i've no experience with making stardew mods, but i'm confused by the weeklywipe using modbalanceconfig, idk where that config is placed? just asking cause idk if its true or false by default and it'd be inconvenient for sure for someone playing to lose a bunch of progress from having it on by accident
Thanks for this, I'm having a lot of fun! I've been kinda going through the motions in early stardew lately, so having a new challenge has livened things up! I just reached the mines though and it seems like once I get to floor five, all elevator floors are unlocked. I'm assuming that wasn't intentional? Very relieved to see that bought tiles in the mines stay that way, though.
Thanks, this looks like a great mod and a fun challenge! Curious about the mines - I assume if you unlock the tiles once they stay unlocked, even when the mines resets? Also curious about how festivals will work - if I manage to unlock my egg hunt route before the festival, will it be possible to do the run? Gonna download and try the mod anyway, just wanted to plan my strategy beforehand. Thanks again!
Edit: I'm also wondering if the unreachable tiles (like the ones behind cliffs, etc.) can be removed so you get a nice, shiny feeling when unlocking everything, or should I just try scything out of bounds and buying them myself?
As someone that has had a long history of playing Runescape and OSRS, and periodically watches "Tileman mode" type content on youtube. This looks like a fantastic implementation of exactly that concept into stardew. I just started a new ultra-modded playthrough with my GF, but perhaps when we're done with that we'd try this for some advanced resource management.
Also, any testing done for multiplayer? Is it stable and does it sync tiles without problems?
As for Multiplayer... I haven't done any testing so far, and with this being my first mod it will probably take a while. If there's lots of demand, I may dive in, but for now, I'll be slowly but surely making singleplayer robust.
I really love this mod. I watched Runescape Tileman Challenges and I was very happy to see that there is a mode in SDV for it. I have this error: This mod failed in the GameLoop.SaveLoaded event. Technical details: DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\Tileman\jsons\Grandpa_339713319'. at System.IO.Enumeration.FileSystemEnumerator`1.CreateDirectoryHandle(String path, Boolean ignoreNotFound) at System.IO.Enumeration.FileSystemEnumerator`1.Init() at System.IO.Enumeration.FileSystemEnumerator`1..ctor(String directory, Boolean isNormalized, EnumerationOptions options) at System.IO.Enumeration.FileSystemEnumerable`1..ctor(String directory, FindTransform transform, EnumerationOptions options, Boolean isNormalized) at System.IO.Enumeration.FileSystemEnumerableFactory.FileInfos(String directory, String expression, EnumerationOptions options, Boolean isNormalized) at System.IO.DirectoryInfo.InternalEnumerateInfos(String path, String searchPattern, SearchTarget searchTarget, EnumerationOptions options) at System.IO.DirectoryInfo.GetFiles(String searchPattern, EnumerationOptions enumerationOptions) at System.IO.DirectoryInfo.GetFiles() at Tileman.ModEntry.LoadModData(Object sender, SaveLoadedEventArgs e) in C:\Users\taylo\source\repos\Tileman\Tileman\ModEntry.cs:line 1014 at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
I didn't see any problems in game though.
Edit: I forgot, it could be interesting to have a option to disable the tiles while in Festival. I did go to the Egg Festival but I was stuck because I didn't have any gold. Thanks!
24 comments
github link here
all you have to do is replace the .dll and .pdb files in the mod folder with the .dll and .pdb files listed on the github repo above. :)
I just reached the mines though and it seems like once I get to floor five, all elevator floors are unlocked. I'm assuming that wasn't intentional? Very relieved to see that bought tiles in the mines stay that way, though.
Curious about the mines - I assume if you unlock the tiles once they stay unlocked, even when the mines resets?
Also curious about how festivals will work - if I manage to unlock my egg hunt route before the festival, will it be possible to do the run?
Gonna download and try the mod anyway, just wanted to plan my strategy beforehand.
Thanks again!
Edit: I'm also wondering if the unreachable tiles (like the ones behind cliffs, etc.) can be removed so you get a nice, shiny feeling when unlocking everything, or should I just try scything out of bounds and buying them myself?
Fantastic concept!
As someone that has had a long history of playing Runescape and OSRS, and periodically watches "Tileman mode" type content on youtube. This looks like a fantastic implementation of exactly that concept into stardew.
I just started a new ultra-modded playthrough with my GF, but perhaps when we're done with that we'd try this for some advanced resource management.
Also, any testing done for multiplayer? Is it stable and does it sync tiles without problems?
As for Multiplayer... I haven't done any testing so far, and with this being my first mod it will probably take a while. If there's lots of demand, I may dive in, but for now, I'll be slowly but surely making singleplayer robust.
Thanks!
I have this error:
This mod failed in the GameLoop.SaveLoaded event. Technical details: DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\Tileman\jsons\Grandpa_339713319'.
at System.IO.Enumeration.FileSystemEnumerator`1.CreateDirectoryHandle(String path, Boolean ignoreNotFound)
at System.IO.Enumeration.FileSystemEnumerator`1.Init()
at System.IO.Enumeration.FileSystemEnumerator`1..ctor(String directory, Boolean isNormalized, EnumerationOptions options)
at System.IO.Enumeration.FileSystemEnumerable`1..ctor(String directory, FindTransform transform, EnumerationOptions options, Boolean isNormalized)
at System.IO.Enumeration.FileSystemEnumerableFactory.FileInfos(String directory, String expression, EnumerationOptions options, Boolean isNormalized)
at System.IO.DirectoryInfo.InternalEnumerateInfos(String path, String searchPattern, SearchTarget searchTarget, EnumerationOptions options)
at System.IO.DirectoryInfo.GetFiles(String searchPattern, EnumerationOptions enumerationOptions)
at System.IO.DirectoryInfo.GetFiles()
at Tileman.ModEntry.LoadModData(Object sender, SaveLoadedEventArgs e) in C:\Users\taylo\source\repos\Tileman\Tileman\ModEntry.cs:line 1014
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
I didn't see any problems in game though.
Edit: I forgot, it could be interesting to have a option to disable the tiles while in Festival. I did go to the Egg Festival but I was stuck because I didn't have any gold. Thanks!