I don't really have an opinion on the split of weather/stamina. You've already created plenty of options for people to tune their experience. If you'd expand on the stamina system however, for instance chance of getting sick by being around animals too long (faeces, bugs) or linking the cooking skill (mod) with the chance to get salmonella... That would make it more of an interconnected mod that would probably stand better as a separate mod.
So, major update is done. Finally: If you spot errors, or text you find awkward, feel free to post screenshots ToDo: - Popup menu text. Changes since last posted version: Acknowledgements - eemie for the moon sprites - Prismuth for the fog sprite - Pathoschild for ideas - ChefRude for testing and the night icon sprites (as well as better fog textures) v1.3alpha 41 - fixes tv icon - text fixes -v1.3alpha43 - reimplemented the text for the TV. - fixed the heatwave icons - fixed stamina issue with getting sick more than once - fixed a bug where frost kills didn't respect allow crop death (it should not kill if the flag is not set now) v1.3alpha29 - moved to PyTK - thanks to ChefRude's new neight icons, we now have night icons! - refined the mod's definition of night to be TrulyDarkTime - made the stamina drain mesages more descriptive to the reason induced - fixed some weather status icons to properly appear Requirements: * SMAPI 2.3+ (https://smapi.io) * PyTK 0.6.7 (https://rd.nexusmods.com/stardewvalley/mods/1726)
I'd love to test this new version, but sadly PyTK doesn't like Linux. I've already followed the steps to have SMAPI use my system's mono, but instead of huge framerate drops it now just errors and fails. :-/
Should be fixed in 0.7.0. Or at least I could recreate the Error on my MacBook and the new Version is now working as intended. (Regular SDV Mono, haven't tested System Mono, but should be fine)
First beta! Changelog: v1.3beta1 - merged in the solar eclipse mod. - text fixes - added in weather popup - solar eclipse will now only trigger on full moons and will prohibit fog formation. (It has an explicit on/off switch to turn it off) - updated manifest to require PyTK to prevent any issues with it not loading before this mod. If this has no major issues, I'll push it as a full 1.3 version in a week.
Hello, just thought I'd drop in to say that I've maybe found a bug. The reason for the maybe is that I have a lot of mods installed, so it might just be one of the mods not playing nicely with your mod or something to that extent. From the testing I did, the bug disappears when your mod is removed (The newest beta release of it that is, the one that was released today.), and the 1.2 version of the mod does not contain this bug. It's just a visual bug from what I've seen. What's happening is just that the normal cursor is still being rendered when only the hand cursor should be rendered (The cursor that pops up when you hover over objects that can be interacted with.), and it ends up mostly obscuring the hand cursor. Like I mentioned at the start, this might just be some of my other mods not playing nicely with yours, but seeing as there's no error logs in the console, and the 1.2 version works fine. I thought I'd at least let you know, just in case.
AdvancedLocationLoader AutoGate Automate BasicSprinklerImproved BetterQuarry BetterRanching BillboardAnywhere BirthdayMail BuildEndurance BuildHealth ChildrenLikeParent CJBCheatsMenu CJBItemSpawner ClimatesOfFerngill ConsoleCommands CookingSkill CustomFarmingRedux CustomFarmTypes DailyQuestAnywhere DailyTasksReport DataMaps EntoaroxFramework ExperienceBars ExtendedMinecart FastAnimations FishingOverhaul ForageAtTheFarm GetDressed HappyBirthday HealthBars ImprovedMill JsonAssets LevelExtender LookupAnything LuckSkill MiningAtTheFarm MoreWeapons NPCMapLocations PartOfTheCommunity PelicanFiber PersistentGameOptions Portraiture PyTK ScytheHarvesting SeasonalImmersion SeasonalItems SelfServiceShop SkillPrestige SkillPrestigeCookingAdapter SkullCaveSaver SpaceCore TimeSpeed ToDoMod TractorMod UIInfoSuite WitchPrincess XnbLoader I have 57 mods installed, which is quite a chunk, so that's the reason why I initially said that it might be some of the other mods not playing nicely. But I'm not 100% sure if that's the case, seeing as v1.2 works fine. Unless you've made some major rewrites from 1.2 to 1.3, which would somehow clash with another mod(?). One thing I noticed is that the hand cursor is shown by itself for a second or two once you load into a save, but after that the normal cursor is rendered on top of it. So it seems like it's at least some mod that's forcing it to be rendered on top, without disposing of the one under it first.
That would be mine, actually. In order to preserve the cursor when it goes over the icon, it redraws it. (Which is part of the 1.2 -> 1.3 changes required for custom icons.) My guess is that it's fighting with UIInfoSuite there. I'll follow up with a test run later. Edit: You can't actually dispose the old one. The game doesn't really work that way. I might have to accept that you won't have a cursor when going over the icon..
v1.3beta 3 - this should force the text fix to appear. - some code cleanup, including removing the asset editing section of the code. - fixes the sprite drawn during spring wind
Just a tiny remark/suggestion. Is it possible to display the weather report (hotkey Z) over the fog like other menu items?
You know how you thought you'd find all of this in your personal testing? Anyway. v1.3beta5 - fog text fixes. Evening fog will properly display, and the duplication of fog display info is removed
Two in one day. >< v1.3beta6 - ISDVWeather now implements a EndWeather - Console commands can now arbitarily trigger blizzards - Fog code cleaned up to remove old code - Sprites cleaned up to remove old sprite code. - Festival text fixes
OK, baring more errors popping up in testing, this is the final beta pre-release. v1.3beta8 - updated descriptors for (sunny, at night) - updated evening fog descriptor to not show the fog beginning once started - added special descriptors for the easter egg. - some differnation done on current descriptors - fixed some issues lingering with fog lines not spacing correctly - refined some of the text to read more cleanly - added conversion chance for snow in spring if it's cold enough (50%) v1.3beta7 - Updated the console command code to be more.. proper. - Added a easter egg blizzard mode.
Koihime Nakamura updated Climates of Ferngill with a new update entry: Updated to 1.3 Read the rest of this update entry...