I would suspect the mod will not be getting ported till the beta is done, since Pathos is doing the porting, and is busy with SMAPI. If you need ALL badly, I would suggest leaving the beta
Ahh, I'm so sorry. I'm new to modding and all that. I didn't realize having it on beta was the issue, but I turned that off and was able to get ALL to work. Thank you so much for your help, @Pathoschild and @13akoors !
Sorry for the late reply! On Steam, if you right click on Stardew Valley in your library, you would click on properties. After that, go to the BETAS tab and make sure that you're set to 'NONE - Opt of of all beta programs'. If it doesn't say that, you're probably set to play with beta. You'll probably have to reinstall SMAPI as well so that it's compatible with the non-beta version. These are the steps I took to solve the issue. I'm sorry if this doesn't help ; v;
Entoarox updated [SMAPI] Advanced Location Loader with a new update entry: SDV compatibility update Read the rest of this update entry...
Hey Ento. This may sound like a weird question, but when ALL is interpreting tilesheets, is it assuming that any tilesheets with lowercase letters are vanilla tilesheets--and all capitalized ones are modded? This question arose as I was getting back into map editing, and was doing a test to make sure all my old mod stuff still worked. I tried loading in a mod with a tilesheet named "customtilesheet", and it kept looking in the base game for that tilesheet. Then I tried testing the JungleTemple mod, and it worked fine despite having a custom tilesheet as well (named JungleTemple). After asking a coding friend for help, we decided to test that on a whim, assuming that couldn't possibly be correct, and sure enough when I changed the tilesheet to be named "CustomTiles", it worked correctly.
You need to separately in the `Tilesheets` section define your modded tilesheets, otherwise ALL will assume they are vanilla tilesheets and let SDV handle the loading.
I'm a bit lost as to what you mean. From my knowledge, the 'Tilesheets' section is exclusively for defining modded tilesheets. Are you meaning that all modded tilesheets need defined in the 'Tilesheets' section, else SV will assume they're vanilla, or are you meaning something else? Because if so, the tilesheet was defined in the 'Tilesheets' section, and the game still looked in Maps for the file anyways
Perfect timing, as the issue came back. https://log.smapi.io/CZEw5155 Code: { "LoaderVersion": "1.2.0", "Locations": null, "Overrides": [ { "MapName": "Backwoods", "FileName": "Backwoods", }, { "MapName": "Beach", "FileName": "Beach", }, { "MapName": "BusStop", "FileName": "BusStop", }, { "MapName": "Mountain", "FileName": "Mountain" }, { "MapName": "Railroad", "FileName": "Railroad" }, { "MapName": "Summit", "FileName": "Summit" }, ], "Redirects":[ { "FromFile": "Maps/Farm", "ToFile": "Farm", }, ], "Tilesheets": [ { "MapName": "Beach", "FileName": "CustomTiles", "SheetId": "custom", "Seasonal": true, }, { "MapName": "Mountain", "FileName": "CustomTiles", "SheetId": "custom", "Seasonal": true, }, { "MapName": "Railroad", "FileName": "CustomTiles", "SheetId": "custom", "Seasonal": true, }, { "MapName": "Summit", "FileName": "CustomTiles", "SheetId": "custom", "Seasonal": true, }, ], "Tiles":null, "Properties":null, "Warps": null, "Conditionals":null, "Teleporters":null, "Shops":null }
There looks to be an issue with the seasonal logic that I will need to look into.... Edit: I've had a look, and only gotten utterly confused by it, because as far as I can tell, somehow the "Seasonal":true property is not being set, despite your locations.json clearly having it :S Idk if this is something that I can easily fix, because I will probably need to debug this issue on my end somehow...
Break it all you want, after all, if you do not break it someone else will, and at least you report it when it breaks!
Hi guys! I'm trying to create a new map and Location Loader crashes the game when trying to load vanilla tiles (townInterior.png). Here is my crash log: https://log.smapi.io/Qtpm0dhj I looked through this forum and a while ago you helped Ahrnie with their Sabel Farm Extension mod - it also uses vanilla tiles neither they weren't included in xnb. Although when I tried to run that mod on my computer - game doesn't crash. So it must be the issue with how I structure my files when compiling a map in Tiled. Tried to figure out the problem all day yesterday, your input will be appreciated!
Edit the tilesheet filename in tiled itself to remove the `.png` extension. It'll still work fine in tiled, and also work properly in-game.
Hi @Entoarox , I keep getting this error from ALL: Code: 02:38:58 ERROR Advanced Location Loader Can't apply tile Tile(ElliotHouse@[13,4]:Back = `ElliottHouseIndoors:17`): location does not exist 02:38:58 ERROR Advanced Location Loader Can't apply property patch Property(ElliotHouse@[13,4]:Back => `TouchAction` = Sleep): location does not exist. And strangely, only that exact error with ElliotHouse. Game works properly though. So I'm just giving you a heads up. Full log: https://log.smapi.io/WuR18Bmp Note: I'm using "Spouses Move Out" mod. EDIT 1: Huh, I think it's the fault of SMO mod; when I replaced ElliotHouse with ElliottHouse, the error stopped appearing. I'll verify that this is the case.