WARNING - UPDATE v1.1.0 WILL BREAK ALL OLD ASSETS!
Hi, everyone. I'm very sorry to inform you all that the newest version (v1.1.0) will break all existing assets from versions 1.0.3 and older. This is, unfortunately, due to the way I have updated the asset names in the code, which is meant to prevent asset conflicts with other mods in this and future versions. I have tried to mitigate this by migrating my IDs, but was unfortunately unsuccessful.
What does this mean?
If you use v1.3.0 or older and choose to download and update to v1.1.0, you will lose all of your existing quails, quail eggs, and quail mayonnaise. These will become invalid error objects that will need to be sold or trashed from your coops and storage.
Why should I update to v1.1.0?
This update includes new config options using GMCM, including setting how many eggs are required for mayo, maturity speed, production speed, and whether or not to exclude quail products from your shipping collection.
A new asset has been added for valley quail eggs, which separates common and valley quail into two separate and distinct species and items. This was implemented to allow common and valley quail eggs to be incubated and hatched into their respective species. Eggs of either variety will still produce the same quail mayo.
All assets have been renamed to prevent possible future conflicts with other mods, providing better preventative stability.
What should I do if I don't want to lose my stuff?
Please see the Optional Files for the updated v1.0.3a.
This version directly replaces the old v1.0.3 and removes the need for having separate Standard and Alternate versions by using GMCM to allow you to set how many eggs to use for mayo.
This version does NOT change any existing assets or asset names, and does NOT include the new valley quail egg items.
This version does NOT allow for valley quails to be hatched from quail eggs.
If you choose to use this version, there may also be eventual asset conflicts with other mods that may use the same asset names as this mod does.
Will I be able to keep my stuff in future updates?
I'm going to try my best to figure out how to properly migrate to the new assets to make updating from v1.0.3a to the newest version as seamless as possible. However, I have no ETA on when this will be.
Will every new update break the old assets?
For v1.1.0 and up, no. Asset names should remain consistent after this update. Anything changed will likely only be additional new assets, which should not affect any existing items. I opted to change all asset names in this update as a preventative measure to keep mod asset conflicts to a minimum.
For v1.0.3a and below, yes - for the time being. As long as your assets have not been updated to v1.1.0 names, every new update will break the existing assets until I figure out how to migrate the Ids. I will try keep v1.0.3a updated to match the newest updates, but for now, I do not recommend persisting with this version unless you are extremely invested in your current coop situation. I will likely retire v1.0.3a in the near future and only continue support on versions v1.1.0 and up.
I'm still having the quail egg issue - i'm new to modding so I haven't edited anything. I just downloaded and put it in the mods folder. I see some people in the comments talking about renaming assets, but I can't figure out clearly what I need to do (if I need to do that). Also, is it 5x eggs needed by default? If so, that might be the issue for me as I've only tried 1 so far
thank you for making such an awesome mod, and i really appreciate you explaining why the update breaks things and also why it will help in the future :) i love the quails a lot! theyre so cute and fit super well into the vanilla art-style and animal options
heya! cheers for making this mod, i thought it was only me that had an issue making mayo haha, is that fixed in the update? also will this happen every update where it breaks the previous version? or is this a one off? thanks!
[SMAPI] Quails for Sharkles! 1.1.0: https://www.nexusmods.com/stardewvalley/mods/21538 (you have 1.0.3)
I actually deleted the mod but it keeps coming back and when I search for it it means that there are no search results so it basically means that the mod is deleted but why does it say that I have to update the mod if it is deleted
Yes, the mayo issue is fixed, and all quail eggs should now produce the correct type of mayo. For more detailed notes on what was changed, please see the changelogs.
No, this won't break every update. This is pretty much just a one-off because I was advised to change my asset names to include my mod's unique ID so that it wouldn't conflict with other mods in the off chance they used the same asset names as my mod did. There should not be any further changes to existing asset names in the future. The only changes that would likely be made would be to add in more assets, which would not affect anything in existing saves except to add in new content.
Ahhh, sorry, I think that's an issue with how I previously named the files. Try looking for "1.0.3" in your Mods folder and deleting that, then download the new update.
Let me know if that solves it, or if you're still getting the issue.
Nothing comes up when I search for "1.0.3" but I believe I found the assets in a folder named "Standard" just in case anybody else is having this issue!
i followed the edit to fix the eggs to turn into mayonnaise! However, and this is silly, I have a mod called "Mayo to Custard", which I set as [Z] Mayo to Custard so it loads last. Anyway, I am sadly making quail mayonnaise instead of quail custard. I might try and look at the file and edit it later to make it Custard instead of mayo, cause I'm silly and dont like mayonnaise! But I love this mod, its so cute!
