I found this very useful. I found that many mods that alter farmhouse layout change layout of cabins too. Could you kindly add options to toggle those options off? Thank you in advance.
Hello! I was attempting to use this farmhouse mod in multiplayer but kept encountering an issue where whenever my partner and I would exit the farmhouse, instead of exiting at the front door, we would spawn off to the side (see image for reference).
We installed the farmhouse fixes mod and set the configs to 'true' in hopes it would fix things but the issue continued to persist. In the end, I decided to just uninstall the farmhouse mod completely as the warping became too inconvenient. However, even after uninstalling the farmhouse mod we are still getting warped to the side whenever we exit the farmhouse. I'm not sure what could possibly be causing the issue to persist or if it would be possible to use this mod to rectify the problem. I tried uninstalling other mods that I guessed could have contributed (greenhouse mod, meadowlands map edit, etc) but nothing changed. Something we noted was that this warp issue only seems to happen when my partner joins the multiplayer session. I am able to exit the farmhouse completely normally when playing on this server solo. I've included a link to my SMAPI log here.
I apologize for the inconvenience if this issue is unrelated to this mod. I'm not too familiar with how to use the tokens or edit mods like this and at this point we would just like to be able to exit the farmhouse normally again. Any guidance is greatly appreciated!
Henlo, can someone tell me how to get rid of this glitch. Somehow I can't figure it out and the settings (remove) don't work. I've already tried it with version 17 :')
If you are married to a custom npc with a custom spouse room, if the spouse room map file has the walls included, this happens. The walls need to be removed to make them compatible with custom farmhouse mods
{ "config.section.WarpSettings.name": "Paramètres de téléportation", "config.section.WarpSettings.description": "Divers paramètres liés aux téléportation de ferme/cabine.", "config.section.OtherSettings.name": "Autres paramètres", "config.section.OtherSettings.description": "Autres réglages divers", "config.UnhardcodedWarps.name": "Téléportations modifiées", "config.UnhardcodedWarps.description": "Supprime les restrictions sur les téléportations des fermes et des cabanes afin que vous puissiez vous téléporter dans n'importe quelle cas sans affecter les téléportations d'entrée/sortie de la porte principale.", "config.RemoveGlitchedTile.name": "Retirer\nCases de ferme/cabine (glitch)", "config.RemoveGlitchedTile.description": "Supprime la case défectueuse qui apparaît sur les cartes personnalisées des fermes/cabanes lorsque vous êtes marié." }
I'm not sure what's happening, but Chrome is saying that the newest update is a Dangerous File and refuses to download it. I also updated 6 or so others and they all downloaded fine. Just figured I'd mention it to you. Thank you! (ETA I finally got it to download, that was weird. Sorry to worry!)
Thanks for adding the config option to turn of the map changes. I use walk to desert and it makes the map look funny. If you add compatibility for that it would be great but if not I will just play with it turned off.
Hey so just wanted to say this all works great because of your mod and further recommendations. I got individual warps set up that work based on the cabin you're in and correctly link, so thank you so much!
I have run into a small issue on my end because I can't for the life of me figure out how to set conditions for the cabins when they're on different upgrade levels. My first attempt used: { "Action": "EditMap", "Target": "Maps/FarmHouse", "When": { "FarmhouseUpgrade": "1" }, MapTiles": [{ "Position": { "X": 33, "Y": 98 }, "Layer": "Back", "SetProperties": { "TouchAction": "Warp {{LocationUniqueName}} 44 17" } }], "Update": "OnLocationChange" }
But the obvious issue is that the FarmhouseUpgrade condition is based on player data, not the specific cabin they're in, so it applies the patch to all Cabins when the condition is true. Is there a condition I'm missing to make it so it checks the location of the specific cabin that is being patched?
OMG lol, if I would just read a tiny bit further instead of giving up too soon I'd have found the answer to each question I ask. No wonder my fiancé yells at me for not looking hard enough when I ask where things are, lol. Thanks for the help, it's much appreciated.
I've also noticed your only targeting Maps/FarmHouse, that map is for the starter house only, you'll need to create patches targeting Maps/FarmHouse1 & Maps/FarmHouse1_marriage for the first upgrade & then Maps/FarmHouse2 & Maps/FarmHouse2_marriage for all subsequent upgrades. That way you wouldn't need to use the farmhouseupgrade or my cabinupgrade token as the {{LocationUniqueName}} would update accordingly for all cabins AND the farmhouse. Anyway i'm looking into auto fixing the issue in the next version of this mod due to this conversation lol
Yeah, I looked through a bunch of other mods and figured out my mistake on that part. I mostly was interested in getting Kisaa's farmhouse mod compatible for multiplayer, and I had succeeded in getting every version of the house with working warps thanks to your help, but the cellar setup on that mod was completely toast. I test everything with two accounts in coop to ensure multiplayer functionality, and it had some weird bugs with the cellar entrance not appearing for one player but is there for the other. Then the actual cellar map was a whole new beast; because while I could get {{CF.FarmhouseFixes/PreviousLocation}} to work for going back to correct house it obviously only worked as intended for the host meaning It's not exactly viable for my purposes (which actually had some entertaining outcomes for the second player where each time you'd exit the cellar you'd cycle through each house meaning occasionally you'd come out in the right spot lol). And I see no other way of getting the cellar to return to the farmhand cabins correctly each time in its current state. Weirdly enough, though, the cellar entrance when in the cabin or farmhouse worked flawlessly without any patches needed, always leading to the correct cellar it was supposed to.
