more details about the thing i think we might all be experiencing: the info tips about growing things will show up inside buildings but not outside on the farm. sometimes other hovering tooltip bubbles don't appear as expected either, but mostly and consistently for me its the crops that are missing their information and then only when they're planted in the ground.
Any chance we could get support for using controller? I like how this mod looks better, but UI info suite 2 shows info in front of my character when using a controller, this one does not.
This mod supports controller, there's no difference in using a controller or mouse, whenever/wherever a tooltip is shown, Informant shows its labels on top of it
It's a known issue of custom bush. Currently I am not interested in adding a patch for that mod because its API does not really provide anything useful for harvest day of those bushes, I'll have to basically re-implement what that mod did internally to calculate when a bush is going to drop product, and it's sketchy. Maybe I'll wait till Lookup Anything is compatible with custom bush first.
I've just checked, nope. Custom Bush is still not working correctly with Lookup Anything, can't display proper harvest date. Like I said, it needs to be done internally as a re-implementation of what Custom Bush did to calculate those, because Custom Bush API didn't provide useful information regarding harvest date.
[Informant] Mod crashed on entry and might not work correctly. Technical details: NullReferenceException: Null method for Slothsoft.Informant at HarmonyLib.PatchProcessor.Patch() at Slothsoft.Informant.Implementation.Displayable.NewRecipeDisplayable..ctor(IModHelper modHelper, String uniqueId) in E:\WorkSpace\GameMods\stardew-informant\Informant\Implementation\Displayable\NewRecipeDisplayable.cs:line 29 at Slothsoft.Informant.Implementation.Informant..ctor(IModHelper modHelper) in E:\WorkSpace\GameMods\stardew-informant\Informant\Implementation\Informant.cs:line 15 at Slothsoft.Informant.InformantMod.Entry(IModHelper modHelper) in E:\WorkSpace\GameMods\stardew-informant\Informant\InformantMod.cs:line 24 at StardewModdingAPI.Framework.SCore.LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase) in SMAPI\Framework\SCore.cs:line 1765
hmm, I got this error when I update this mod (1.8.3) and the game to the newest version (1.6.4).
I wonder whether it'd be possible to have a config option for the Informant price indicator to show up once the vanilla book is purchased at the Bookseller? You can get a similar experience by manually changing the config option, but this would be a little more immersive imo
I have a few feature requests to make, so I'm going ahead and including them all here.
- Add the option to have a label indicator over crops showing if they were watered (independently If they needed to be watered or not). This is useful when trying to grow giant crops because you need to keep watering a few of them and sometimes it's hard to see the soil, so a little indicator in the label showing "watered" would be nice.
- Add the option to have a little visual progress bar over objects. Since your mod already tracks all sorts of times, I imagine that creating the possibility for having a visual indicator in the form of a progress bar that fills up according to the time left for that object to produce wouldn't be too complex to make, and it helps to give a visual idea of the time left. I can be wrong, though.
- Add a cooking ingredient and crafting ingredient decorator. For instance, when hovering over an item, that decorator would show if the item is used in a cooking recipe, or crafting recipe, or both, so you know if it's worth to keep it. Even better: display a little number next to the icon, similar to the Polyculture shipping icon, indicating in how many crafting or cooking recipes the ingredient is used.
- Add the possibility to hover over the different farm buildings, showing how many machines, casks, fruit trees, crops, etc. are inside there, and how many have their produce ready for harvest. This would help with being able to quickly check if a machine is done without having to keep going directly there. In the case of silos, the hover would show how much hay there is.
- Add the option to label artifact spots and forage on the map. Even better: in the case of forage, add the option to show the label as "???" if you didn't see it before.
I think that's all! Having said this, I'd like to congratulate how attentive you are when listening to our feedback/suggestions, I think you're one of the best modders here (: Thanks for the great mod!
Whooop long wall of text! - watered could be added yeah, as an optional feature. - I think there's a mod already does that for showing progress bar over machineries, and I'd like to keep Informant within what it was designed for, which is tooltip. - cooking ingredient sure, but crafting ingredient would be an overkill. I doubt people really need to see which ingredient is required for which crafting recipe in a tooltip, but cooking recipe can be added to display each recipe this ingredient is used for. - building tooltip is quite something to do, I'll think about it. - ibid. 2nd request, I'd like to keep Informant within tooltip range, so no marking on maps.
Thanks for the quick reply! Just a quick note, however, I think I expressed myself incorrectly in the last suggestion. When I said map, I actually meant the standard environment tiles, not the world map. I meant adding the option to expand the labels to show a tooltip when hovering forage and artifact spots, when walking around, just like when you hover crops for instance.
