Stardew Valley
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ShneekeyTheLost

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ShneekeyTheLost

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18 comments

  1. ShneekeyTheLost
    ShneekeyTheLost
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    There is apparently only one fish added in 1.6, but CA has apparently changed the formatting for it. Instead of having a numerical value for a pointer, it instead uses the name Goby. I'm not sure how Content Patcher is going to react to that, given it reads the numerical value as the line item. However, because technically CP uses a Replace rather than an Edit function, because you can't use CP to edit a json only a tilesheet, there might be errors thrown. I'll be working on it this week.

    Apologies for the delays.
  2. TheNekoMimiGamer
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    I changed all the fish in the Content file to 15 and sinker, but I don't think it's being read properly.

    I'm also playing version 1.4.3 of the game
    1. ShneekeyTheLost
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      Unable to reproduce, need additional information.

      You should take your log and run it through the parser at smapi.io (that page also tells you where your logs are at), and provide the results.
    2. TheNekoMimiGamer
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      Well the problem is that the log isn't catching that the file isn't being read, I've just noticed this was a problem while playing the game normally.

      The log recognizes that the file is there and appears to be loading, but when I fish, all of them are still at their default values because they're not sinking like how I edited each entry in the file (15 and Sinker)

      Here's the parse I've had since my first post. It'll say that my mods can be updated, but at the time I reported this bug all were up-to-date.
      https://smapi.io/log/916d1682eccb4873a01bea105ed0c023
  3. Bilagaana
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    This mod is awesome, as someone that hated the fishing mini-game, I have basically removed any skill from the equation by making everything super easy to catch with 15 speed and being a sinker. One thing I did notice though was that at least in the Lazy Pack, the identifier for Tuna and Walleye in content.json are wrong, with both being 115 instead of the correct 130 and 140 respectively. It took me way to long to figure that out, even though I looked at the file several times trying to figure out what fish it was that wasn't behaving correctly. I eventually looked at the contents of Fish.xnb and figured it out.
    1. ShneekeyTheLost
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      Ahh, thank you for catching that!

      I will be releasing an updated version of this mod when SDV 1.4 releases, after Pathos updates SMAPI and CP, this has been put on the TODO list for that update.
  4. crazykidthree33
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    Could you describe the differences between smooth, sinker, floater, mixed, and dart? Specifically, sinker, smooth, floater, and mixed as I've got little clue what these could mean for their behavior. Sinker could mean that the fish simply don't move, or they tend to stick to the bottom. Smooth could mean they slow before changing directions, or they're just slower in general. Floater could mean they tend to stick to the top or one of the two ideas I got from smooth. Mixed could mean that all fish have some of the unexplained features of the other types or fish randomly are one of the other types.

    Dart seems to be the only one that's self explanatory, presumably being that fish constantly move and then stop dead for a moment before moving again.
    1. ShneekeyTheLost
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      Sinker will tend to 'hit the deck' very rapidly, and will tend to stay towards the bottom. It might slowly rise up, but it will drop very fast. Floater has the opposite, it tends to go upward rapidly, but slowly go down. Smooth tends to be more gradual in the changes to direction and speed, so it doesn't just 'go nuts'. Mixed is 'RNG hates you and wants you to feel its pain', it does WTF it wants to do, and you simply have to Git Gud and keep up, knowing that it could change its behavior on a dime.
  5. LauraSmith
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    There is no update key in the lazy pack (assuming the same for the others), so SMAPI isn't seeing your updates. If you could add that in it'd be great because I love easier fishing mods and with the game being updated a lot at the moment, I'm relying on SMAPI's help. Otherwise, I love this, thank you :)
    1. ShneekeyTheLost
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      Honestly, there doesn't really need to be an update key I mean... I could, but I don't really plan on updating the mod until at least Stardew Valley 1.4 is released in at least a beta form, if that ever happens. It is in a stable Long-Term Release form already, and is unaffected by any minor updates for 1.3. If I do decide to update the mod, I will likely include an update key, but at the moment, I can't think of a reason why I would want to do so for the next year or so at a minimum.
  6. GigaByteWide
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    There's something that I was curious about, when configuring this mod. Is there a way I can get the fish manually adjusted so that I can make it spike around a slight bit? I see there's smooth, but wasn't sure what I should change it to if there is a command for it
    1. ShneekeyTheLost
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      Sure, you'll have to manually enter changes in the Content.json file, but you can certainly do so!

      In this file, the part that shows 'smooth' can accept five possible responses: smooth, sinker, floater, mixed, or dart. You can also manually edit the number with a range of 15 (very lazy) to 110 (the Legend has this value).

      In fact, thanks to this post, the mod has changed to not only make this easier, but has become the focus of the mod! Thanks for the inspiration!
  7. gryffenator
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    Hello, thank you so much for making this mod! Fishing was always frustrating, so this makes it a bit easier to handle. Unfortunately, it seems to break the fishing minigame for the Stardew Valley Fair.
    1. ShneekeyTheLost
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      I have played the fishing minigame with this mod and found no problems. What errors have you encountered?
  8. PurpleManiac04
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    Although repeated, an initiative with content support Patcher is current and easy to use.

    Is it possible in future upgrade to implement iridium quality fish?
    1. ShneekeyTheLost
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      Unfortunately, the fish quality is not handled by fish.xnb, so I would not be able to do so with Content Patcher.

      I could, however, change the time of day fish could be caught, the weather required (sunny or rainy or both), and the minimum fishing level for the legendary fish to appear (at least I think the only fish that use that variable are the seasonal legendary fish plus the mutant in the sewer). I might be able to include a Locations.xnb edit to change the season the fish appear in, but that particular variable in Fish.xnb is not used and is overwritten by the one in Locations.xnb.

      I could also change the weighted chance of a particular fish spawning (increasing the weight gives it a higher percentage chance of appearing during the time in which it is scheduled to appear, but I don't really have any interest in messing with this as it can significantly throw things off in general.

      It is theoretically possible to change how the fish look, but I'm not a very proficient pixel-pusher, so it would take me a while.

      That's about the limit of what I can do with fish using Content Patcher.
    2. PurpleManiac04
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      Thanks for answering! Unfortunately, I'm not a programmer so I just made a request as a player but I understood it was not so simple. I'm from Brazil, this modification also changes the fish.pt-BR?
    3. ShneekeyTheLost
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      As of the 1.1 update, it no longer needs to change the fish.pt-BR, because it does not make any text changes. In fact, as of the 1.1 update, it no longer needs a fish.json file in its folder either. It directly changes how fast and erratic the fish moves, and injects itself after language has already been hashed out, so it should be universally compatible with all languages.

      In fact, in theory, even if you used an XNB edit to change your fish.pt-BR file, this mod would still be compatible and make your fish lazy, while still retaining whatever edits you made to that file.