@WoosterUK: Can you try this build and see what happens? As a note: you can delete the TwilightCore.dll file in the folder now. (You'll note it's not in the .zip file)
Well, that works! It's still spitting out what look like similar errors into the terminal session, but I successfully saw the weather forecast this time. Code: [SMAPI] A mod failed handling the TimeEvents.AfterDayStarted event: System.NullReferenceException: Object reference not set to an instance of an object at ClimatesOfFerngillRebuild.ClimatesOfFerngill.UpdateWeatherOnNewDay () <0x42422b70 + 0x000ca> in <filename unknown>:0 at ClimatesOfFerngillRebuild.ClimatesOfFerngill.HandleNewDay (System.Object sender, System.EventArgs e) <0x424c9360 + 0x00053> in <filename unknown>:0 at StardewModdingAPI.Framework.InternalExtensions.SafelyRaisePlainEvent (IMonitor monitor, System.String name, IEnumerable`1 handlers, System.Object sender, System.EventArgs args) <0x4217ce40 + 0x001bc> in <filename unknown>:0 [SMAPI] A mod failed handling the MenuEvents.MenuChanged event: System.NullReferenceException: Object reference not set to an instance of an object at ClimatesOfFerngillRebuild.ClimatesOfFerngill.MenuEvents_MenuChanged (System.Object sender, StardewModdingAPI.Events.EventArgsClickableMenuChanged e) <0x4227eaa0 + 0x000bb> in <filename unknown>:0 at StardewModdingAPI.Framework.InternalExtensions.SafelyRaiseGenericEvent[TEventArgs] (IMonitor monitor, System.String name, IEnumerable`1 handlers, System.Object sender, StardewModdingAPI.Framework.TEventArgs args) <0x4227ab00 + 0x000db> in <filename unknown>:0 [SMAPI] A mod failed handling the MenuEvents.MenuChanged event: System.NullReferenceException: Object reference not set to an instance of an object at ClimatesOfFerngillRebuild.ClimatesOfFerngill.MenuEvents_MenuChanged (System.Object sender, StardewModdingAPI.Events.EventArgsClickableMenuChanged e) <0x4227eaa0 + 0x000bb> in <filename unknown>:0 at StardewModdingAPI.Framework.InternalExtensions.SafelyRaiseGenericEvent[TEventArgs] (IMonitor monitor, System.String name, IEnumerable`1 handlers, System.Object sender, StardewModdingAPI.Framework.TEventArgs args) <0x4227ab00 + 0x000db> in <filename unknown>:0 [SMAPI] A mod failed handling the MenuEvents.MenuChanged event: System.NullReferenceException: Object reference not set to an instance of an object at ClimatesOfFerngillRebuild.ClimatesOfFerngill.MenuEvents_MenuChanged (System.Object sender, StardewModdingAPI.Events.EventArgsClickableMenuChanged e) <0x4227eaa0 + 0x000bb> in <filename unknown>:0 at StardewModdingAPI.Framework.InternalExtensions.SafelyRaiseGenericEvent[TEventArgs] (IMonitor monitor, System.String name, IEnumerable`1 handlers, System.Object sender, StardewModdingAPI.Framework.TEventArgs args) <0x4227ab00 + 0x000db> in <filename unknown>:0
Try 3. This should trace down the error. Failing that, at least it should terminate the mod if it's being dumb.
Yep. Well, data/weather, but I just tried with capitals and it doesn't work either. I unpacked the .zip exactly as supplied and have arid, dry, enhanced, monsoon, normal and wet all in data/weather/[name].json.
Yeah, that turns to out to be it, I'm betting. I'll have a recompiled build up tonight, and that should resolve your issue. If it is, then we're probably at final release for testing!
Looking good! https://pastebin.com/Nd0uHXuN The weather report looks different from the base game as well, so I'm guessing it is working now. Thanks!
Yes! I hadn't taken my character outside when I did the test, but I just have. Much misty, so rain, wow!
Patch 4 for November 1st. I meant to get this out a few days ago, but my home lost internet. Good thing, as there are a few patch note changes I triangulated last night that would have been left out. (Patch 3 was the above build minus a few things) Changelog: v1.1.12p4 - the hud overdraw code is now disabled on festival days - the hud overdraw code that was unneccesary was removed - it should properly not darken on inventory menu (and others, by using the right event) - error fixed on normal and enhanced climates during the second week of spring - corrected an incorrect filter causing wind to never be v1.1.12p3 - Text tweaks to make it flow properly - The TV and popup will have some lines about fog now - The popup will scroll. - The probability of dark fog will be lowered to 8.75% and configurable in the settings option. It will also now default to having day 1 not having dark fog (probably hard coded to prevent option bloat) - Cleaned up some of the code, removed some debug spam - Rain Totems override chance isn't just the first one now, although that means if you get it to set a Storm totem, the next use might override it.. - fixed issue where festival name would never appear in the popup, and the wrong text was called for the TV. - fixed issue where summer drylightning tried to call for thundersnow (!) - added fog icons to the weather hud, as well as a blizzard one - the window will be dark while it is foggy outside - fixed a path display error in Linux - fixed the path being capitlization inspecific - the mouse will draw over the icon again, and the weather icon darkens properly when menus draw. - No longer darkens for dialogue when it shouldn't. - fixed fog and snow drawing over hud code.
Patch 5 is now in testing. It replaces the stamina system with something a bit more simpler, but I need to do testing on a save for it.
RC 1 (Patch 5) now up Draft of the Stamina Writeup: Very Important: Read this before you alter StaminaDrain in the config! Rather than a fixed penalty for certain conditions, this now calculates a multiplier based on the conditions prevailing. Every ten minutes, the mod checks to see if you've been outside for a certain percentage of the last 10 minutes. By default, it's set to 65%. (This percentage is calculated by counting the ticks you've been outside and the total number in the span to account for time change mods). Then, it generates a random number and tests it against a chance to get sick. By default, this is 70%. In addition, this must be during certain weather conditions: Temperature: Frost or Heatwave (as defined in the config file, see the readme for more information) Weathers: Lightning Special Weathers: Thundersnow, Blizzard (NB: While you incur a stamina penalty for being sick in fog, it deliberately does not trigger this.) The penalties are cumulative - that is, they add up to the final multiplier. Lightning : +100% ( 1) Thundersnow: +100% (1) Thundersnow (nighttime): +50% (.5) Foggy: +50% (.5) Foggy (nightime) +25% (.25) Blizzard: +125% (1.25) Blizzard (nighttime) +50% (.5) Frost (nightime): +125% (1.25)* (during the winter this isn't triggered.) Heatwave (daytime): +125% (1.25) The calculated number is then rounded down. For example, therefore, if you're outduring a storm, with the base of 2, you only take a stamina penalty of 2. But if it's also a heatwave, your penatly is now (+1+1.25)=*2.25 or 4.5. So a penalty of 4. If you're out in a blizzard during the day, it's *1.25 or 2.5 rounded down to 2. If you're out in that blizzard at night, another .5 (1.25+.5) is added making it 1.75 or 3.5 rounded down to 3. (This does mean a foggy blizzard at night is (+.5+.25+1.25+.5 or *2.25), and if you somehow get this in fall, would be *3.5) Changelog: v1.2rc1 - overhauled stamina system to correct an odd error. See writeup for more details. - updated the console command to actually update the internal tracker. :v - possiblity of all day fog (.1%) added to fog time