The additional stamina cost does not trigger the low energy/feeling exhausted warning, also if went below zero energy with additional cost it does not apply the exhaustion status.
I normally rely on the warning to get a feeling of remaining uses of my tools, with additional stamina cost it requires me to constantly check remaining energy I have. Thank you for making this mod and keeping it updated.
Hello! I open the Longevity HUD menu and see that Cactus Seeds and Strawberry Seeds have a price of 0g. I don't have any other mods to change prices
UP: Nevermind, I warp in the desert using the console, and the price from the merchant is normal.
How to calculate the prices for jam and wine? For example, I put 45g worth of coconut in a preserves jar and got 90g worth of jam, but what about +50g vanilla? Didn't find any information in the description, im play with 60% margin. up: I returned the margin to 100% and a coconut worth 82g has jam worth 164g, it's just x2, without +50g
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.
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)
Interesting :o Is this error coming from player 1 or 2? (Or do players share 1 SMAPI console?)
The 'path1' parameter is defined by SMAPI (its the folder path to the currently loaded save game). If its null, the variable isn't being initialized before a call to load Longevity's save data happens.
I'm not sure how that would happen since the initialization happens right before the call. I would need to understand more on how the local co-op works before narrowing down what might cause the issue.
Are there any noticeable issues happening in-game besides the error? Does the error only happen once on load or does it endlessly spam?
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.
Thank you very much for the update! I aspire to become skilled enough at coding to make mods for others, just like you. Mod authors are the best—thanks again!
I cant confirm if its 100% compatible. After looking at the other mod's features, most of Longevity should play nicely with it.
Longevity will overwrite any changes to items prices, so you would only get Longevity's price balancing. You could turn off the price balancing module to use the other mod's item price balancing instead.
My only concern is the feature described for the mod below: "Item categories have been changed (artisan goods, animal products, fish, etc) to make professions more balanced."
I'm not sure how the other mod does that. It could cause problems with dynamic pricing and some other modules. (Hard to say without testing)
If you do try it, I would recommend doing so without Longevity's dynamic pricing module. Remember to back up your saves as always!
Tracking-- super interested in this mod but I am not math-inclined and can't wrap my head around it all. I know this is basically "taxes and rebalanced income in Stardew" and that's... about it. Taxes also seem kind of brutal in those screenshots but I'm sure it's configurable, I just don't know what the numbers mean lol
There is certainly a lot to the mod, but it is all configurable!
Contrary to how others might describe Longevity, it is not intended to make the game more 'difficult'. It would be fairly simple to introduce unnecessary grind for the sake of padding game time.
Each feature is designed with the intent/goal of balancing progression and adding depth to the game's existing mechanics.
984 comments
-Compatibility release for SDV v1.6.10.
I normally rely on the warning to get a feeling of remaining uses of my tools, with additional stamina cost it requires me to constantly check remaining energy I have.
Thank you for making this mod and keeping it updated.
UP: Nevermind, I warp in the desert using the console, and the price from the merchant is normal.
How to calculate the prices for jam and wine? For example, I put 45g worth of coconut in a preserves jar and got 90g worth of jam, but what about +50g vanilla? Didn't find any information in the description, im play with 60% margin. up: I returned the margin to 100% and a coconut worth 82g has jam worth 164g, it's just x2, without +50g
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.
I think I would need some specific examples.
That mod seems to all a lot of custom items/functionality.
Longevity only manipulates item prices.
If these custom items weren't recognized, they would either be skipped or have unexpected price values.
It shouldn't create null item/object if that is what you're describing.
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.
[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)
Interesting :o
Is this error coming from player 1 or 2? (Or do players share 1 SMAPI console?)
The 'path1' parameter is defined by SMAPI (its the folder path to the currently loaded save game).
If its null, the variable isn't being initialized before a call to load Longevity's save data happens.
I'm not sure how that would happen since the initialization happens right before the call.
I would need to understand more on how the local co-op works before narrowing down what might cause the issue.
Are there any noticeable issues happening in-game besides the error?
Does the error only happen once on load or does it endlessly spam?
- I am not sure, cause when I saw that I was testing out another mod.
- Only show up once, not spamming.
-Thanks, RTGOAT!
After looking at the other mod's features, most of Longevity should play nicely with it.
Longevity will overwrite any changes to items prices, so you would only get Longevity's price balancing.
You could turn off the price balancing module to use the other mod's item price balancing instead.
My only concern is the feature described for the mod below:
"Item categories have been changed (artisan goods, animal products, fish, etc) to make professions more balanced."
I'm not sure how the other mod does that. It could cause problems with dynamic pricing and some other modules.
(Hard to say without testing)
If you do try it, I would recommend doing so without Longevity's dynamic pricing module.
Remember to back up your saves as always!
I should have an update by tomorrow (11/5).
Thanks for the report!
Longevity is designed to work with most modded/non-vanilla items.
Already remember to backup saves, just in-case!
Contrary to how others might describe Longevity, it is not intended to make the game more 'difficult'.
It would be fairly simple to introduce unnecessary grind for the sake of padding game time.
Each feature is designed with the intent/goal of balancing progression and adding depth to the game's existing mechanics.