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A variety of things don’t work as they should in the beta version of the mod for 1.6 #420
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Items 1 and 4 are not issues; user needs to read the docs. Leaving this open until item 2 is resolved. |
User did read the help documentation. User‘s game did not care however and was not allowing User to perform requested actions. User thought something was broken, so reported it. Actually, I have found a couple more but I don’t know if I should pin them to this post or open a new one.On Dec 26, 2024, at 5:54 PM, Katie Tudela ***@***.***> wrote:
Items 1 and 4 are not issues; user needs to read the docs.
Item 2 will be resolved soon in a pending update.
Item 3 is a limitation of current pathing logic and has known workarounds.
Leaving this open until item 2 is resolved.
—Reply to this email directly, view it on GitHub, or unsubscribe.You are receiving this because you authored the thread.Message ID: ***@***.***>
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I'm unable to replicate any issues; testing with latest builds and the community center bundles are working as expected. If they are not working for you, document the specific steps you are taking. I.E. what key you're pressing, what you expect it to do and what is or isn't happening. Also list the versions of Stardew-Access, Smapi and Stardew Valley you are using. If your other issues are related, post them here. Otherwise, create new ones (after checking for similar existing issues to avoid creating duplicates of course). |
All right. This is one of those cases where I did not mean to look like an idiot, but my game was like I’m going to make you look stupid anyway. I would smash the button and it was just like no, you’re not doing this today.On Dec 26, 2024, at 7:58 PM, Katie Tudela ***@***.***> wrote:
I'm unable to replicate any issues; testing with latest builds and the community center bundles are working as expected. If they are not working for you, document the specific steps you are taking. I.E. what key you're pressing, what you expect it to do and what is or isn't happening. Also list the versions of Stardew-Access, Smapi and Stardew Valley you are using.
If possible, upload your smapi log to http://smapi.io/log and attach it here.
If your other issues are related, post them here. Otherwise, create new ones (after checking for similar existing issues to avoid creating duplicates of course).
—Reply to this email directly, view it on GitHub, or unsubscribe.You are receiving this because you authored the thread.Message ID: ***@***.***>
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I totally understand; this game has done similar to me in the past LOL. I will say that I have noticed lag or keys straight up being ignored if the game is running slowly. So too many mods installed, not enough ram available, too many other processes running etc. Makes the framerate of the game drop and makes some stardew-access keys not register. Possible you ran into that situation. |
- **Unify tile data loading**: - Refactored event tile logic to load from the unified `tiles.json`, aligning it with how other static tiles are managed. - **Remove obsolete configuration**: - Deleted `event-tiles.json` and removed related code from `DynamicTiles.cs`, eliminating redundancy and simplifying the codebase. - **Integrate event-specific data**: - Moved event tile data into `tiles.json` under respective festival names, ensuring all tile definitions are centralized. - Relocated festival Fluent tokens to `static_tiles.en.ftl` to streamline localization processes. - **Update naming references**: - Modified references from location names to event names where appropriate, enhancing clarity and consistency in tile identification. Partially addresses khanshoaib3#420, khanshoaib3#407, khanshoaib3#311, and khanshoaib3#225
… and dynamic event tile detection - **Add `dynamic_tile_categories.json`** to `assets/TileData` to map dynamic tile fluent tokens to their respective categories. - **Migrate fluent tokens** for Luau, Stardew Valley Fair, and Pierre's Booth from static definitions to dynamic tiles. - **Introduce dynamic tile fluent tokens**: - For Egg Festival eggs. - Modify Tourist fluent token to accept a number for enumerating tourists during Stardew Valley Fair. - **Enhance tile action detection**: - Add support for detecting tile actions across maps. - Introduce new handlers (`GetTileActionInfo`, `GetDefaultTileActionInfo`) and update existing function signatures to accommodate the new string argument. - **Implement `GetDynamicTileFluentToken`** in `DynamicTiles.cs` to auto-generate fluent tokens based on location and tile actions. - **Integrate `dynamic_tile_categories.json`** into dynamic tiles processing for category mapping. - **Improve dynamic detection** of the Traveling Cart location in the Forest. - **Create custom handlers** for Stardew Valley Fair and Festival of Ice events to detect shops and other points of interest. - **Add documentation**: - **Cleanup**: - Remove obsolete static tile definitions from `tiles.json` to prevent redundancy and potential conflicts. This should improve the overall tile tracking system and end user experience. Progresses khanshoaib3#225 by tracking event tiles dynamically Closes khanshoaib3#407 Closes khanshoaib3#420
