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My updated mods repository
For some reason the Seasonal
tilesheet property is not being recognised even when provided in the JSON.
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.
This is surely a known issue, just added as a reminder being that it is especially troublesome.
for ALL
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, Func
2 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.
Extended Minecarts doesn't have any 'deafult.json' file, which is needed for translatin, despite having in game text
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.NetDictionary
5.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.
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
Can you add(or change) Joja Mart item menu in Shop extender?
and i hope that work in beta stardew valley v 1.2.18++
cuz i use translation patch (it is need beta version)
plz T_T
Have Ledah
on SDV discord run debug build if not locally reproducible.
Entoarox Framework is not currently multiplayer compatible, this needs to be solved.
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
}
If you use a controller to interact with the pet box, when you choose to adopt the naming screen appears for a fraction of a second then returns to the adoption question. It works fine when using a mouse instead.
Change in code added during 2652dd6...687a212
Most likely culprit the SerializableDictionary override.
Computer details of reporter requested but not yet received.
Once placed, AnywhereFurniture becomes immovable.
The UI framework needs to be patched for rudimentary controller support, or the replacement framework needs to be finished ASAP.
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.
For this bug I've compiled my list of problem pixels (they seem to be the same issue) into a single ALL manifest for easy testing. Log and testing mod below.
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.
A mod that enables adding new types of fences, so that all the "fence retexture" mods can be used without overwriting anything.
Animal skins do not work in multiplayer, work on a alternative skin mechanic which does not rely on baking skin ID's.
Furniture Anywhere objects put into signs do not revert to vanilla furniture objects.
{
"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.
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
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.
So I translated the i18n file for Advanced Location Loader into German, would be cool if added
de.json.zip
I've set in the manifest for each tile to use the SheetId, added it to the Tilesheet section and they wouldn't show up. So I tried an override and these tiles in question worked again. I didn't realize this at first since converting to the new ALL.
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.)
VIP.
It'd be nice to have the option to include a "success" textbox upon completing a conditional.
*You asked me to write this here Entoarox so you quote "wouldn't forget" :P
Update all mods for Stardew Valley 1.3 and refactor where needed to minimise dependencies and improve crossplatform support. This is a tracking ticket.
1.2.9
instead of 1.2
(e.g. Stardew Valley Expansion).assets
subfolder.Discovered with days of the week conditions.
As the title states, my farm overhauls include a new (seasonal) tilesheet. I thought at first it was just Xnb Loader not loading it, but when I looked at the error log I noticed ALL reporting about it so I took it out and it loaded fine. I guess ALL preempts Xnb Loader and causes issues.
(https://github.com/Entoarox/StardewMods/files/848033/MODDED_ProgramLog.Log_LATEST.txt)
For some reason xnb files as skins will not actually work properly, although MA does recognise and attempt to load them.
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.
Per http://community.playstarbound.com/threads/best-of-queen-of-sauce.129209/
Make it so Gus sells QoS recipes you do not know 1 in-game week after she first teaches it, the price should be on the slightly expensive side, to encourage people to both pay attention to the recipes (and re-runs) rather then just "get them from Gus anyway"
Add support for having fences be seasonal as part of SI.
1 or 2 tiles height, placed in 4 directions, clicked to open, tooled to remove, crafted?
Like #72 the minecart edits can revert unexpectedly, a more robust tile modification logic is needed.
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)
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