Nishtra submitted a new mod: Did You Water Your Crops? - See at a glance if you have already watered a crop. Read more about this mod...
Nishtra updated Did You Water Your Crops? with a new update entry: Did You Water Your Crops? 1.2.1 Read the rest of this update entry...
No, by default it isn't. If you use it with any mods that modify crops.xnb without creating a tilesheet with dry new plants, it will work, but will affect only vanilla crops. That being said, it isn't hard to create a compatible tilesheet, and if requested (and with mod authors' permission), maybe I can do it.
Nishtra updated Did You Water Your Crops? with a new update entry: [SMAPI] Did You Water Your Crops? Read the rest of this update entry...
Would that work with stuff like CustomCrops (https://rd.nexusmods.com/stardewvalley/mods/1592?tab=posts) ?
With the latest version it should. Though the mod created sprites don't look quite as good, since they are just desaturated and darkened version of the originals, but I couldn't do more with the code.
I encountered a hilarious bug with your mod. Video of it: https://koihimenakamura.tinytake.com/sf/MjE2MzcwNF82NzM4MTYw Relevant snippet from the log: [20:17:01 ERROR SMAPI] An error occured in the base update loop: System.NullReferenceException: Object reference not set to an instance of an object. at DidYouWaterYourCrops.PatchPerformToolAction.Postfix(HoeDirt __instance, Tool t, Vector2 tileLocation) at performToolAction_Patch1(Object t, Tool damage, Int32 tileLocation, Vector2 location, GameLocation ) at StardewValley.GameLocation.explode(Vector2 tileLocation, Int32 radius, Farmer who) at StardewValley.TemporaryAnimatedSprite.update(GameTime time) at StardewValley.GameLocation.updateEvenIfFarmerIsntHere(GameTime time, Boolean ignoreWasUpdatedFlush) at StardewValley.Locations.BuildableGameLocation.updateEvenIfFarmerIsntHere(GameTime time, Boolean skipWasUpdatedFlush) at StardewValley.Farm.updateEvenIfFarmerIsntHere(GameTime time, Boolean skipWasUpdatedFlush) at StardewValley.Game1.UpdateLocations(GameTime time) at StardewValley.Game1.Update(GameTime gameTime) at StardewModdingAPI.Framework.SGame.Update(GameTime gameTime) in C:\source\_Stardew\SMAPI\src\SMAPI\Framework\SGame.cs:line 550 [20:17:01 ERROR SMAPI] An error occured in the base update loop: System.NullReferenceException: Object reference not set to an instance of an object. at DidYouWaterYourCrops.PatchPerformToolAction.Postfix(HoeDirt __instance, Tool t, Vector2 tileLocation) at performToolAction_Patch1(Object t, Tool damage, Int32 tileLocation, Vector2 location, GameLocation ) at StardewValley.GameLocation.explode(Vector2 tileLocation, Int32 radius, Farmer who) at StardewValley.TemporaryAnimatedSprite.update(GameTime time) at StardewValley.GameLocation.updateEvenIfFarmerIsntHere(GameTime time, Boolean ignoreWasUpdatedFlush) at StardewValley.Locations.BuildableGameLocation.updateEvenIfFarmerIsntHere(GameTime time, Boolean skipWasUpdatedFlush) at StardewValley.Farm.updateEvenIfFarmerIsntHere(GameTime time, Boolean skipWasUpdatedFlush) at StardewValley.Game1.UpdateLocations(GameTime time) at StardewValley.Game1.Update(GameTime gameTime) at StardewModdingAPI.Framework.SGame.Update(GameTime gameTime) in C:\source\_Stardew\SMAPI\src\SMAPI\Framework\SGame.cs:line 550
1. Start placing bombs on the farm 2. Make sure the bomb would affect a 'hoed' area of the farm That's really it I was bombing (as the video shows) the lower right area to clear it a bit and got that.
Nishtra updated Did You Water Your Crops? with a new update entry: Did You Water Your Crops? 1.3.2 Read the rest of this update entry...
.. so there's another issue. I was experimenting with CustomCrops, some. The id was 77, but when I tried planting it gave me: Either water or dried it seems to override whatever CustomCrops is doing. Another example was rose, which just remained a seed
After checking how CustomCrops handles adding new sprites I can say that this issue is less a bug, and more compatibility problems. CustomCrops doesn't replace crops tilesheet xnb file, but instead injects new sprites with SMAPI. And to further complicate things it runs after DYWYC creates new tilesheet, which results in the game trying to load crops' sprites from the completely wrong tilesheet. I'll try to fix it, but I'm not sure if my idea will work.
Ah. Someone in the modding chat pointed out you can set CC as an optional dependency. That way you can poll the asset and be sure CustomCrops has ran.
Nishtra updated Did You Water Your Crops? with a new update entry: Did You Water Your Crops? (Custom Crops compatibility fix) Read the rest of this update entry...