Should have posted this beforehand, but I'm tired so my apologies.
Version 1.2.0 will break any previous content packs for it, had to restructure the data because I'm still really new at this and made some truly awful choices. Hopefully I can avoid breaking anything going forward.
Groups of fish can be colored now by using their context tags, I've already updated the guide on github. Groups and individual fish can be colored separately.
I've also added a console command that reloads the content packs and refreshes the colors, so you can make changes and see them without having to restart, reload the save, or sleep. rokugin.fishpack reload In SMAPI's console to use that.
Edit: I forgot to turn off the debugging in the console. You can edit the config.json if it's bothering you (just set debugging to false), but I'll have a proper GMCM config setting for it in the next update and it'll default to off.
Hello, I'm sorry I know absolutely nothing about coding and English is not my native language, it might be difficult for me, but I really don't like the water of the fish pond because of the special fish discoloration, I think your mod might work for me help. So can I ask if I just want all fish ponds to keep the initial fish pond color (normal water color), what should I do?
👋 Would this be compatible with mods that edit the look of the fishpond? I.E. Elle's Seasonal Buildings for example? Couldn't find info about it in the descriptions/other comments (unless I missed it, of course.)
As long as they're not changing how water is rendered (which they shouldn't be for something like Elle's mods) then it should still use the water color override stuff.
Ghostfish are white, which is what the game uses as the default color for ponds. The current state of the mod still allows you to change it to whatever color you want, however I suggest using Content Patcher for specific coloration as I'm not going to be continuing to develop specific coloration since it's handled by CP now.
i tried to fix it myself, before i ask here, via notepad but it didn't work, i'm not a modder ^^' i edited two files: fishPondColorData with voideel and butterfish and the contend file with blobfish and coral, copied the code and changed to ghostfish, color and ID... but the water is still default and after exiting the game, i got a message, if i want change back the file...
Thank you for your work and bringing back colorful fish ponds to the farms. I play with a larger custom farm map and therefore I have enough space for a lot of ponds and I like if the ponds have different colors. I played with the Pond Painter Mod before and created my own content file for the old mod.
I have some questions about your mod (English is not my first language and explanations are sometimes hard to understand for non-native speakers, so sorry for bother you if this was already explained or if it is already possible).
Can I also use multiple group tags with your mod or only one?
Example: with the old Pond Painter Mod I was able to set a color for ocean fish not caught during winter with "Tags": [ "fish_ocean", "!season_winter" ] and a different color for ocean fish caught only in winter with "Tags": [ "fish_ocean", "season_winter" ].
Same for the crab pot fish, either "Tags": [ "fish_ocean", "fish_crab_pot" ] for crab pots at the beach or "Tags": [ "fish_freshwater", "fish_crab_pot" ] for crap pots at the mountain lake.
Second question: is it possible to choose different colors for different populations?
Hello! Unfortunately, currently none of these are possible. This was the first mod I made content pack integration for and I feel like I did kind of a bad job with it. I could definitely implement some of these things but it would be some time before I would be available to do so.
No problem, I fully understand any problems that arise when creating a new mod. But perhaps you could keep it in mind and see if you could implement it in the future.
Hello Hi! I love that this seems to be a remaster of Pond Painter but I was curious if I could... group fish together instead of having to separately code each fish. With Pond Painter, for example, all the ocean fish had a specific pond color, and all the fresh water fish had a different color, and the code itself used the id tags for the fish (like "Tags": [ "fish_ocean" ] from Pond Painter) instead of the individual fish names/numbers (like "FishID": "800" from your example) .
I was wondering if this mod would work the same way, or if I would have to do each fish separate to get this result.
Either way I plan on downloading and running with it, but I wanted to know what sorta coding a content pack I'd have in front of me.
Absolutely no rush at all but if you did that'd be amazing for simple content pack making <3
Edit: Lol forgot to check the changelog before posting >> Thank you for adding this as an option and I know what I'll be doing next night I have off :D
Love this mod, it really improves the look of my fish farm! Could you explain the purpose of the Content Pack Template? Is it so that users can add custom fish colors if they want?
The template is an example of what a content pack would look like for setting up your own custom colors, modifying it won't do anything but you can make your own content pack using it as a base. I added a content pack with the mod that provides compatibility colors for SVE, so you can also look in there to see what a functioning pack looks like. On the main page I also have a link to the github page I made explaining the content pack a little more
Loaded a new save to test this out without potentially messing up my main save and I can't load the next day. I can go to bed but in between clicking yes and the shipping bin summary, it hangs on the black screen and gives a two part error a few thousand times until I force close.
