Hi there @lech43. Thank you so much for an awesome mod! It's definitely a staple part of all my LPs because I love the artisan and cooking in this game so much. I used to set challenges for myself to make what I'm shipping more about story than just gold and your mod does that beautifully.
I'd like to humbly offer a super quick suggestion if I may: could you pretty please consider adding a randomise button to each of the 3 items needed for shipping instead of one for all 3? This would just help so much when you get into the thousands of possible combos. Each of these buttons could have a configurable Reroll Chance like you have now making it possible for players to make it as difficult or easy to get a combination that they actually have at that stage in the game and/or combinations that fit into their stories better e.g.: all baked goods, all fish items etc.
My issue is that I have SO many mods that add crops, recipes and artisan item types that it's not feasible for me to: a) update the config effectively year-by-year or season-by-season to scale with what I have (and do this every time I have a new mod or update that changes the Object numbers) b) stockpile enough early and midgame (although I am a terrible hoarder late game)
Apologies if I missed something that already addresses this issue and if someone has already posted this idea. Thanks again for a terrific mod!
Works beautifully on PC and I love the challenge and how you can customize ig. Wish I could use it on Steam Deck though. On the Deck, there's no way to get to the re-roll die or the items to ship them.
Am I understanding correctly that you can set up a set of possible demands that happen when the player is low-level and hasn't yet gotten extra buildings and it's still spring -- e.g. parsnips, dandelions, and sardines -- but that you can't set similar conditions on the items that you win if you fill all three sets? 'Cuz a Prismatic Shard is a huge reward early on, and I'd like to be able to say that your rewards during the first year can only get up to e.g. iron bars or a fruit tree sapling, whereas in second year you could start getting gold and maybe halfway through second year you could start getting prismatic shards if your combat level was high enough, or something.
That aside, this is a pretty cool idea! And I like having something to aim for that changes regularly. Although I'd kinda like to be able to have it be every X days, instead of daily, or have it set to be a goal for every Tuesday and Friday, or something like that. I've found that immediate random goals (Willy: "Go fish up some sardines today or tomorrow!") tend to have the effect of mentally derailing my long-term goals, but once I was able to switch the villager quests to being 5 or so days long, that effect was much less taxing.
Hey everyone - this mod is amazing but I was wondering if there was a way to get it to pull in content from other mods (i.e add the crops from a crop expansion mod to the possible requests)?
Great mod! Is there a way for the default shipping bin menu to appear first and then you click the top right button to access the demanding menu? Thanks!
Default config is always the same shipping list. (Choose 3 randomly from shipping list in mod) But, shipping list change according to conditions, such as seasons and events in dynamic condition config.
47 comments
I'd like to humbly offer a super quick suggestion if I may: could you pretty please consider adding a randomise button to each of the 3 items needed for shipping instead of one for all 3? This would just help so much when you get into the thousands of possible combos. Each of these buttons could have a configurable Reroll Chance like you have now making it possible for players to make it as difficult or easy to get a combination that they actually have at that stage in the game and/or combinations that fit into their stories better e.g.: all baked goods, all fish items etc.
My issue is that I have SO many mods that add crops, recipes and artisan item types that it's not feasible for me to:
a) update the config effectively year-by-year or season-by-season to scale with what I have (and do this every time I have a new mod or update that changes the Object numbers)
b) stockpile enough early and midgame (although I am a terrible hoarder late game)
Apologies if I missed something that already addresses this issue and if someone has already posted this idea. Thanks again for a terrific mod!
That aside, this is a pretty cool idea! And I like having something to aim for that changes regularly. Although I'd kinda like to be able to have it be every X days, instead of daily, or have it set to be a goal for every Tuesday and Friday, or something like that. I've found that immediate random goals (Willy: "Go fish up some sardines today or tomorrow!") tend to have the effect of mentally derailing my long-term goals, but once I was able to switch the villager quests to being 5 or so days long, that effect was much less taxing.