[SMAPI] Skipped mods [SMAPI] -------------------------------------------------- [SMAPI] These mods could not be added to your game.
[SMAPI] - QuaintFarmBridge 1.4 because its manifest specifies an invalid ID (IDs must only contain letters, numbers, underscores, periods, or hyphens).
New to using mods in stardew but familiar with the idea Stampi cannot load the file it gives me an error about the manifest having an invalid uniq id i think it is because of the < in the manifest(its says the id must only contain letters,numbers,underscores,periods,or hyphens)[why i think it is the < in the name] but tried editing that out and got a incompatibility error entirely
That's because there was a big update since this was released, 1.3 iirc, and it broke a lot of mods and I haven't fixed this yet because I wanted it to be well out of beta to reduce chance of having to fix it again in a couple weeks.
If you do not want to wait, some mods are as simple as changing some things in the informational files and there's tutorials for updating. Thanks for your patience~
Hey I love the mod, but is it normal for it to randomly be replaced with a white bar sometimes? It still works as the bridge but there's just a white bar there where the bridge usually is.
As for the Forest Farm, there's so many ponds, I'm not sure where I'd put it, honestly. Thing about the default farm is the pond is right smack dab in the middle of the path between the north and south exits. Big one there's more off to the side.
The forest Farm got a very big pond right in the middle of it too, and it would be super useful to have a straight path that would go down from the upper part, instead of having to make a diagonal from the grassy area. The other three pond doesn't bother as much (at least not me lol), but just by having thatone bridge the possibilities of using the layout in a more dynamic way improve a lot already. If you're open to give it a shot, it would be super cool, but if not, that's alright too <3
This mod is already super cool by itself, thanks for making it again!
It is in the middle, but it's not quite right smack dab. As I said, it's a little off to the side, so any bridge would have to be pretty much on the edge of the pond, which I don't think would be as nice.
Didn't think it had to be explained but I meant, you know, relative to the landscape. Seeing them against the text background is like looking at a color swatch at Home Depot, there is a reason that they tell you to take it home and hold it against the wall.
I love this bridge! It's such a help to getting around my farm. Also, I started a new save with the river farm (forgetting I had this installed) and actually this bridge is placed so that it works for that farm too (albeit with the bottom left bridge tile not quite connecting to land). :-)
Looked into it, has to do with tilesheet loading. Because it's loading the spouse stuff from a different tilesheet, and load order, it confuses it, so sticking z onto the front end fixes the problem, as well as in the code, because something about going alphabetically. I'll have the fix uploaded in just a few minutes. Thanks for letting me know. It's a really strange issue.
(Even though Entoarox was not amused, so now I'm stuck with a SaveEvent.AfterLoad. No more bridge, but the bike is back. I should have looked into this less lazy )
33 comments
[SMAPI] --------------------------------------------------
[SMAPI] These mods could not be added to your game.
[SMAPI] - QuaintFarmBridge 1.4 because its manifest specifies an invalid ID (IDs must only contain letters, numbers, underscores, periods, or hyphens).
??
Say, do you have plans to make this same mod for the different farm styles?
I would really love a bridge like that on my Forest Farm File!
As for the Forest Farm, there's so many ponds, I'm not sure where I'd put it, honestly. Thing about the default farm is the pond is right smack dab in the middle of the path between the north and south exits. Big one there's more off to the side.
If you're open to give it a shot, it would be super cool, but if not, that's alright too <3
This mod is already super cool by itself, thanks for making it again!
Yeah, I actually noticed that it almost works there, but doesn't quiite.
Only 'issue' I have is that my husband's motorcycle vanished.
(Even though Entoarox was not amused, so now I'm stuck with a SaveEvent.AfterLoad. No more bridge, but the bike is back. I should have looked into this less lazy )
I'll try to remove the mod, play a day, save the day, then reinstall it and see what happens with a clean(er) save.