Hi! If you're looking for assistance with this mod, I need a smapi.io/log to help debug.
(also if you could run a harmony_summary in console before sending the log that'd be much appreciated! Just type those words into SMAPI's console and hit enter.)
I think the only English is in the GMCM menu, I don't think you'll see any random English in game because there was enough translations in the game already for that.
I could try doing French myself, in my terrible "took-French-to-fill-in-the-university-requirement" French, but it wouldn't be...good.
Thank you for work that went into this amazing mod! The time saved from not needing to save scum/burn through prismatic shards is great, really should be part of the vanilla game.
Since this mod already pokes at the enchanting logic, have you possibly considered implementing methods for increasing the allowable enchants on a weapon/tool? Something ala 'Many Enchantments', but configurable?
Hi! Thanks for the suggestion, but I won't be implementing that because
1. I didn't want this mod to change the actual balance of vanilla. It's still what you can do in vanilla with predictor tools/save scumming. 2. I don't have time for further development of anything at the moment. Trust me, I have mods that are 90% done that I haven't released because I haven't the time to polish them.
Hi, i want to ask when playing local coop with my friend, how can player 2 choose enchantment with controller because it seem like when using the controller, i can't select the arrow to change my enchantment
It's basically not possible, honestly. I looked into how I would need to hack into the menu to make the arrows targetable by controllers and....it'd be a total mess.
I'm looking into seeing if I can make those buttons just use, say, the shoulder buttons. Do you have an opinion of what buttons are good for something like that?
Any chance you could look into compatibility with MARGO and all of its new forge mechanics? I haven't tried the two of them together but I imagine there might be some issues if I did. Thanks!!
Haven't tried it, I'm unlikely to do so soon (the WoL -> MARGO upgrade is...daunting, and I'm preparing a set of mod updates that should happen in the next two or so weeks), but most of my mods are designed to fail fast if there are issues. However, I suspect it'll be fine - I know quite a few people who use both this one and MARGO, and so far no one has told me about any issues. This mod has worked with basically every other mod that affects enchantments, for example, including mod-added enchantments. (The only thing is I'll probably not have descriptions for mod-added enchantments.)
As a general rule, I do not have time to look into compatibility with every mod, and I generally go for a fail-fast design that will just prevent the mod from doing anything and produce useful red errors in a log if there's a compat issue.
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(also if you could run a harmony_summary in console before sending the log that'd be much appreciated! Just type those words into SMAPI's console and hit enter.)
Vortex semi-frequently mis-deploys mods!
I could try doing French myself, in my terrible "took-French-to-fill-in-the-university-requirement" French, but it wouldn't be...good.
Since this mod already pokes at the enchanting logic, have you possibly considered implementing methods for increasing the allowable enchants on a weapon/tool? Something ala 'Many Enchantments', but configurable?
1. I didn't want this mod to change the actual balance of vanilla. It's still what you can do in vanilla with predictor tools/save scumming.
2. I don't have time for further development of anything at the moment. Trust me, I have mods that are 90% done that I haven't released because I haven't the time to polish them.
You can always try the mod-ideas github.
(I don't own a controller)
As a general rule, I do not have time to look into compatibility with every mod, and I generally go for a fail-fast design that will just prevent the mod from doing anything and produce useful red errors in a log if there's a compat issue.