Feedback Got any feedback or suggestions for new features? Let me know below!
Content Packs Solid Foundations content packs can easily be found by going to the front page of this mod and clicking Requirements and looking at the mods listed under Mods requiring this file.
Framework Compatibility This framework has been tested in vanilla and modded environments, but there are hundreds of mods out there. If there is an issue, please do let me know.
Have a problem? Please upload the log file to https://smapi.io/log before submitting an issue.
If you are reporting an issue and don't have a log file, your post may be ignored or have a delayed response. I can't help without a log file!
but my game starts normaly without any issus just to asking if the text taht i post now means that all is alright the text means anything is alright and taht handled it on its own
[Solid Foundations] There were compatibility issues that were handled for 18 models within (SF) HXW's Romantic Fountains and Arches. See the log for details.
Hi, I am trying to create a bread oven mod and for some reason when I input the bread (bagel) more than once the time taken to finish baking is reduced to 10 mins instead of 40. I have tried using the RefreshMaxDailyConversions line to make it reset and use the 40 min time but it refuses to work only taking 40 mins for the first time the machine is used a day. Any help would be fantastic! Here is the code: "ItemConversions": [ { "RequiredTags": [ "id_(o)KatyDTK.CP.BreadLovers_BagelDough" ], "RequiredCount": 1, "MaxDailyConversions": 12, "MinutesPerConversion": 40, "TakeOnlyRequiredFromStack": true, "RefreshMaxDailyConversions": true, "SourceChest": "Input", "DestinationChest": "Output", "ProducedItems": [ { "ItemID": "(O)KatyDTK.CP.BreadLovers_Bagel", "MinCount": 1, "MaxCount":1, "Chance": 1.0, "Condition": null } ] }, ]
(asking this too) but i downloaded it just in case for my new save, but it says that it's not compatible/updated. haven't actually tried if the automate will still work because i'm just starting a new save.
Although it is now possible to add buildings with CP, I believe that many people will continue to use SF because of its ease of use and the fact that there are operations that can only be realized with SF. I would like to share what we are currently able to confirm on both the production and use side of the mod.
What is currently being identified and how to address it.
Even mods that work properly display a "compatibility problem" warning message.
Example: [Solid Foundations] There were compatibility issues that were handled for 1 model within (SF) Monster House. See the log for details.I have not tried many mods produced by others, but as far as I have tried, this warning message appears even when all SF mods work properly. SFs created before SDV 1.6 are "SourceRect": { 0, 0, 32, 64}This is how it is written, but it can be changed to "SourceRect": { "X": 0, "Y": 0, "Width": 32, "Height": 64 }This warning will no longer be displayed if the format is changed to the SDV1.6 Buildings format. Also, if you are using "DrawLayers", do not forget to change the "SourceRect" in the "DrawLayers" section to the new format.
Changes to the buildings behavior using the "Content Patcher" do not apply.
This may cause some mods to not work properly, such as building actions, appearance changes, etc. This is the reason why settings in ModConfig that change the behavior of SF buildings, for example, are not applied. According to SF's guide, to edit building properties using CP... "Target": "Data/BuildingsData"It says to set the "Target" like this... Change this to this. "Target": "Data/Buildings"Now you can edit SF buildings using CP even in SDV1.6. However, it does not seem to be possible to change the texture yet. Editing textures using CP may also work if the "Target" is changed, but we are looking into this. Please contact us if you know how!
Buildings displayed in the construction menu may not display properly.
We have not fully tested this, but there may be a display glitch in the construction menu if the layer uses either Animation or Condition.
Names and descriptions of building skins are not translated.
The original building names and descriptions are translated correctly using the translation key, but the translation using the translation key does not work for the skin names and descriptions, and the translation key is displayed as is.
Oh! Have you changed anything in the SF content pack since SDV 1.6?This warning seems to appear in most updated SFs, so a solution would be appreciated.
We are still verifying things but do not know at this time. However, Molenfeuer's "Millnificent" does not display this warning. Perhaps there is something in the building properties that causes this warning to appear. (I added "MinimumVersion": "2.0.0" to the manifest and also looked at it without the CP content pack, but the warning still showed up. )
1) I do not get any notification for this thread :D So I have to check this thread manually :/ How can I fix that :'D??
2) Replace the String of "SourceRect" by this new "Object" Version! Like so: [...] "SourceRect": { "X": 0, "Y": 0, "Width": 112, "Height": 144 }, [...]
This should help! Pls give me/us feedback if this works :D
2) Excellent! Warnings no longer appear! You have done a great job! That was indeed the item where there was a difference with the building data after SDV 1.6.
I was looking for a place where there is a difference in the items that SF needs to change since SDV 1.6 to go along with this... This may solve the problem of working with CP.
SF's guide to using CP to change building properties, "Target": "Data/BuildingsData" It states. However, since SDV1.6, SF itself seems to have changed the specification to add buildings to "Data/Buildings", so it was necessary to change Target to this specification.
this was incredibly helpful for fixing almost all of my SF packs! Thank you! However, it didn't save half of Shyzie's string lights. Specifically the animated light packs. I checked the json against a validator and it comes back clean, and scanning it i notice no issues or differences between it and the non animated packs. I even attempted to copy/paste the changed code formatting from the files that aren't animated and are loading in properly in case there was a comma or something I wasn't seeing, and SAMPI still declares that they're not valid json files. Is there something I am just too new to notice is off? Before updating the code, none of these items loaded in at Robin's store, now the non animated ones do and the animated ones do not. I would think it could be a problem with their base code, but the SAMPI error is located exactly where the code is changed at SourceRect. I hope this all made sense. here's my sampi log just in case it'll help someone else see what i'm talking about. https://smapi.io/log/15bae4d58feb42e595f658f4218e85c9
181 comments
Got any feedback or suggestions for new features? Let me know below!