Had the base game just used a separate map for each individual cabin and cellar, this would be so much simpler, lol. Like the warp command can target Cellar8, so I wish you could target only the map for Cellar8 for changes instead of just generic Maps/Cellar. I tell you what, though, it gives appreciation to things like PIF that just take you right back to the correct entrance spot with no fuss. I really started this all to learn how to make my own farmhouse mod that's 100% multiplayer friendly, but man has this been a learning and a half process. Likewise, I really want to and intend to continue learning it but damn if it ain't so much more than I bargained for lol.
Using this mod along with this farmhouse mod on multiplayer. But my partner cannot see the cellar stairs where they're supposed to be, but instead they show up in his cabin and he can access the cellar from there. But from my pov I can see the stairs where they're supposed to be in the farmhouse, its only on his side where he can't. From my understanding, this mod can be used to fix issues like this, im just unsure how to use it or if there is a possible fix for this? any help is appreciated, tysm!
The first image is where I see the cellar stairs, the second one is how my partner sees that area, and the third is what it looks like inside his cabin, where we're able to no-clip and enter those stairs and go into the cellar location. https://imgur.com/a/Z9DdDgh
I don’t know what’s going on here, something is screwed up but i’m not able to help. You haven't provided an smapi log. Screenshot 1 & 2 look like different buildings, they aren't decorated the same.
After giving it some thought i think i've been able to piece together enough info to help you out a little. RIght so the cellar entrance appearing like that in screenshot 3 is because either both of you or your partner has either the Cellar Available mod or my Permanent Cellar mod installed. If it's Cellar Available, then that mod is only compatible with the vanilla farmhouse and i'd recommend removing it. If it's my mod then it is compatible with farmhouse mods but only if the farmhouse mod author has made compatibility or you make your own compatibility mod with CP, so it's up to you whether you remove that or not. I'd at least temporarily remove it for now just to remove the entrance for testing purposes. Now that brings me to the issue in the 1st and 2nd screenshot, i've taken a look at the farmhouse mod in question and from what i can tell the author hasn't set up the cellar entrances in the correct way, as such it means that it's not fully compatible with multiplayer, there are other things which will cause issues in multiplayer too. These can be fixed but it would require utilising features that Farmhouse Fixes provides
190 comments
I found that many mods that alter farmhouse layout change layout of cabins too.
Could you kindly add options to toggle those options off?
Thank you in advance.
NullReferenceException:对象引用未设置为对象的实例。
在 D:\StardewProjects\FarmhouseFixes1.6\ModEntry.cs:第 771 行的 FarmhouseFixes.ModEntry.FixLightGlows(GameLocation location)
在 D:\StardewProjects\FarmhouseFixes1.6\ModEntry.cs:第 492 行
在 /home/pathoschild/git/SMAPI/src/SMAPI/Framework/Events/ManagedEvent.cs:第 101
行的 StardewModdingAPI.Framework.Events.ManagedEvent'1.Raise(TEventArgs args)[农舍修复]此 Mod 在 GameLoop.TimeChanged 事件中失败。技术详细信息:
NullReferenceException:对象引用未设置为对象的实例。
在 D:\StardewProjects\FarmhouseFixes1.6\ModEntry.cs:第 771
行的 FarmhouseFixes.ModEntry.FixLightGlows(GameLocation location) 在 D:\StardewProjects\FarmhouseFixes1.6\ModEntry.cs:第 492 行
在 StardewModdingAPI.Framework.Events.ManagedEvent'1.Raise(TEventArgs args) 在 /home/pathoschild/git/SMAPI/src/SMAPI/Framework/Events/ManagedEvent.cs:第 101
行[NPC巴克特]这个 mod 在 Input.ButtonPressed 事件中失败了。技术详细信息:
NullReferenceException:对象引用未设置为对象的实例。
在 C:\Users\Jahdiel\Documents\NPCBucket\NPCBucket\ModEntry.cs:line 43
at StardewModdingAPI.Framework.Events.ManagedEvent'1.Raise(TEventArgs args) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/Events/ManagedEvent.cs:line 101
[Farmhouse fixes] 此 Mod 在 GameLoop.TimeChanged 事件中失败。技术详细信息:
NullReferenceException:对象引用未设置为对象的实例。
在 D:\StardewProjects\FarmhouseFixes1.6\ModEntry.cs:第 771
行的 FarmhouseFixes.ModEntry.FixLightGlows(GameLocation location) 在 D:\StardewProjects\FarmhouseFixes1.6\ModEntry.cs:第 492 行
在 StardewModdingAPI.Framework.Events.ManagedEvent'1.Raise(TEventArgs args) 在 /home/pathoschild/git/SMAPI/src/SMAPI/Framework/Events/ManagedEvent.cs:第 101
