Can you speed up the animation speed of obtaining the treasure chest? The lengthy animation of looting treasure chests in the skeleton mine is maddening
Can this be used to simulate animation canceling for tools? I'm not looking to use tools quicker than that, but it'd be nice if it sped them up to be comparable to that and not have to deal with autohotkey scripts and what not.
Yes, but what should I set it to in order to simulate animation canceling? Also as far as I know it effects the fishing rod, which you can't speed up with animation canceling.
Nope, you can't simulate animation cancelling with this mod since it's really about playing the entire animation faster. You can change 'tool swing speed' and 'weapon swing speed' to approximate the speed of animation cancelling, but it'll also affect tools/weapons that don't support animation cancelling like you said.
If you're looking for the specific values to set, you can use Generic Mod Config Menu to change the swing speed in-game and see which value seems right to you.
It might work, but I wouldn't recommend it. There are changes in Stardew Valley 1.6.4–1.6.5 which affect mods, so it's much safer to use the latest version of both the game and mods.
It should work with SMAPI 4.0.6 in theory, but probably not Stardew Valley 1.6.3. I suggest keeping your mods as-is until you're able to update Stardew Valley and SMAPI to the latest versions.
Thanks! I heavily use the hammer spam method but it works best if the special attack lasts a bit longer. So I want the special attack to last normally but the swing to be fast and I can't do that with just the weapon speed!
hello i keep receiving this error in smapi whenever me and my wife chop trees, not really sure what it means figured i'd just let you know, it happens whenever she chops trees, it doesn't matter if im just standing still or not
[Fast Animations] This mod failed in the GameLoop.UpdateTicked event. Technical details: NullReferenceException: Object reference not set to an instance of an object. at StardewValley.TerrainFeatures.Tree.tickUpdate(GameTime time) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\TerrainFeatures\Tree.cs:line 463 at Pathoschild.Stardew.FastAnimations.Handlers.TreeFallingHandler.<>c__DisplayClass4_1.<Update>b__0() in E:\source\_Stardew\Mods.Pathoschild\FastAnimations\Handlers\TreeFallingHandler.cs:line 73 at Pathoschild.Stardew.FastAnimations.Handlers.TreeFallingHandler.Update(Int32 playerAnimationID) in E:\source\_Stardew\Mods.Pathoschild\FastAnimations\Handlers\TreeFallingHandler.cs:line 73 at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
[Fast Animations] This mod failed in the GameLoop.UpdateTicked event. Technical details: NullReferenceException: Object reference not set to an instance of an object. at StardewValley.TerrainFeatures.Tree.IsLeafy() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\TerrainFeatures\Tree.cs:line 966 at StardewValley.TerrainFeatures.Tree.tickUpdate(GameTime time) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\TerrainFeatures\Tree.cs:line 455 at Pathoschild.Stardew.FastAnimations.Handlers.TreeFallingHandler.<>c__DisplayClass4_1.<Update>b__0() in E:\source\_Stardew\Mods.Pathoschild\FastAnimations\Handlers\TreeFallingHandler.cs:line 73 at Pathoschild.Stardew.FastAnimations.Handlers.TreeFallingHandler.Update(Int32 playerAnimationID) in E:\source\_Stardew\Mods.Pathoschild\FastAnimations\Handlers\TreeFallingHandler.cs:line 73 at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
I added a potential fix in the upcoming Fast Animations 1.11.10. If you come ping me with @pathoschild in #modded-game-support on the Stardew Valley Discord, I can send you a preview version to make sure it's fixed for you. Thanks for reporting it!
there seems to be a compatibility problem opening treasures chests with the mod "auto fishing 2.0". the treasure chest automatically opens up and then the character seems to auto cast the rod making another fish pop up all of a sudden and after that minigame is finished it doesn't matter if you catch the fish or not, the character will be stuck in a casting rod animation
hello it doesn't happen anymore with fishing animation speed 1, thank you! i think the problem has to do with auto fishing 2.0 itself, i notified the creator of that mod but haven't received a reply yet unfortunately
301 comments
The lengthy animation of looting treasure chests in the skeleton mine is maddening
If you're looking for the specific values to set, you can use Generic Mod Config Menu to change the swing speed in-game and see which value seems right to you.
It looks very slow When you have many Prize tickets.
I'm sorry to bother you
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I heavily use the hammer spam method but it works best if the special attack lasts a bit longer. So I want the special attack to last normally but the swing to be fast and I can't do that with just the weapon speed!
[Fast Animations] This mod failed in the GameLoop.UpdateTicked event. Technical details:
NullReferenceException: Object reference not set to an instance of an object.
at StardewValley.TerrainFeatures.Tree.tickUpdate(GameTime time) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\TerrainFeatures\Tree.cs:line 463
at Pathoschild.Stardew.FastAnimations.Handlers.TreeFallingHandler.<>c__DisplayClass4_1.<Update>b__0() in E:\source\_Stardew\Mods.Pathoschild\FastAnimations\Handlers\TreeFallingHandler.cs:line 73
at Pathoschild.Stardew.FastAnimations.Handlers.TreeFallingHandler.Update(Int32 playerAnimationID) in E:\source\_Stardew\Mods.Pathoschild\FastAnimations\Handlers\TreeFallingHandler.cs:line 73
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
[Fast Animations] This mod failed in the GameLoop.UpdateTicked event. Technical details:
NullReferenceException: Object reference not set to an instance of an object.
at StardewValley.TerrainFeatures.Tree.IsLeafy() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\TerrainFeatures\Tree.cs:line 966
at StardewValley.TerrainFeatures.Tree.tickUpdate(GameTime time) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\TerrainFeatures\Tree.cs:line 455
at Pathoschild.Stardew.FastAnimations.Handlers.TreeFallingHandler.<>c__DisplayClass4_1.<Update>b__0() in E:\source\_Stardew\Mods.Pathoschild\FastAnimations\Handlers\TreeFallingHandler.cs:line 73
at Pathoschild.Stardew.FastAnimations.Handlers.TreeFallingHandler.Update(Int32 playerAnimationID) in E:\source\_Stardew\Mods.Pathoschild\FastAnimations\Handlers\TreeFallingHandler.cs:line 73
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101