Content Packs
Solid Foundations content packs can easily be found by going to the front page of this mod and clicking Requirements and looking at the mods listed under Mods requiring this file.
Framework Compatibility
This framework has been tested in vanilla and modded environments, but there are hundreds of mods out there. If there is an issue, please do let me know.
Have a problem?
Please upload the log file to https://smapi.io/log before submitting an issue.
If you are reporting an issue and don't have a log file, your post may be ignored or have a delayed response.
I can't help without a log file!
[Solid Foundations] There were compatibility issues that were handled for 18 models within (SF) HXW's Romantic Fountains and Arches. See the log for details.
"ItemConversions":
[
{
"RequiredTags":
[
"id_(o)KatyDTK.CP.BreadLovers_BagelDough"
],
"RequiredCount": 1,
"MaxDailyConversions": 12,
"MinutesPerConversion": 40,
"TakeOnlyRequiredFromStack": true,
"RefreshMaxDailyConversions": true,
"SourceChest": "Input",
"DestinationChest": "Output",
"ProducedItems":
[
{
"ItemID": "(O)KatyDTK.CP.BreadLovers_Bagel",
"MinCount": 1,
"MaxCount":1,
"Chance": 1.0,
"Condition": null
}
]
},
]
am on pc,steam version 1.6.13.
https://smapi.io/log/f303522dcc0f48b68eb0598dafe1ad88
I would like to share what we are currently able to confirm on both the production and use side of the mod.
What is currently being identified and how to address it.
Even mods that work properly display a "compatibility problem" warning message.Example:
[Solid Foundations] There were compatibility issues that were handled for 1 model within (SF) Monster House. See the log for details.
I have not tried many mods produced by others, but as far as I have tried, this warning message appears even when all SF mods work properly.SFs created before SDV 1.6 are
"SourceRect": { 0, 0, 32, 64}
This is how it is written, but it can be changed to"SourceRect": { "X": 0, "Y": 0, "Width": 32, "Height": 64 }
This warning will no longer be displayed if the format is changed to the SDV1.6 Buildings format.Also, if you are using "DrawLayers", do not forget to change the "SourceRect" in the "DrawLayers" section to the new format.
Changes to the buildings behavior using the "Content Patcher" do not apply.This may cause some mods to not work properly, such as building actions, appearance changes, etc.This is the reason why settings in ModConfig that change the behavior of SF buildings, for example, are not applied.
According to SF's guide, to edit building properties using CP...
"Target": "Data/BuildingsData"
It says to set the "Target" like this... Change this to this."Target": "Data/Buildings"
Now you can edit SF buildings using CP even in SDV1.6.However, it does not seem to be possible to change the texture yet.
Editing textures using CP may also work if the "Target" is changed, but we are looking into this.
Please contact us if you know how!
- Buildings displayed in the construction menu may not display properly.
We have not fully tested this, but there may be a display glitch in the construction menu if the layer uses either Animation or Condition.
- Names and descriptions of building skins are not translated.
The original building names and descriptions are translated correctly using the translation key, but the translation using the translation key does not work for the skin names and descriptions, and the translation key is displayed as is.Can you explain to me which operations are affected by this?
At least the first issue do not appear at my mod Millnificent!
But... I merged my Mill to CP :/ I think its better!
However, Molenfeuer's "Millnificent" does not display this warning.
Perhaps there is something in the building properties that causes this warning to appear.
(I added "MinimumVersion": "2.0.0" to the manifest and also looked at it without the CP content pack, but the warning still showed up. )
1) I do not get any notification for this thread :D So I have to check this thread manually :/ How can I fix that :'D??
2) Replace the String of "SourceRect" by this new "Object" Version! Like so:
[...]
"SourceRect": {
"X": 0,
"Y": 0,
"Width": 112,
"Height": 144
},
[...]
This should help! Pls give me/us feedback if this works :D
2) Excellent! Warnings no longer appear! You have done a great job!
That was indeed the item where there was a difference with the building data after SDV 1.6.
I was looking for a place where there is a difference in the items that SF needs to change since SDV 1.6 to go along with this...
This may solve the problem of working with CP.
SF's guide to using CP to change building properties,
"Target": "Data/BuildingsData"
It states.
However, since SDV1.6, SF itself seems to have changed the specification to add buildings to "Data/Buildings", so it was necessary to change Target to this specification.
Example:
"SourceRect": { "X": 0, "Y": 0, "Width": 48, "Height": 64 },
It is possible that the "SourceRect" in "DrawLayers" has not been modified to the new format."SeasonOffset": "48,0",
"DrawLayers":[
{
"Condition": "SEASON spring,TIME 600 2100,!WEATHER Farm Rain Storm GreenRain",
"SourceRect": { "X": 0, "Y": 64, "Width": 48, "Height": 48 }, //★★★Here!★★★//
"DrawPosition": { "X": 0, "Y": 16 },
"DrawInBackground": true,
"HideBaseTexture": false,
"SortTileOffset": 0,
"Sequences": [
{ "Frame": 0, "Duration": 3000 },
{ "Frame": 1, "Duration": 500 },
{ "Frame": 2, "Duration": 2000 },
Otherwise, you may have to actually look at the json.