First off, I really like the added feature of sunrises and sunsets of this mod. It makes the day/night cycle feel much more natural than the standard day/night transition.
Is it possible to add an option to turn off latitude so sunrises and sunsets can be added to the vanilla day/night cycle?
https://smapi.io/log/68905b55662649cf8fa794b407a5cba3 Hi author, sorry to bother, but I wanted to ask: Is this module compatible with sve? Because I found that in the new npc Sophia's map, this module does not work, although Sophia's home is a new map, but the new stone bridge to the right of the forge can render normally! I also ruled out the problems of other modules in the repeated testing process, including the town lighting problem in the last feedback, I began to wonder whether it is the mac version of the problem! So I was kind of wondering ha ha ha! I know everyone has their own life, of course, if it can be solved, as a player of mine, thank you very much, hard work!
Is there a way to make the nighttime darkness able to go under 1 (ex: 0.5)? Mod crashes if I try, kind figured it would since it wasnt listed to be able too but I still had to give it a try lol
I too was interested in this being able to have brighter night light.
Part of the problem I have might be that I use a recolor mod for the tiles, which reduces their brightness a lot by default already, and I guess that the illumination values you have set up for the levels are only optimized for the base game's colours.
During winter it is not a problem because all the ground and so on is mostly white so it's not going to change that much one way or the other, but in spring for example, everything becomes extremely dark.
I was looking at the code to see if it might be easily modifiable. Maybe a way to manually configure the night base colour? I see in the code there's a moonlight base value, maybe some way to add an offset to that in the config could do the trick? idk I'd try it myself but have never done any modding stuff with SDV.
Hi! Is there a chance that your mod generates an error with the game?
Smapi shows this:
An error occurred in the base update loop: NullReferenceException: Object reference not set to an instance of an object.at StardewValley.NPC.performTenMinuteUpdate(Int32 timeOfDay, GameLocation location) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\NPC.cs:line 3611 at StardewValley.GameLocation.performTenMinuteUpdate(Int32 timeOfDay) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\GameLocation.cs:line 14125 at StardewValley.Locations.Town.performTenMinuteUpdate(Int32 timeOfDay) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\Town.cs:line 67 at StardewValley.Game1.<>c.<performTenMinuteClockUpdate>b__713_0() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 6068 at StardewValley.Game1.UpdateGameClock_PatchedBy<knakamura.dynamicnighttime>(GameTime time) at StardewValley.Game1._update(GameTime gameTime) at StardewValley.Game1.Update(GameTime gameTime) at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate)
Here is the log: https://smapi.io/log/16cc964b207b460784e330bb2e524f4d
Do you happen to be using Casual Life, Real Clock, or Time Speed (I use the latter two)? I also get this error intermittently. It doesn't seem to hurt anything, but I was wondering if it had to do with changing how time is handled.
At specific times the lighting would suddenly change. Sometimes even getting brighter in the night after first becoming darker. I am using SVE not sure if thats compatible.
I love this so much. Very excited for this mod's future! Nice work!
Unfortunately some of the changes are too jarring right now, and nighttime might arguably be a little too dark, so my multiplayer partner won't let me use it yet.
Hello, I don't know if you have noticed, the street lights in the town are still on during the day, even if the street lights look extinguished on the surface! I have repeatedly added and deleted this module, and found that this is indeed the case!
Because I may suspect that it is the cause of my other modules, I added this module separately, and compared the game situation without the module, found that without the coloring module, the tile next to the light in the town is still brighter than the tile farther away, which can be seen! If your test doesn't have a problem, it could be my laptop system, and I use a MacBook!
Hey, I love this mod but the transition from sunset to night around 6pm is quite jarring. I've seen other people mention this in comments but I don't see any responses. Can you let please us know if it is possible, or if there are any plans to make this smoother in future? Thanks.
383 comments
First off, I really like the added feature of sunrises and sunsets of this mod.
It makes the day/night cycle feel much more natural than the standard day/night transition.
Is it possible to add an option to turn off latitude so sunrises and sunsets can be added to the vanilla day/night cycle?
Hi author, sorry to bother, but I wanted to ask: Is this module compatible with sve? Because I found that in the new npc Sophia's map, this module does not work, although Sophia's home is a new map, but the new stone bridge to the right of the forge can render normally! I also ruled out the problems of other modules in the repeated testing process, including the town lighting problem in the last feedback, I began to wonder whether it is the mac version of the problem! So I was kind of wondering ha ha ha! I know everyone has their own life, of course, if it can be solved, as a player of mine, thank you very much, hard work!
Part of the problem I have might be that I use a recolor mod for the tiles, which reduces their brightness a lot by default already, and I guess that the illumination values you have set up for the levels are only optimized for the base game's colours.
During winter it is not a problem because all the ground and so on is mostly white so it's not going to change that much one way or the other, but in spring for example, everything becomes extremely dark.
I was looking at the code to see if it might be easily modifiable. Maybe a way to manually configure the night base colour? I see in the code there's a moonlight base value, maybe some way to add an offset to that in the config could do the trick? idk I'd try it myself but have never done any modding stuff with SDV.
Smapi shows this:
An error occurred in the base update loop: NullReferenceException: Object reference not set to an instance of an object.at StardewValley.NPC.performTenMinuteUpdate(Int32 timeOfDay, GameLocation location) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\NPC.cs:line 3611
at StardewValley.GameLocation.performTenMinuteUpdate(Int32 timeOfDay) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\GameLocation.cs:line 14125
at StardewValley.Locations.Town.performTenMinuteUpdate(Int32 timeOfDay) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\Town.cs:line 67
at StardewValley.Game1.<>c.<performTenMinuteClockUpdate>b__713_0() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 6068
at StardewValley.Game1.UpdateGameClock_PatchedBy<knakamura.dynamicnighttime>(GameTime time)
at StardewValley.Game1._update(GameTime gameTime)
at StardewValley.Game1.Update(GameTime gameTime)
at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate)
Here is the log: https://smapi.io/log/16cc964b207b460784e330bb2e524f4d
Thank you!
Unfortunately some of the changes are too jarring right now, and nighttime might arguably be a little too dark, so my multiplayer partner won't let me use it yet.