Giter Site home page Giter Site logo

stardewmods's People

Contributors

entoarox avatar nanogamer7 avatar pathoschild avatar s2sky avatar sfal avatar slamerz avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

stardewmods's Issues

Animal Stacking

So when more than one animal is adopted they stack like this fairly often...
more animals stacking problem
Is there a way to fix this? Maybe adding some kind of collision box? (It also makes petting both or getting to the water dish impossible.)

Add `Includes` manifest function

References separate json files that should be merged into the manifest.json, can have all manifest sections with the exception of About and the Includes section itself.

Testing time condition

Same tile again, only with a time condition.

{
"MapName": "SeedShop",
"LayerId": "Front",
"TileX": 40,
"TileY": 7,
"TileIndex": -1,
"Conditions": "time=1200",
"Optional": false
},

[12:27:41 ERROR SMAPI] Advanced Location Loader requested an immediate game shutdown: Unable to patch tile, a unexpected error occured: Tile(SeedShop@[40,7]:Front = -1)
System.ArgumentOutOfRangeException: Index and length must refer to a location within the string.
Parameter name: length
at System.String.Substring(Int32 startIndex, Int32 length)
at Entoarox.AdvancedLocationLoader.AdvancedLocationLoaderMod.ConditionResolver(String condition)
at Entoarox.Framework.Conditions.CheckCondition(String condition, Func2 customResolver) at Entoarox.Framework.Conditions.CheckConditionList(String conditionlist, Func2 customResolver, Char seperator, Int32 limit)
at Entoarox.AdvancedLocationLoader.Processors.ApplyTile(Tile tile)

/ time> shows no error but also does not apply the condition.
/ replaced time with earthquake condition afterward with success.
/ houseLevel= also tested and working correctly.
/ farmType= tested and working correctly.

Time Equals Condition.txt

Game save error

I have a full log but this bit seemed relevant.

[03:03:04 TRACE Entoarox Framework] Packing custom objects...
[03:03:04 ERROR Entoarox Framework] This mod failed in the GameLoop.Saving event. Technical details:
System.MissingMethodException: Method not found: System.Collections.Generic.IEnumerator1<!3> Netcode.NetDictionary5.GetEnumerator()
at Entoarox.Framework.Core.EntoaroxFrameworkMod.OnSaving (System.Object sender, StardewModdingAPI.Events.SavingEventArgs e) [0x000ae] in :0
at StardewModdingAPI.Framework.Events.ManagedEvent`1[TEventArgs].Raise (TEventArgs args) [0x00022] in <5e83c32f61294291be3554d28ab5f774>:0
[03:03:04 DEBUG PyTK] Rebuilding Custom Objects
[03:03:04 TRACE Entoarox Framework] Unpacking custom objects...
[03:03:12 TRACE SMAPI] Context: returned to title
[03:03:12 TRACE Content Patcher] Requested cache invalidation for all assets matching a predicate.

System.ArgumentNullException: Value cannot be null.

Continually coming across this error with '-1' tiles.

{
"MapName": "SeedShop",
"LayerId": "Buildings",
"TileIndex": -1,
"TileX": 2,
"TileY": 5,
"Optional": false,
"Conditions": "marriedAbigail"
},

[17:12:02 ERROR SMAPI] Advanced Location Loader requested an immediate game shutdown: Unable to patch tile, a unexpected error occured: Tile(SeedShop@[2,5]:Buildings = -1)
System.ArgumentNullException: Value cannot be null.
Parameter name: index
at Entoarox.Framework.Extensions.GameLocationExtensions.SetTile(GameLocation self, Int32 x, Int32 y, String layer, Int32 index, String sheet)
at Entoarox.AdvancedLocationLoader.Processors.ApplyTile(Tile tile)
[17:12:02 TRACE Advanced Location Loader] Tile(SeedShop@[3,6]:Back = 607) ~> true

Spouses Move Out.txt

Seasonal tilesheets with non-seasonal attributes

When using a tilesheet that has the ability for seasonal counterparts but set to '"Seasonal": false' so to load only from one tilesheet to a specified map, this will display tile errors. Not sure if this is an error or even preventable.

{
  "MapName": "SeedShop",
  "FileName": "SeedShop",
  "SheetId": "additions",
  "Seasonal": false
},
{
  "MapName": "Forest",
  "FileName": "Forest",
  "SheetId": "additions",
  "Seasonal": true
}

Circumvent tile issues in SDV.Locations.Mountain#restoreBridge

Add logic for the Mountain that enables custom tile edits in the area affected by the bridge community center condition.

Currently, the game itself has full control over this area as ALL is not setup to handle tile edits in areas the game itself edits.

Seasonal conditions in shops are not working.

Example:

{
  "Id": 299,
  "conditions": "fall"
},

This will cause the shop to display "out of stock" upon entering the menu.

// Now testing the seasonal condition overall..