That's a really cute idea, actually. It's a pretty easy change if you feel like fiddling with code. Just do a Find/Replace of "Quail Mayonnaise" to "Quail Custard" and it should rename the two mayo items accordingly. Let me know if you have any issues with this.
EDIT - Actually, I can probably just include this as a GMCM option. Please stay tuned. EDIT2 - Done. Enjoy your custard. :)
I sm unable to put the quail eggs in the mayo machine. I read here that you need 10 small eggs to make mayo so i saved up eggs but even holding ten the only thing it prompts me to do when interacting with the mayo machine is to eat the egg. No smapi error appears when trying to do it either.
Hi, sorry for the late reply; I've been out of town the past couple of weeks. The issue is an asset mislabel on my part, and I'll get it fixed asap. For a quick fix, please see @HyreKaeji 's post. It requires a little bit of code tweaking, but if you need it fixed immediately, that should tide you over until I push the fix.
Additionally, the standard version now requires 5x Quail Eggs to make 1x Quail Mayo of either kind.
Sorry for the inconvenience, and thanks for letting me know!
Sorry about that! It's an asset mislabeling issue, and I'll get it sorted asap. I will look into getting it to work with that quest, too, but that will probably be a fix for a later update. Thanks for letting me know!
You cannot put small quail eggs in the mayonnaise machine, only large quail eggs. Both value IDs for putting small eggs in the machine are QuailMayo. One has to be TinyQuailMayo.
Yeahhhh, sorry about that. I completely forgot to re-label the correct asset. I'll fix this asap before pushing out a new version. Thanks for letting me know!
68 comments
Hi, everyone. I'm very sorry to inform you all that the newest version (v1.1.0) will break all existing assets from versions 1.0.3 and older. This is, unfortunately, due to the way I have updated the asset names in the code, which is meant to prevent asset conflicts with other mods in this and future versions. I have tried to mitigate this by migrating my IDs, but was unfortunately unsuccessful.
What does this mean?
- If you use v1.3.0 or older and choose to download and update to v1.1.0, you will lose all of your existing quails, quail eggs, and quail mayonnaise. These will become invalid error objects that will need to be sold or trashed from your coops and storage.
Why should I update to v1.1.0?
- This update includes new config options using GMCM, including setting how many eggs are required for mayo, maturity speed, production speed, and whether or not to exclude quail products from your shipping collection.
- A new asset has been added for valley quail eggs, which separates common and valley quail into two separate and distinct species and items. This was implemented to allow common and valley quail eggs to be incubated and hatched into their respective species. Eggs of either variety will still produce the same quail mayo.
- All assets have been renamed to prevent possible future conflicts with other mods, providing better preventative stability.
What should I do if I don't want to lose my stuff?
- Please see the Optional Files for the updated v1.0.3a.
- This version directly replaces the old v1.0.3 and removes the need for having separate Standard and Alternate versions by using GMCM to allow you to set how many eggs to use for mayo.
- This version does NOT change any existing assets or asset names, and does NOT include the new valley quail egg items.
- This version does NOT allow for valley quails to be hatched from quail eggs.
- If you choose to use this version, there may also be eventual asset conflicts with other mods that may use the same asset names as this mod does.
Will I be able to keep my stuff in future updates?
- I'm going to try my best to figure out how to properly migrate to the new assets to make updating from v1.0.3a to the newest version as seamless as possible. However, I have no ETA on when this will be.
Will every new update break the old assets?fr tho thanks for updating, mod making is tough! <3
I actually deleted the mod but it keeps coming back and when I search for it it means that there are no search results so it basically means that the mod is deleted but why does it say that I have to update the mod if it is deleted
No, this won't break every update. This is pretty much just a one-off because I was advised to change my asset names to include my mod's unique ID so that it wouldn't conflict with other mods in the off chance they used the same asset names as my mod did. There should not be any further changes to existing asset names in the future. The only changes that would likely be made would be to add in more assets, which would not affect anything in existing saves except to add in new content.
Hope that helps - cheers!
Let me know if that solves it, or if you're still getting the issue.
EDIT - Actually, I can probably just include this as a GMCM option. Please stay tuned.
EDIT2 - Done. Enjoy your custard. :)
Additionally, the standard version now requires 5x Quail Eggs to make 1x Quail Mayo of either kind.
Sorry for the inconvenience, and thanks for letting me know!
Both value IDs for putting small eggs in the machine are QuailMayo. One has to be TinyQuailMayo.