There are already mods for some of the things you want and they are fully compatible with this one https://www.nexusmods.com/stardewvalley/mods/20781 https://www.nexusmods.com/stardewvalley/mods/21428 https://www.nexusmods.com/stardewvalley/mods/22005
I believe I also saw one for a building tool tip showing you whats inside, but I forgot the name
+1, you've done a fantastic job updating this mod, thank you so much!! The only tiny issue I had with older versions was items like fish being decorated with the shipping bin icon - nearly sold my Legend because of it x)
Hey, I see you've included the aforementioned feature. However, it doesn't seem to be very consistent. Even with the "collections only" options set, some fish still show the shipping bin icon, but there is no fish in the Shipping Collection, as seen in the wiki https://stardewvalleywiki.com/Shipping. Can you take a look?
That's exactly how I made it, it's counting the entire collection tab, including all pages. I didn't make this decorator to track only the shipping achievement, as I have mentioned before, it was really just a tracker for any item that hasn't been shipped once. Since people are really just hoping for an achievement tracker, I guess...
I see. It's just that in my mind I don't see why anyone would want to know if an item was shipped yet or not if it's not for the Shipping collection, because the rest of the items appear in the other tabs of the Collection even if they weren't shipped. Would you mind adding this additional option?
Also I encountered some items that were furniture (geen couch) and clothing(dont remember) that had shipment requirements on them. I'm guessing they share an ID with some other item but maybe you could look into fixing that if its not too much trouble. Its a minor thing anyway
138 comments
Priority:
Bugfixes, API issues
Features towards main mod
Compat patch for other mods
Features for other mods
https://smapi.io/json/i18n/e62e75f7367c4444a93660363486fcae
Thanks for your mod, have a good day !
Some of the crops that are converted to bushes by those mods show up as "Tea Leaves" when hovered over.
NullReferenceException: Null method for Slothsoft.Informant
at HarmonyLib.PatchProcessor.Patch()
at Slothsoft.Informant.Implementation.Displayable.NewRecipeDisplayable..ctor(IModHelper modHelper, String uniqueId) in E:\WorkSpace\GameMods\stardew-informant\Informant\Implementation\Displayable\NewRecipeDisplayable.cs:line 29
at Slothsoft.Informant.Implementation.Informant..ctor(IModHelper modHelper) in E:\WorkSpace\GameMods\stardew-informant\Informant\Implementation\Informant.cs:line 15
at Slothsoft.Informant.InformantMod.Entry(IModHelper modHelper) in E:\WorkSpace\GameMods\stardew-informant\Informant\InformantMod.cs:line 24
at StardewModdingAPI.Framework.SCore.LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase) in SMAPI\Framework\SCore.cs:line 1765
hmm, I got this error when I update this mod (1.8.3) and the game to the newest version (1.6.4).
I have a few feature requests to make, so I'm going ahead and including them all here.
- Add the option to have a label indicator over crops showing if they were watered (independently If they needed to be watered or not). This is useful when trying to grow giant crops because you need to keep watering a few of them and sometimes it's hard to see the soil, so a little indicator in the label showing "watered" would be nice.
- Add the option to have a little visual progress bar over objects. Since your mod already tracks all sorts of times, I imagine that creating the possibility for having a visual indicator in the form of a progress bar that fills up according to the time left for that object to produce wouldn't be too complex to make, and it helps to give a visual idea of the time left. I can be wrong, though.
- Add a cooking ingredient and crafting ingredient decorator. For instance, when hovering over an item, that decorator would show if the item is used in a cooking recipe, or crafting recipe, or both, so you know if it's worth to keep it. Even better: display a little number next to the icon, similar to the Polyculture shipping icon, indicating in how many crafting or cooking recipes the ingredient is used.
- Add the possibility to hover over the different farm buildings, showing how many machines, casks, fruit trees, crops, etc. are inside there, and how many have their produce ready for harvest. This would help with being able to quickly check if a machine is done without having to keep going directly there. In the case of silos, the hover would show how much hay there is.
- Add the option to label artifact spots and forage on the map. Even better: in the case of forage, add the option to show the label as "???" if you didn't see it before.
I think that's all! Having said this, I'd like to congratulate how attentive you are when listening to our feedback/suggestions, I think you're one of the best modders here (: Thanks for the great mod!
- watered could be added yeah, as an optional feature.
- I think there's a mod already does that for showing progress bar over machineries, and I'd like to keep Informant within what it was designed for, which is tooltip.
- cooking ingredient sure, but crafting ingredient would be an overkill. I doubt people really need to see which ingredient is required for which crafting recipe in a tooltip, but cooking recipe can be added to display each recipe this ingredient is used for.
- building tooltip is quite something to do, I'll think about it.
- ibid. 2nd request, I'd like to keep Informant within tooltip range, so no marking on maps.
https://www.nexusmods.com/stardewvalley/mods/20781
https://www.nexusmods.com/stardewvalley/mods/21428
https://www.nexusmods.com/stardewvalley/mods/22005
I believe I also saw one for a building tool tip showing you whats inside, but I forgot the name
Also I encountered some items that were furniture (geen couch) and clothing(dont remember) that had shipment requirements on them. I'm guessing they share an ID with some other item but maybe you could look into fixing that if its not too much trouble. Its a minor thing anyway