/Note in Pierre's:

{
"MapName": "SeedShop",
"LayerId": "Front",
"TileX": 40,
"TileY": 7,
"TileIndex": -1,
"Conditions": "summer",
"Optional": false
},

[12:11:56 ERROR Advanced Location Loader] Unable to load manifest, a unexpected error occured: C:\Program Files\Games\Stardew Valley\Mods\AdvancedLocationLoader\locations\CleanupCrew\manifest.json
Unable to cast object of type 'd__69`1[System.String]' to type 'System.String[]'.
at Entoarox.Framework.Conditions.FindConflictingConditions(String conds, Char seperator, Int32 limit, Boolean strict)
at Entoarox.AdvancedLocationLoader.Loaders.Loader1_2.Parse(String filepath, LocationConfig1_2 config)
at Entoarox.AdvancedLocationLoader.Loaders.Loader1_2.Load(String filepath)

/Note that !summer shows no error. I haven't tested if it's working but no error is displayed in the console.

Same result with overrides.

/ Tested the married condition afterwards and it worked fine.

SeedShop Summer Condition.txt

More fence types

A mod that enables adding new types of fences, so that all the "fence retexture" mods can be used without overwriting anything.

Animal skins in multiplayer

Animal skins do not work in multiplayer, work on a alternative skin mechanic which does not rely on baking skin ID's.

"year>1" condition

{
  "MapName": "SeedShop",
  "LayerId": "Front",
  "TileX": 40,
  "TileY": 7,
  "TileIndex": -1,
  "Conditions": "year>2",
  "Optional": false
},

/ This is expected to remove the Joja note graphic from Pierre's. Instead it gives an error with no result.

[11:58:29 ERROR Advanced Location Loader] Tile Tile(SeedShop@[40,7]:Front = -1) Condition Error: The !year>0 and $2 conditions cannot be used at the same time

This displays that these two conditions are conflicting, however only 'year>2' is present in the manifest.

SeedShop Year Condition.txt

When overriding greenhouse the plants and player objects don't persist

This might be related to issue #20 but as no description was provided for that issue I only have a vague idea what that issue is about. The main issue is when you make a content pack and you specify an override for the green house map say

"Overrides":[
		{
			"MapName":"Greenhouse",
			"FileName":"Big-floor-1-Greenhouse"
		}
	]

The plants and any objects placed by the player don't persist.

Also you can't specify the greenhouse entrance when overriding greenhouses witch causes them to warp in at the wrong location with bigger maps with no real way to override it

Disable minecart destinations for maps occupied by active festivals

Currently the minecart follows vanilla behaviour and allows you to go to these locations as normal, unfortunately the extended minecarts are making the vanilla bug with festivals extra apparent.

Detecting if it is a festival day, and disabling minecart travel to the festival location on that day would greatly reduce player confusion and annoyance.

Bug Report for v1.2.7

A couple things: hopfully not personal blunders, lol.

I don't know how to set tags on posts here either so I would if I knew

Extended Cellar has no effects. It will not override the Cellar but also causes all other mods to not work.

VIP works other than the tilesheet. This can be tested by activating the sign condition by clicking a one of its' poles or simply by looking at the dog fence in town.

Also (not uploaded here), the Extended Greenhouse shop seasonal conditions are still not working. May be already noted, figured I'd mention regardless since the resource was updated.

CMD showed no errors

(also on GitHub I keep getting the error: We don’t support that file type. Choose Files Try again with a PNG, GIF, JPG, DOCX, PPTX, XLSX, TXT, PDF, or ZIP. even though these files are .zip so I'll provide a link to my test files on ZippyShare.)

Extended Cellar

VIP.

Refactor & update for Stardew Valley 1.3

Update all mods for Stardew Valley 1.3 and refactor where needed to minimise dependencies and improve crossplatform support. This is a tracking ticket.

To do

  • General:
    • Minor refactoring (remove unused code, migrate to new NuGet package reference format, use SMAPI's Harmony DLL, etc).
    • Standardise update checks.
    • Review and fix unofficial updates.
    • Finish updating mods for Stardew Valley 1.3.
    • Fix crossplatform compatibility issues.
  • Advanced Location Loader:
  • Entoarox Framework:
    • Fix compatibility with other mods which change player speed.
  • More Animals:
    • Move assets into conventional assets subfolder.
    • Unpack XNB assets into normal PNG files.

Cannot use xnb files for skins

For some reason xnb files as skins will not actually work properly, although MA does recognise and attempt to load them.

Simple fencegate restore mod

Mod that reverts CA's hardcoding the fence-gate to be the wooden one, plenty of alt fence textures exist so it is doable quite easily.

Custom door objects

1 or 2 tiles height, placed in 4 directions, clicked to open, tooled to remove, crafted?

Return to title does not reset MA

As the title says, return to title or certain situations in-game cause a reset of the Bus stop map, causing the box to disappear.

A fix for this needs to be made so the box is always there (if applicable)

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.