In the latest release (v2.0.0), I have overhauled nearly the entire codebase to resolve legacy issues and recurring bugs. If you encounter any persisting issues with v2.0.0, kindly upload your SMAPI log along with: - A detailed description of the observed behavior - Your expected outcome
I think my issue got lost down below, but to repost;
I really enjoy playing this mod singleplayer, but I've noticed it doesn't seem to translate well to multiplayer. Both the host and I have all our mods configured exactly the same, and the mod works - but only for one player. Whoever reaches the board first is the only one who can see the help wanted quests. No irregularities in SMAPI.
In Vanilla multiplayer, the help wanted board works for both host and farmhand and both receive their own quests (which are the same), the quest being completed separately by each player. I'm not sure if this is intentional or not, I know no where in the description is multiplayer supported and I cant see any other posts about it.
1. 0.9 2. For example, hardwood and iridium ore are added to the collection quests. The slay monster quests will have more monster targets, and more NPCs will issue slay monster quests.
Hello All, may i ask what is the best config set up to have the most quests on the board? i once came up with a rando set up while playing with the parameter but it is a long shot for sure to recreate that, thank you all.
If you want as many quests as possible, you can try the following methods: 1. Disable the [OneQuestPerVillager] option. 2. Adjust the appearance settings to make individual quests smaller. However, it seems not very easy to adjust at the moment. I will optimize the size - related options in the next version. 3. Increase the number of daily quests. I adjusted the relevant logic in version 2.0.0. Now, quests that cannot fit in the quest menu will appear after you reopen the quest menu.
I too am still getting notifications related to quest generation after setting the config to false. See screenshot of an example here: https://imgur.com/a/IRQEAXT. Maybe the condition wasn't set appropriately in the code?
I only disabled the HUD message "Initiating today's vanilla daily quest generation" in the code. Since people frequently ask me why no quests are generated, I didn't add an option to disable it. I will consider adding it in the next version.
Thanks for the response! Here's another notification I got, in case it's different in the code: https://imgur.com/a/pOciVka
To your point about people asking about why the quests are sometimes not generated, maybe it's something you could log to the SMAPI log? It could be at the INFO level rather than TRACE level, so it's easier for people to find.
Hi - I firstly want to start off by saying this mod is really cool, and kudos to you for taking over it from the previous author.
I really enjoy playing this mod singleplayer, but I've noticed it doesn't seem to translate well to multiplayer. Both the host and I have all our mods configured exactly the same, and the mod works - but only for one player. Whoever reaches the board first is the only one who can see the help wanted quests. No irregularities in SMAPI. I'm not sure if this is intentional or not, I know no where in the description is multiplayer supported and I cant see any other posts about it.
Not sure if it's conflicting with something (I do have a loooooot of mods), but I set the time limit to 10 days and lots of the requests still only give me 2 days. Some give 10 days tho
255 comments
- A detailed description of the observed behavior
- Your expected outcome
I really enjoy playing this mod singleplayer, but I've noticed it doesn't seem to translate well to multiplayer. Both the host and I have all our mods configured exactly the same, and the mod works - but only for one player.
Whoever reaches the board first is the only one who can see the help wanted quests. No irregularities in SMAPI.
In Vanilla multiplayer, the help wanted board works for both host and farmhand and both receive their own quests (which are the same), the quest being completed separately by each player.
I'm not sure if this is intentional or not, I know no where in the description is multiplayer supported and I cant see any other posts about it.
1 : What is the vanilla non-modded chance of a quest appearing each day without this mod?
2 : What do the "more quests" buttons do exacrtly in config?
2. For example, hardwood and iridium ore are added to the collection quests. The slay monster quests will have more monster targets, and more NPCs will issue slay monster quests.
0.9 seems surprisingly high as it would generate a quest almost every day and I'd swear that wasn't my experience in vanilla.
Thanks for the answers!
1. Disable the [OneQuestPerVillager] option.
2. Adjust the appearance settings to make individual quests smaller. However, it seems not very easy to adjust at the moment. I will optimize the size - related options in the next version.
3. Increase the number of daily quests. I adjusted the relevant logic in version 2.0.0. Now, quests that cannot fit in the quest menu will appear after you reopen the quest menu.
"ShowQuestGenerationTooltip~: true
To your point about people asking about why the quests are sometimes not generated, maybe it's something you could log to the SMAPI log? It could be at the INFO level rather than TRACE level, so it's easier for people to find.
I really enjoy playing this mod singleplayer, but I've noticed it doesn't seem to translate well to multiplayer. Both the host and I have all our mods configured exactly the same, and the mod works - but only for one player.
Whoever reaches the board first is the only one who can see the help wanted quests. No irregularities in SMAPI.
I'm not sure if this is intentional or not, I know no where in the description is multiplayer supported and I cant see any other posts about it.
Thanks for the mod :)
Sorry about that!