When you change the UI scale, the layers may 'float' above the world and no longer be aligned with the tile grid. Something changed in Stardew Valley 1.6 that we haven't tracked down yet. For now, you can avoid the issue by either (a) setting UI scale to 100%, or (b) setting the zoom level to any value except 100%.
Is there a way to Set/Change the default layer when you first open the overlay? 99% of the time when I open the data layer, I just want to see if my crops are watered lol
Hi! There's no option for that, but reopening Data Layers in the same session will show the same layer you had open last time.
Two things you can do in config.json instead:
You can disable layers you never use, so it's faster to find the ones you do in-game.
You can set a shortcut key to show a layer. For example, if you set "ShortcutKey": "D1" for that layer, you can press F2 and then 1 to instantly show that layer.
The upcoming Data Layers 1.17.0 also adds support for Generic Mod Config Menu, so you can change those options in-game:
once the dust settles --- betterbeehouses can change the range of the bee house's flower. any chance this would also? or if it was easier add a layer that shows from the flower how far a bee house could be put? (this second would be much appreciated since i overlap my bee houses so much for 1 flower)
Hopefully there will be a more pronounced color contrast, as I have some color weaknesses that make it difficult to distinguish between the two commonly used functions: harvesting and watering
Hi! You can customize the color scheme by editing the assets/colors.json file. If you're interested, I'm also open to adding more color schemes (e.g. 'high contrast') if you want to suggest some colors that work well.
Love this mod, it's so helpful! Would it be possible to add a data layer for "safe" spots to place objects outside the farm? Wickedy pinlished maps updated for 1.6 at https://wckdy.com/stardew-valley-villager-paths/
Hi! It's on my list of ideas for future versions, but I don't know if it's feasible. The maps you see online were created by placing items everywhere and seeing which ones are destroyed. They don't account for game updates, custom NPCs/locations/schedules, random things like trees or bushes that can reroute NPCs, etc. Data Layers would need to somehow figure out the paths programmatically in an efficient way instead.
I have noticed that when changing the sprinkler range using the Better Sprinklers Plus (1.6) mod the new range is no longer displayed, these mods were working nicely together before the 1.6 update, maybe it could be possible to restore this feature ?
Hi! Data Layers automatically works with any mod which changes the sprinkler's GetSprinklerTiles() method. The method was added in Stardew Valley 1.5 over three years ago, so I suggest asking the mod author to update their code instead. That way it'll work with other mods too, not just Data Layers.
223 comments
Something changed in Stardew Valley 1.6 that we haven't tracked down yet. For now, you can avoid the issue by either (a) setting UI scale to 100%, or (b) setting the zoom level to any value except 100%.
Two things you can do in config.json instead:
The upcoming Data Layers 1.17.0 also adds support for Generic Mod Config Menu, so you can change those options in-game:
For bee house overlapping, you can point at (or hold) a bee house to highlight its specific range in blue:
https://wckdy.com/stardew-valley-villager-paths/
I have noticed that when changing the sprinkler range using the Better Sprinklers Plus (1.6) mod the new range is no longer displayed, these mods were working nicely together before the 1.6 update, maybe it could be possible to restore this feature ?
Thanks in advance!
Thanks for making this great module. XD