WHAT IS DIFFERENT FROM COMPLETE PRODUCTION?
All crops and trees are present as well as all NPCs. Most machines and the vast majority of Artisan Goods are not included in this version, nor are forageable items. NPC dialogue and mail may reference machines and artisan goods not available in this slimmed down version of the mod, just view them as world-building dialogue.
TOPICS:
CURRENTLY KNOWN ERRORS
DEPENDENCIES
COMPATIBILITY
TROUBLESHOOTING/ FAQs
SUPPORT MODS
UPDATING FROM RAFFADAX TEAS & TREES
FUTURE UPDATES
CURRENTLY KNOWN ERRORS: (These will be fixed in a future update)
- None
DEPENDENCIES:
- Please see the "Requirements" section on the mod's Description page. Items which are required to run the mod are labeled as "REQUIRED" (please also note any dependencies of dependencies).
COMPATIBILITY:
- This mod has a lot of crops and artisan goods which appear in other mods. Coding is written into this mod to disable any redundant items that have been found, this has been in testing on Nexus for months, and most or all redundancies should be found.
COMPATIBILITY WITH OTHER MODS:
- All fruit, vegetable and flower crops are coded as fruits, vegetables and flowers, and will work with any universal machine coded to those types.
- Herbs, Nuts and Spices are listed as "Greens". Mushrooms are coded as "Forage".
- Machines added by this mod CURRENTLY ONLY WORK WITH CROPS ADDED BY THIS MOD (and vanilla game items...and crops which replace items added by this mod). In a future iteration of this mod, machines will have universal compatibility.
NON-COMPATIBLE MODS:
- Many DGA crop mods will not work if we have similar items, but their PPJA variants should. You can search delete redundant items from one mod or the other to allow compatibility.
- Any mod that clears items from the Quarry, such as the "Clean Quarry" mod.
COMPATIBILITY WITH MY OWN MODS:
- Anything listed on the optional files page is compatible with the main mod file and require no additional dependencies.
- Raffadax Complete Production is Non-compatible, this is just pieces of that mod.
HOW REDUNDANT CROPS WORK - EXAMPLES -
- Items which exist in other mods but are not crops or tree produce, such as Spruce Tips, will propagate the assets from the other mod onto the Raffadax Spruce Tree if both mods are installed.
- Crops that are fully redundant from other mods, such as Pecan, will show up in the shops dictated by the mod they are from, AS WELL AS in an NPC shop in my mod. The tree and produce will be from the other mod, but will work in my machines.
- Crops which may appear as trees in other mods or vice versa / If there is more than one crop that produces the same item due to multi-yield crop / If there is a tree and a crop which produce the same item. In all of these instances, it is likely that the redundant crop produce is being removed from my mod, but my mod has an alternate crop form (a tree, trellace, crop or multi-yield drop).
- Example: Kiwi in my mod is a trellace (tree), but in other mods it is a crop. If you have both mods, my Kiwi fruit will be omitted from the mod and the Kiwi fruit from the other mod will grow on both the trellace and the crop. Kiwi Seeds will be sold wherever the other mod designates. Kiwi Starter will be sold by one of my vendors. Both versions of Kiwi will work for all artisan production, but only one will load in if both mods are detected by SMAPI.
- Similar crops with different names will not work the same. "Fragrant Lavender" from another mod will not function the same way "Lavender" functions in my mod.
- Crops which have the exact same name but are different.
- Bearberry - Existed canonically in my mod as an enchanted crop before being added by another mod. In order to retain enchanted description and properties, and to prevent the production of enchanted artisan goods from mundane crops, I changed the way SMAPI recognizes this object, though spelling will appear the same in game.
- Golden Gauliflower / Golden Cauliflower Seeds (Also Golden Pumpkin Seeds): Similar to the reason for Bearberry, except my mod added these items after the existence of Golden Crops. It is done for the same reason; so a real world crop does not produce a divine or enchanted item, although the roles are reversed.