I've confirmed that it's SVE that's incompatible as removing either this mod or SVE from my mod folder lets me continue to the next day. If it's not too much trouble could you add compatibility for SVE?
I'll have to take a look at what SVE is doing with fish ponds, didn't know they were but I guess it makes sense given the size of that mod. I'll make a post when I've figured out what it'll take and if it's something I can tackle right now
I was able to figure out what was causing the error. One of the fish added by SVE doesn't have a correctly formatted color context tag, which I didn't account for and so I was trying to set a color to null. I'll have a fix for that soon. I was having trouble with my mod changing the color of the fish ponds that SVE does recolor and can't quickly figure out a way to make it more compatible so for now I'll be including a content pack for the framework part of my mod that just provides the same recoloring that SVE does. Until I can figure out something better.
28 comments
Version 1.2.0 will break any previous content packs for it, had to restructure the data because I'm still really new at this and made some truly awful choices. Hopefully I can avoid breaking anything going forward.
Groups of fish can be colored now by using their context tags, I've already updated the guide on github.
Groups and individual fish can be colored separately.
I've also added a console command that reloads the content packs and refreshes the colors, so you can make changes and see them without having to restart, reload the save, or sleep.
rokugin.fishpack reload
In SMAPI's console to use that.Edit: I forgot to turn off the debugging in the console. You can edit the config.json if it's bothering you (just set debugging to false), but I'll have a proper GMCM config setting for it in the next update and it'll default to off.
Would this be compatible with mods that edit the look of the fishpond? I.E. Elle's Seasonal Buildings for example? Couldn't find info about it in the descriptions/other comments (unless I missed it, of course.)
unfortunately, the ghostfish has no pond color. will/can this still be fixed?
i edited two files: fishPondColorData with voideel and butterfish and the contend file with blobfish and coral, copied the code and changed to ghostfish, color and ID... but the water is still default and after exiting the game, i got a message, if i want change back the file...
Thank you for your work and bringing back colorful fish ponds to the farms. I play with a larger custom farm map and therefore I have enough space for a lot of ponds and I like if the ponds have different colors. I played with the Pond Painter Mod before and created my own content file for the old mod.
I have some questions about your mod (English is not my first language and explanations are sometimes hard to understand for non-native speakers, so sorry for bother you if this was already explained or if it is already possible).
Can I also use multiple group tags with your mod or only one?
Example:
with the old Pond Painter Mod I was able to set a color for ocean fish not caught during winter with "Tags": [ "fish_ocean", "!season_winter" ] and a different color for ocean fish caught only in winter with "Tags": [ "fish_ocean", "season_winter" ].
Same for the crab pot fish, either "Tags": [ "fish_ocean", "fish_crab_pot" ] for crab pots at the beach or "Tags": [ "fish_freshwater", "fish_crab_pot" ] for crap pots at the mountain lake.
Second question: is it possible to choose different colors for different populations?
Something like:
"PondColor": [
{
"MinPopulationForColor": 10,
"R": 67,
"G": 145,
"B": 186
},
{
"MinPopulationForColor": 7,
"R": 60,
"G": 140,
"B": 186
},
{
"MinPopulationForColor": 3,
"R": 6,
"G": 140,
"B": 170
},
{
"MinPopulationForColor": 1,
"R": 60,
"G": 130,
"B": 160
},
],
And the last question, is it possible to set a custom color for empty ponds ? (Would be nice but isn't that important)
Thank you!
No problem, I fully understand any problems that arise when creating a new mod. But perhaps you could keep it in mind and see if you could implement it in the future.
I love that this seems to be a remaster of Pond Painter but I was curious if I could... group fish together instead of having to separately code each fish. With Pond Painter, for example, all the ocean fish had a specific pond color, and all the fresh water fish had a different color, and the code itself used the id tags for the fish (like "Tags": [ "fish_ocean" ] from Pond Painter) instead of the individual fish names/numbers (like "FishID": "800" from your example) .
I was wondering if this mod would work the same way, or if I would have to do each fish separate to get this result.
Either way I plan on downloading and running with it, but I wanted to know what sorta coding a content pack I'd have in front of me.
Edit: Lol forgot to check the changelog before posting >> Thank you for adding this as an option and I know what I'll be doing next night I have off :D
I've confirmed that it's SVE that's incompatible as removing either this mod or SVE from my mod folder lets me continue to the next day. If it's not too much trouble could you add compatibility for SVE?
Full log here.
That might be somewhere to start
I was having trouble with my mod changing the color of the fish ponds that SVE does recolor and can't quickly figure out a way to make it more compatible so for now I'll be including a content pack for the framework part of my mod that just provides the same recoloring that SVE does.
Until I can figure out something better.