I am working on it, but because of the large amount of changes and new functions in 1.6, FasterPaths had to be completely rewritten. A beta of the new Faster Paths 2 is ready for testing, so as soon as I can get some beta testers to make sure there are no issues it will be released!
Because of the complete rewrite needed, Faster Paths 2 will not be backwards compatible with Faster Paths, as such I will likely be posting it as a new mod so as to not confuse any users.
Status update: Not been able to find any willing Beta Testers, so I will need to schedule free time so I can properly beta test things myself, this will likely take quite a while as my schedule is somewhat busy.
I have no experience testing Stardew but is it as simple as enabling the beta and seeing if stuff crashes? Because I could do that. Or whatever you want as long as you can explain your needs.
Thank you so much for working on this! ❤️ Many of us are coming back from like 2018 and seeing so many creators update things we haven't played with in 6 years has been so heartwarming. Whether you complete the update or not, it's so nice of you to make time for us.
Sad to say, that FasterPaths is needing a full rewrite with 1.6, so it'll be a while since I need to make sure everything works.
Due to the scale and scope of changes 1.6 brings, half the stuff FasterPaths used to do is now part of vanilla! So I need to determine how I want to take these changes that vanilla has brought and make FasterPaths integrate.
As things stand, I am currently leaning towards just a full new mod, leaving this one for anyone still on older SDV versions.
Not at this time, as there is no standardized way to identify paths, once 1.6 goes public I should be able to modify things to support any type of path.
Any text editor should work, though I would recommend at least using something like notepad++ (Completely free!) as it provides a more robust editor then the built-in notepad utility.
Would it be possible to change the values from int to float in an update to give more freedom? I feel like boosting by 2 is too much and by 1 is too little, but I can't choose between those.
Not possible because integer values is how the game handles speed boosts, so a float-based speed boost simply is not possible.
Even if I emulated say, 1.5 speed by having it be 1 speed one tick and 2 the next, you'd end up with your farmer getting jerked between the two speeds which results in some.... lets say, interesting.... visuals.
This is correct, due to the fact that speed has to be changed in whole numbers (0, 1, 2, etc.) the gravel path, being both the easiest & cheapest to get path, provides no boost. The config allows changing this of course.
When playing local splitscreen coop (1 computer, 2 controllers), we are only moving faster when BOTH of us are on paths at the same time. If 1 person is on dirt somewhere then we both move slow. When 1 person is in a menu and the other is on a path, the boost triggers.
Trying to use this along with the SprintSprint mod as I want to sprint and lose energy, and look to paths to give me the speed boost minus the energy draining . Making both paths and sprinting options of movement. I assume both mods work with movement so there's an issue. can you please add this? It would be cool right ;) lol awesome mod non the less
My method of editing speed is explicitly designed to be cross-compatible, the other mod will need to hook into the same compatibility layer FasterPaths uses.
Supporting new paths is rather easy due to me intentionally having designed things for it, so once I knew that it was needed, it was only about 5 mins work to make it happen.
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I am working on it, but because of the large amount of changes and new functions in 1.6, FasterPaths had to be completely rewritten.
A beta of the new Faster Paths 2 is ready for testing, so as soon as I can get some beta testers to make sure there are no issues it will be released!
Because of the complete rewrite needed, Faster Paths 2 will not be backwards compatible with Faster Paths, as such I will likely be posting it as a new mod so as to not confuse any users.
Pretty much, I send you the beta file, you try to break it and if you succeed, tell me how you did it so that I can fix it.
Due to the scale and scope of changes 1.6 brings, half the stuff FasterPaths used to do is now part of vanilla!
So I need to determine how I want to take these changes that vanilla has brought and make FasterPaths integrate.
As things stand, I am currently leaning towards just a full new mod, leaving this one for anyone still on older SDV versions.
Even if I emulated say, 1.5 speed by having it be 1 speed one tick and 2 the next, you'd end up with your farmer getting jerked between the two speeds which results in some.... lets say, interesting.... visuals.
The config allows changing this of course.