TROUBLESHOOTING EXPECTED ISSUES / FAQs:
- "I can't find all of the machine recipes, and I am already past the level threshold."
- Use CJB Cheats Menu (or a similar mod) to knock your farming level below 2, sleep for a night, reset level to normal, sleep for another night.
- "There are strange items as forage / in trees / on crops."
- This is caused by JSON Shuffle. Once you pick the items (or once forage expires), things should appear normally.
- "What is a JSON Shuffle?"
- When you add any mod that adds items or crops, you risk a JSON shuffle, in which all item IDs get switched. Things like items on signs, items growing on trees and crops, forage spawn items; they become bizarre because the internal "index" is offset. Things will go back to normal once crops are harvested and all forage is picked up or despawns.
- It's temporary, but can also affect items in inventory and chests, which is why a precaution is advised:
- Sell or process any unneeded items.
- Screenshot any chests with valuable items inside.
- Use CJB Item Spawner to cheat items back into the game which are lost, and discard any bizarre items.
- "I can't open shops while using a controller on PC."
- This can be caused when the mouse is hovering over the wrong item. You can move the cursor (usually with the R joystick) and it should work. You may need to hover over the shop tile with the cursor (a hand will appear). This only affects new shop tiles; so the 7 vendors, the Valkyrie statue, and the Joja machine at Gus's Saloon.
- "The price of the crop doesn't match the artisan goods / the wording is contradictory / the bonuses do not match".
- Make sure said item is not being replaced by another mod's assets. Artisan goods are built for metrics given to my iterations of crops.
- "A vanilla game asset seems different."
- It is probably something dropped by Multi-Yield, or an item which has been given additional uses.
- Seeds which are not in packets (think sunflower seeds), often have dual uses as spices or artisan good components.
- "Why doesn't this crop work in your machine?"
- My machines are only currently coded to work with my crops and the crops that appear innately in the game (or if an item is replaced, such as PPJA replacing my "Pear" object).
- "Some of these items / weapons are way overpowered..."
- All of my weapons are end of game, so they're either severely overpowered or a gimmick (like a trickster god's weapon, which deals between 1 - 999 damage), they're hard to get and intended to game break, with an option of which weapon you want to game break with.
- They are primarily real world mythological items and weapons which are overpowered, and they are described as being crafted by literal deities. If you don't want to use them, just throw them in a collection chest or put them on display on a table.
SUPPORT MODS:
Getting Automate to work with my machines:
Automate does work with this mod, it just requires a secondary mod to marry the two ( FOUND HERE ).
If you use Better Mixed Seeds:
You may want to use the config file for that mod to deactivate high value crops from seed rotation, especially:
- Fern Flower
- Golden Pumpkin Plant
- Mandragora Plant
- Treasure Plant
- Possibly the Mythic Mushrooms
Load the game with the mod installed, open the Config File, search those plants, and toggle them to "false".
- You will want to do this for all four seasons to prevent them from popping up on Ginger Island.
Recommended Size Expansion & Support Mods:
- Pookachu's Seasonal Greenhouse - Large, pretty Greenhouse with a Raffadax V1 variant
- Pookachu's Insane Greenhouse - Even larger Greenhouse. (Only download one greenhouse).
- Greenhouse Sprinklers - Robin sells a sprinkler system for the greenhouse to auto-water crops.
- Giga Farm - Giant Farm with extra space.
- Bigger Backpack - Pierre sells a larger backpack with a fourth row of space.
- Ferngill Revenue Service - Adds configurable and adjusting taxes and bills, which can offset massive cash influxes after divine crops are planted.
- Take it Slow - Adjusts the release of certain expensive crops beyond the parameters I already have set, this is configurable for player preference. This is recommended for players who want a prolonged playthrough experience.
FUTURE UPDATE PLANS:
- Additional Mythic Trees (yes, more trees).
- Additional dialogue, possible scenes for NPCS.
- Addition of things which will better integrate the mod, such as adding request board requests.
- Better integration with other major mods.
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