Edit: Nevermind. I have read the description that addresses this and I understand the limitation.
Would it be possible to allow the config file editing to allow other three digit values other than the default? I tried increasing the wood so I can create more chests on the first day, but the value in the config file reverts back to default. I marked the file read-only to force it, but that causes the mod to fail.
Thank you for the wonderful mod. Can you add a configuration to config.json so that you can enable/disable recipes added by the mod? Ideally, each recipe is separate.
This can be configured in a round-about way. You can turn off the automatic Leveling of the different skills (Foraging, Farming, Mining, etc). This will turn off the gaining of the recipes.
I won't be able to separate the recipe gain and the skill leveling because they are linked. If you don't get the recipe with the level you will never be able to get the recipe.
I understand what you're talking about. The problem is that in the settings of config.json I marked all professions "false". But the recipes of the floors still got.
In principle, this is not critical. But the question is different. Is it possible to make the main mod only with customizable initial resources, and optionally, a separate file, with professions, etc.?
on loading you get this message "uses a deprecated code" then says "legacy events are depreciated since smapi " and then says the version 2.8 or 2.9 which ever the mod is so needs updating before it stops working and im using it alot keep changing my mind on on farm to use did'nt like the start please :)
Anybody else had the problem where the scarecrow recipe doesn't unlock? It does unlock level 2 recipes when you get to farming level 2 but I can't get past that quest because of the scarecrow.
yeah me too it's the same for all level one benefits ie field snacks noticed early (have put a post in bugs) I opened the config file and put them all to false its easy getting level 1 skills scarecrow etc would have been nice but other benefits are far out way going without the mod
I was also able to fix it with CJBCheatMenu by resetting my skills and re-leveling them in its menu. It was a workaround at least so I didn't lose those 7 days of progress when I was clueless what was (or in this case wasn't) happening.
Thanks for the fix and I will update so that any future new games won't develop the problem.
Hi, this mod is great. I would like to request that the starting bonus money be increased from 250 to 500 so I can start off 1000 gold. I am use a mod that removes water sources from the farms (a lot of mods out there for this) and now I finally have a reason to build a well on my farm. I would like to be able to get to building it on my first day as not have a quick way to refill the watering can is annoying.
Also personally I would like to swap out weeds for pizza and clay for bomb items but I guess that would be cheating rather than starting quickly.
I didn't increase the amount of money given at the start....BUT I did include a boat load of new options (check the main page) and other cool stuff to get you started quickly.
One of those is a copper watering can, so it shouldn't be as bad when you have a mod which removes water sources.
Small request. Can we get some clay? I can get annoyed trying to hoe up clay weeks into the game, just to build a silo. Anyhooooo. This is a sweet mod!
I could add clay. It's not used for much so the default would be the 10 pieces you need for the silo. This would be the last open slot in the default inventory so I cannot add anymore items after this :).
36 comments
Would it be possible to allow the config file editing to allow other three digit values other than the default? I tried increasing the wood so I can create more chests on the first day, but the value in the config file reverts back to default. I marked the file read-only to force it, but that causes the mod to fail.
I won't be able to separate the recipe gain and the skill leveling because they are linked. If you don't get the recipe with the level you will never be able to get the recipe.
https://i.imgur.com/RQKTBZc.png
In principle, this is not critical. But the question is different. Is it possible to make the main mod only with customizable initial resources, and optionally, a separate file, with professions, etc.?
This is being tracked here: https://github.com/Brian-Wuest/Quick_Start/issues/1
Thank you!
Thanks for the fix and I will update so that any future new games won't develop the problem.
Also personally I would like to swap out weeds for pizza and clay for bomb items but I guess that would be cheating rather than starting quickly.
One of those is a copper watering can, so it shouldn't be as bad when you have a mod which removes water sources.
Once it's scanned by Nexus you can download it.
Thanks!
Happy Farming!