I was just wondering if it was possible to do it through ALL already (that sounds weird reading it in my head…). I know it can be done through code, I was just trying to see if it was necessary to do it through code.
Yeah... having crops in places NPC's can walk might crash the game from what I remember, although it has been a while since I spend time in that section of code....
That's reason enough for me. I was thinking things along the lines of flower boxes around town, that sort of thing. I can do without.
another issue, a guaranteed to be problematic one, is that NPC pathfinding is very simplistic, so the second you put up a trellis crop in a wrong spot, NPC's will be getting stuck on it all the time....
When I launch SMAPI, thelogggg says: "[18:41:01 WARN Advanced Location Loader] was unable to load any location mods" even though I have tried everything I could possibly do to fix it. Could you please be of any assistance?
Entoarox updated [SMAPI] Advanced Location Loader with a new update entry: Update to SMAPI 1.9 Read the rest of this update entry...
So if I create a custom Greenhouse mod then having this mod will automatically fix it or do I need to add code to my mod? Also could I get the source code to create a standalone greenhouse warp point fix to bundle with my mod?
The greenhouse fix is these days handled by EntoaroxFramework, ALL no longer handles fixes to the base game.
Heya. So, that crashing issue I posted in the Ento Framework thread about? I've managed to narrow it down to Advanced Location Loader when submods are present (turns out the other mods that I thought were causing problems were false flags). Not sure if the crash is on ALL's side or the submod's side though (only two were used: JAC'd Greenhouse and Extended Cellar). Logs are in this folder >HERE<
Hi everyone. I've also encountered the crashing issue in connection with the "Extended Cellar Mod". However, there's hope for us yet: for me it works with the Advanced Location Loader 1.2.8 which still can be downloaded here: http://community.playstarbound.com/...d-location-loader.3619/download?version=19785 Alternatively, click on "Version History" in this thread and take your pick. I'm unsure what exactly causes the crash since I'm no dev and didn't delve into the source code, but I hope this info helps pinpointing whatever it is that wants to ruin our fun. And thanks Entoarox for your tools and work .
Yeah... These will have to be checked. And it looks as though I'm the culprit on both occasions. Just got the update from 1.11 tonight. I'll do some investigating when I can get the time but I'll mention it here when I do .
Hey, Ento. I wanted to let you know that while attempting to update Yama's Desert Expansion, I changed all his maps to Type: Desert. When I loaded it in and tried to go to any new maps, there was a "stack overflow exception" and the game froze. There wasn't any crash, and it wasn't logged in SMAPI.
hi. i have a strange error occuring ever since i updated to smapi 1.11 ... i'm not sure if it has something to do with this mod or if it's tegobash's stardew valley expansion. i already posted over there, but pathoschild thought it possible it might have something to do with this mod, so i thought i'd let you know as well. whenever i load a game, most of my progress gets reset. inside the farmhouse everything is as it should be, but as soon as i exit it's like i'm starting with day one it's very strange. everything else seems to work fine. my game doesn't crash, so i'm not sure if the error log helps...
I'm using mac and the terminal said: "Skipped Advanced Location Loader because the dll has no MOD subclass" Is is an issue with SMAPI or is it with the ALL?
I want to write an ALL mod to change the broken Jojamart (post Community Center) to something else, but I don't see a flag condition in the documentation for post-community center options. I definitely don't want to give an option in game for the jojamart to be replaced prior to finishing the community center, as I have a terrible feeling that shane (and anyone that's supposed to shop there) might drop off the face of the game if I try. >.< Is there a chance that certain late-game flags may be added to ALL in the future?
I hook into the games internal flag system, that is why no special flag exists, the game itself already has that flag, If you read through the topic you should find where I mentioned them previously.
Ah, my mistake. I was relying solely on the GitHub documentation to tell me what flags could and couldn't be used in the conditions field of the manifest.json. Guess its time to hunt down a list of the flags the game already has set. Edit: I was giving myself a headache trying to find it till I thought to check the Entoarox Framework topic. Quoting you over here so its in a place others can reference easily. Edit2: stuff done flags I was able to pick out of the events data. (Bathhouse) pennySpa pennyHeartbroken (Museum) mysteryBook romanceBook elliotReading (Beach) arrogantJosh noToElliot (Community Center) Punch (Elliot's House) elliotPianoJoin extraHelp howLong (Farm) abbySpiritBoard elliotBoat EmilyClothingTherapy EmilyCamping pierreHours harveyBalloon samMessage joshMessage LeahArtShowSuggestion copperFound slimeHutchBuilt (Forest) choseInternet noPunch choseFarming choseAnimals choseMinerals fieldTripEnd eventEnd (haley) haleyWontDoIt (hospital) toldTruth PlayerKilled (leah) internet creepySexualPass angry internet2 artShowSuggest LeahInternet (mountain) BadAnswer ccFishTank (railroad) afraid (saloon) rejectJosh (sam) stayPut rejectSam (maru) DadWeird (sebastian) didntLeave sebastianRoom decor enterRobin noFriends warrior healer opening swungWeapons ranAway backEntrance sewer podRoom wizardDoor Necromancer healedSam finalBossWizard castBeam chargeAhead finalBossWarrior leave end (SeedShop) beatGame (town) didntHear ccFishTank ccBulletin ccPantry ccVault ccBoilerRoom ccCraftsRoom jojaFishTank jojaPantry jojaVault jojaBoilerRoom jojaCraftsRoom JojaMember (wizard) seenJunimoNote hasPickedUpMagicInk tldr; for the finished community center, I need to set 6 conditions. I hope ALL can handle that. We'll see. Although it'll be more of a pain for the end user, I decided to err on the side of caution and take the extra step to create custom conditions for each half of the community center. Mod is done. Testing will commence...once I'm done editing my personal cellar map, and have permission from @tiffy961 to upload the ALL mod with the changes from her town map. -dies a much needed death nearly 8000 lines of code later- I have no idea how @Androxilogin does it.