -
Hi, just wanted to add to this because their error is almost the exact same one my partner is getting. But we're not playing "Local Co-Op" as in split screen on one PC. We are playing on the same network, using two different devices, and I invited her via Steam, not via LAN. I'm hosting the farm and not getting this error, only she is. It seems to generate the error each in-game day around when it saves. So it doesn't spam it, but it generates multiple times. And the first time she got the error, it kicked her from the game. I've been trying to recreate her getting kicked, but with no luck. So I'm thinking it might actually be unrelated, but I'm not completely sure. When it kicked her, it spit her back out to the menu saying "The server connection was closed."
Just wanted to bring it to your attention though, just in case it continues to cause issues for others as well. In case it's important, her error message was like this.[Longevity] This mod failed in the GameLoop.SaveLoaded event. Technical details:
ArgumentNullException: Value cannot be null. (Parameter 'path1')
at System.IO.Path.Combine(String path1, String path2)
at SaveData.Load() in C:\Utility\RT-Longevity\!Longevity - Main\Main\Data\SaveData.cs:line 35
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/Events/ManagedEvent.cs:line 101
The only variation in hers being the last line, but otherwise the same. Thanks for the mod, though, we're gonna keep playing with it and hopefully it doesn't mess us up too bad haha. -
So should my partner not have Longevity installed/enabled in the first place? Or should she simply untick the Taxes, Subsidized Crops, etc etc boxes in the config menu?
Thus far, the only issue we've noticed is that when it decides on the subsidized crop type, it'll give her one, and then when she plants the seeds of that crop, the chosen type will disappear from the Longevity menu that shows what the subsidized crop type is supposed to be. It'll be listed as "Current Subsidized Crop Ratio ( ): 0%" wherein it'll just be blank between the parentheses.
That being said, if she's not meant to have that enabled for herself in the first place, then I imagine she can just turn it off and avoid those issues altogether, since everything seems to work just fine for me.
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I've noticed it's possible to have subsidized crop on separate from taxes. Does this do anything if taxes are disabled? (I'm using the Serfdom tax mod, which integrates with Walk of Life's new professions)