>>544258059
On one hand, the music IS nice, but on the other, I love the vanilla SDV music so much I don't ever want to add to it unless it's Ape himself. It's one aspect that I feel is near perfect, and anyone adding in their own tracks just feels like they're sovlless by default even if it's really good and does have soul
>simple ferngill economy
This one is pretty good so far. It makes it so that there is a daily shift in price for all goods, with trends you can see, and prices you can affect by selling the items either in bulk or slowly. It's something I've wanted for the game for a long time. There are now cases where it could be barely profitable, or you could even lose money, on crops if their supply is very high. On this run, for example, parsnips were super highly supplies, so a base parsnip was selling for 14g while a sneed costed 20g. Meanwhile, the supply for SHALLOTS(cornucopia suite) was bottoming out, so when I sold a meager 15 of them or so, I got something like 2.5k for them when the sneed were about the same cost kale or whatever. The mod encourages polyculture because selling so much of one thing will tank the price, but there will also be cases where everything starts with low prices except for one or two types of crops and the season basically demands that you go mono. Fun so far. I hope it can keep me on my toes. However now I'm wondering if there's a crop quality depreciation mod, which is something I feel would work really well with this.
>cornucopia
Cropbloatkino. What can I say? I like the increased variety, I'm excited to start a giga farm with a million different crops, I like how some of the base game crops, like trellis crops, were changed to become bushes with different growth times. You basically have to plant hops and blueberries halfway through spring to get solid harvests throughout summer, but a single bush is super expensive, upwards of 600 for different types. I managed to snag one of each summer bush for around 3.5k