when the mod gets an update (cause it stopped working after the new sdv update) the config i found that works is to use an extra mod (like scarecrows as sprinkler) and then the configuration is in the mod files (scarecrow as sprinkler mod's files to be exact) . it opens as a notes tab, you can rewrite the radius there (and dont forget to save it or its not gonna work)
i like using the scarecrow mod since you can adjust the radius to the scarecrow's ''surveilliance'' radius; then you know exactly how many scarecrows you need:)
aedenthorn has retired from SDV modding so will not be updating this mod or any of their others. If we are lucky, another modder may update them, but there is no guarantee. (All their mods are opensource and can be found on github).
I've gotten this working just fine on my side for a regular Scarecrow when placed in the "normal," way, but I'm not having any luck when using Immersive Scarecrows and placing it between tiles.
From what I vaguely understand, to make immersive work, it replaces the bigcraftable scarecrow with a debris object? So are the two incompatible or is it a naming issue I need to work around?
I came here to say this. If I place a scarecrow on the floor of my greenhouse it works as expected (hit enter and it is a sprinkler) if I place it immersive style on the tilled tiles, it is just a scarecrow.
I want to make a content pack for this Sprinkler Mod with a JA or DGA object. Will that work?
All of ths example objects are from the base game as far as I can see. I'm sorta leaning toward trying it and seeing what happens, but I'd really appreciate a heads-up if it'd be a wasted effort ;)
I was able to use a custom JA object. (I used GIMP to change the color of the iridium sprinkler sprite to red and called it a "Ruby Sprinkler.") The object had to be a big craftable to place in the world. I don't have sufficient experience to know whether there is a way to make an object placeable if it isn't a big craftable. Short answer: JA objects will work. I haven't worked with DGA objects, so I cannot advise you there.
just posting this comment for ease of use 1 find the config.json file inside your mods folder 2 right click and select open with then select note pad 3 it will show up the text that was mentioned above 4 change the numbers after SprinklerQuality Sprinkler and Iridium Sprinkler to your desired radius
0 is regular sprinkler with only 4 plots sprayed, 1 is quality sprinkler with one block on all side sprayed and so on
After you run the mod in game once, a file called "config.json" will appear under: \Stardew Valley\Mods\SprinklerMod\config.json Open this file and add the items you want to turn into sprinklers inside it, then save the changes. Here's an example of a Scarecrow with a sprinkler radius of 7 I added:
You add items and their intended radii here. I also changed the "Iridium Sprinkler" radius to 3. It's that simple, but you must know what the item is called first.
Aedenthorn gave a couple examples of how you can structure the item reference in the description. Either by name or number work fine, but again, you must know the name or number first. Both of these reference the same item, so you would use one or the other, but not both at the same time. "Solid Gold Lewis": 5 "164": 5
It would be nice if this mod came with a list.txt with all the items listed inside. I hope this helps.
Very nice! Unpacking things can be tricky for newcomers though, even with instructions, so that is why I brought up .txt list etc. Anyways, thanks for everything.
20 comments
i like using the scarecrow mod since you can adjust the radius to the scarecrow's ''surveilliance'' radius; then you know exactly how many scarecrows you need:)
From what I vaguely understand, to make immersive work, it replaces the bigcraftable scarecrow with a debris object? So are the two incompatible or is it a naming issue I need to work around?
All of ths example objects are from the base game as far as I can see. I'm sorta leaning toward trying it and seeing what happens, but I'd really appreciate a heads-up if it'd be a wasted effort ;)
1 find the config.json file inside your mods folder
2 right click and select open with then select note pad
3 it will show up the text that was mentioned above
4 change the numbers after Sprinkler Quality Sprinkler and Iridium Sprinkler to your desired radius
0 is regular sprinkler with only 4 plots sprayed, 1 is quality sprinkler with one block on all side sprayed and so on
Open this file and add the items you want to turn into sprinklers inside it, then save the changes. Here's an example of a Scarecrow with a sprinkler radius of 7 I added:
{
"EnableMod": true,
"SprinkleButton": "MouseRight",
"SprinkleAllButton": "Enter",
"SprinklerRadii": {
"Sprinkler": 0,
"Quality Sprinkler": 1,
"Iridium Sprinkler": 3,
"Scarecrow": 7,
}
}
You add items and their intended radii here. I also changed the "Iridium Sprinkler" radius to 3.
It's that simple, but you must know what the item is called first.
Aedenthorn gave a couple examples of how you can structure the item reference in the description. Either by name or number work fine, but again, you must know the name or number first.
Both of these reference the same item, so you would use one or the other, but not both at the same time.
"Solid Gold Lewis": 5
"164": 5
It would be nice if this mod came with a list.txt with all the items listed inside. I hope this helps.
https://www.nexusmods.com/stardewvalley/mods/15412/
Object names and indexes are in the game's content files. You can unpack them as explained on the wiki.
Unpacking things can be tricky for newcomers though, even with instructions, so that is why I brought up .txt list etc.
Anyways, thanks for everything.