行[农舍修复]此 Mod 在 GameLoop.TimeChanged 事件中失败。技术详细信息:
NullReferenceException:对象引用未设置为对象的实例。
在 D:\StardewProjects\FarmhouseFixes1.6\ModEntry.cs:第 771 行的 FarmhouseFixes.ModEntry.FixLightGlows(GameLocation location)
在 D:\StardewProjects\FarmhouseFixes1.6\ModEntry.cs:第 492 行
在 /home/pathoschild/git/SMAPI/src/SMAPI/Framework/Events/ManagedEvent.cs:第 101 行的 StardewModdingAPI.Framework.Events.ManagedEvent'1.Raise(TEventArgs args)
yyinggaizenmej
应该怎么解决啊
We installed the farmhouse fixes mod and set the configs to 'true' in hopes it would fix things but the issue continued to persist. In the end, I decided to just uninstall the farmhouse mod completely as the warping became too inconvenient. However, even after uninstalling the farmhouse mod we are still getting warped to the side whenever we exit the farmhouse. I'm not sure what could possibly be causing the issue to persist or if it would be possible to use this mod to rectify the problem. I tried uninstalling other mods that I guessed could have contributed (greenhouse mod, meadowlands map edit, etc) but nothing changed. Something we noted was that this warp issue only seems to happen when my partner joins the multiplayer session. I am able to exit the farmhouse completely normally when playing on this server solo. I've included a link to my SMAPI log here.
I apologize for the inconvenience if this issue is unrelated to this mod. I'm not too familiar with how to use the tokens or edit mods like this and at this point we would just like to be able to exit the farmhouse normally again. Any guidance is greatly appreciated!
Henlo, can someone tell me how to get rid of this glitch. Somehow I can't figure it out and the settings (remove) don't work. I've already tried it with version 17 :')
{
"config.section.WarpSettings.name": "Paramètres de téléportation",
"config.section.WarpSettings.description": "Divers paramètres liés aux téléportation de ferme/cabine.",
"config.section.OtherSettings.name": "Autres paramètres",
"config.section.OtherSettings.description": "Autres réglages divers",
"config.UnhardcodedWarps.name": "Téléportations modifiées",
"config.UnhardcodedWarps.description": "Supprime les restrictions sur les téléportations des fermes et des cabanes afin que vous puissiez vous téléporter dans n'importe quelle cas sans affecter les téléportations d'entrée/sortie de la porte principale.",
"config.RemoveGlitchedTile.name": "Retirer\nCases de ferme/cabine (glitch)",
"config.RemoveGlitchedTile.description": "Supprime la case défectueuse qui apparaît sur les cartes personnalisées des fermes/cabanes lorsque vous êtes marié."
}
Thanks for your mod, have a good day !
Thanks for the great mod.
I have run into a small issue on my end because I can't for the life of me figure out how to set conditions for the cabins when they're on different upgrade levels. My first attempt used:
{
"Action": "EditMap",
"Target": "Maps/FarmHouse",
"When": {
"FarmhouseUpgrade": "1"
},
MapTiles": [{
"Position": { "X": 33, "Y": 98 },
"Layer": "Back",
"SetProperties": {
"TouchAction": "Warp {{LocationUniqueName}} 44 17"
}
}],
"Update": "OnLocationChange"
}
But the obvious issue is that the FarmhouseUpgrade condition is based on player data, not the specific cabin they're in, so it applies the patch to all Cabins when the condition is true. Is there a condition I'm missing to make it so it checks the location of the specific cabin that is being patched?
Had the base game just used a separate map for each individual cabin and cellar, this would be so much simpler, lol. Like the warp command can target Cellar8, so I wish you could target only the map for Cellar8 for changes instead of just generic Maps/Cellar. I tell you what, though, it gives appreciation to things like PIF that just take you right back to the correct entrance spot with no fuss. I really started this all to learn how to make my own farmhouse mod that's 100% multiplayer friendly, but man has this been a learning and a half process. Likewise, I really want to and intend to continue learning it but damn if it ain't so much more than I bargained for lol.
The first image is where I see the cellar stairs, the second one is how my partner sees that area, and the third is what it looks like inside his cabin, where we're able to no-clip and enter those stairs and go into the cellar location.
https://imgur.com/a/Z9DdDgh