- **Unify tile data loading**: - Refactored event tile logic to load from the unified `tiles.json`, aligning it with how other static tiles are managed. - **Remove obsolete configuration**: - Deleted `event-tiles.json` and removed related code from `DynamicTiles.cs`, eliminating redundancy and simplifying the codebase. - **Integrate event-specific data**: - Moved event tile data into `tiles.json` under respective festival names, ensuring all tile definitions are centralized. - Relocated festival Fluent tokens to `static_tiles.en.ftl` to streamline localization processes. - **Update naming references**: - Modified references from location names to event names where appropriate, enhancing clarity and consistency in tile identification. Partially addresses khanshoaib3#420, khanshoaib3#407, khanshoaib3#311, and khanshoaib3#225
… and dynamic event tile detection - **Add `dynamic_tile_categories.json`** to `assets/TileData` to map dynamic tile fluent tokens to their respective categories. - **Migrate fluent tokens** for Luau, Stardew Valley Fair, and Pierre's Booth from static definitions to dynamic tiles. - **Introduce dynamic tile fluent tokens**: - For Egg Festival eggs. - Modify Tourist fluent token to accept a number for enumerating tourists during Stardew Valley Fair. - **Enhance tile action detection**: - Add support for detecting tile actions across maps. - Introduce new handlers (`GetTileActionInfo`, `GetDefaultTileActionInfo`) and update existing function signatures to accommodate the new string argument. - **Implement `GetDynamicTileFluentToken`** in `DynamicTiles.cs` to auto-generate fluent tokens based on location and tile actions. - **Integrate `dynamic_tile_categories.json`** into dynamic tiles processing for category mapping. - **Improve dynamic detection** of the Traveling Cart location in the Forest. - **Create custom handlers** for Stardew Valley Fair and Festival of Ice events to detect shops and other points of interest. - **Add documentation**: - **Cleanup**: - Remove obsolete static tile definitions from `tiles.json` to prevent redundancy and potential conflicts. This should improve the overall tile tracking system and end user experience. Progresses khanshoaib3#225 by tracking event tiles dynamically Closes khanshoaib3#407 Closes khanshoaib3#420
- **Unify tile data loading**: - Refactored event tile logic to load from the unified `tiles.json`, aligning it with how other static tiles are managed. - **Remove obsolete configuration**: - Deleted `event-tiles.json` and removed related code from `DynamicTiles.cs`, eliminating redundancy and simplifying the codebase. - **Integrate event-specific data**: - Moved event tile data into `tiles.json` under respective festival names, ensuring all tile definitions are centralized. - Relocated festival Fluent tokens to `static_tiles.en.ftl` to streamline localization processes. - **Update naming references**: - Modified references from location names to event names where appropriate, enhancing clarity and consistency in tile identification. Partially addresses khanshoaib3#420, khanshoaib3#407, khanshoaib3#311, and khanshoaib3#225
So I’ve been playing this game a lot recently, both on my own and on YouTube. I was greatly disappointed to see that a lot of things don’t appear to work as they should. I will list them in the order I found them.
One, the community center bundles do not read, and therefore cannot be completed, making the alternate route the only feasible option for community projects.
Too, the soup pot at the summer event no longer works as it should. There is no way to click on it and put something in, meaning the governor will always say something is missing.
Three, even after repairing the quarry Bridge, you cannot access the entrance as it appears to be blocked off. The mod repeatedly refuses to pass find.
Four, the raccoon quests do not work. The issue is similar to what you see in the community center. It reads nothing, therefore you don’t know what you need and cannot complete it.
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