Favorite mods?

Donnie24

Tiller
I would say my favorite mods out of the around 400 mods I'm using are NPC Mr. Ginger, NPCs Jean and Jorts, East Scarp, SH's Wild Animals, SH's Domestic Animals and Kitty Cats, the last three add a lot of animals/critters to the game.
I also play with a lot of mods for Alternative Texture and use a recolor mod (VPR) because my old eyes need more toned down colors.
 
No mods for us on PlayStation ofc, but I used a few back in the PC days. As usual I almost only used QoL mods, as I like to keep the original spirit of games I play. But I recall using UI info suite, and I missed that when starting on console, particularly the bit about what crop was where and how many days until they were done. Also used a mod that showed xp for tasks like fishing - unless that was part of the suite as well.
 

Quirinea

Farmer
My staple are TimeSpeed Automate, Skull Cavern Elevator and Fishing Made easy (krhm). Also NPC Locations. Mixed Seed mod (unfortunately is broken for winter), as I definitely do not want mixed seeds to include multi-crops.
Then for mods that add content: East Scarp and Ridgeside Village, along with Walk to the Desert. I noticed that having several of those at the same time gets overwhelming, So I try to choose one (ES, RSV + Zuzu City was definitely too much!)
 

ISSsloth

Farmer
My top five would probably be (In no particular order)
  • NPC Jasper
  • Stardew Aquarium
  • Platonic Partners & Friendships
  • To-Dew
  • Diverse Stardew Valley
As far as smaller changes go, my favorite is Swimsuit Selections, which just serves to make my character feel so much more customized.
 

Lenora Rose

Farmer
You don't want my whole list... I have some universals I play with for every farmer and some that I focus on with each individually.

The biggest QOL changes i consider essential:
Automatic Gates
NPC Map locations (sometimes for a bit of immersion I don't load this until I'm a few seasons in, or try not to look at it, as early on the farmer knows nobody...)
To Dew
Better ranching (Puts an empty heart above the animals you haven't petted yet, and flags the need to milk or shear as well. A lifesaver if there are a lot of animals. Or a lot of deep grass...)
Submerged Crab Pots (The plus side: crab pots with bait in are shown by a bobber. Crab pots with a catch are shown by a bobber that moves slightly differently. Only empty crab pots are visible. The down side: you don't know what's in the pot until you empty it. I liked that it wasn't just a "makes life easier" mod, but it looks a lot better at the Moonlight jellies to see a few bobbers and not a hundred crab pots...)
Realistic Seasonal Shop Inventory (Another one with deliberate pros and cons. Changes the items in the shops a bit, including upper limits in how many you can buy per day. Pierre has fewer seeds on a given day, but the selection changes daily. Gus serves more dishes with seasonal ingredients. Clint sells less raw ore but more (overpriced) bars he's already refined for you, and some (wildly overpriced) bombs. I have to admit, I tweaked the code in this a bit to suit my personal preferences past what the mod configuration does, so it feels odd to recommend, but it seems like the best shop change set that's 1.6 friendly.)

Visual and aesthetics stuff:
Diverse Stardew Valley (configurable changes to the characters, including race or cultural variety, disabilities, and a whole whack of seasonal outfits. Mostly visual but includes a bit of dialogue as well.)
Visible fish (shows which fish are found in a given area. Doesn't show them coming TO the line or anything, though)
Like a Duck to Water (causes ducks to swim more, especially right *after* being petted, when the farmer can see but isn't inconvenienced by it.)
Forest Junimos (there are junimos in cindersap and more in the secret woods. Like SH's Wild/domestic animals, pretty much just visuals to make the game more immersive.)

NPC related stuff:
Canon friendly Dialogue expansion (once you're bored with dialogue from the vanilla crew, this freshens it without including many lines that would grate against most folks' personal idea of the characters.)
The Ranch Expansion (builds on Marnie and Jas mainly... you'd think these are meh characters to highlight, but that's the point; this gives them attention they need. OTOH, it's mean about Lewis.)
Jorts and Jean (They're cats. They talk. It's hilarious, and the Stardew revisioning of the real world "Jorts margarine incident" still makes me laugh... And yet, they have at least two cutscenes which are tearjerkers. Plus they agitate for a union at Jojamart! Better jobs for Shane and Sam!)

I've tried a lot of different new NPC mods and other vanilla dialogue or event expansions, though; it's probably my favourite area. But I do them a few at a time, not all of them for all farmers.
Of the town-sized ones I've tried, East Scarp is closer and better integrated with the vanilla game than the others, giving you more reasons to go there and more distinctive characters. (But I haven't done SV Expanded or Ridgeside Village or Sunberry. Yet.)

Similarly, if I expand on other stuff, I do different crops/animals/fish/gems/visual tweaks for each farmer rather than piling on a million changes all together.

And yes, this IS the short list.
 
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Yvi

Rancher
I normally play vanilla, but I occasionally dip my toe into the modded game world.

For roleplaying, my favorites so far are Jean and Jorts (they are a delightful pair of mischievous cats) and Joseph's Seed Shop (which is currently glitching on me but I'll figure it out).

I have a few mods that change little things that annoy me. I've played around with a few other mods that add NPCs and locations, liked some of them but haven't fallen in love with them (other than Jean and Jorts who are adorable!).

If I'm doing a heavily modded run, I normally add a few quality of life mods to make the rest of it easier, like a bigger backpack to hold all the new crop types, or NPC map markers so I don't have to remember all the changed schedules.
 
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