There's another comment about prismatic sprinklers below -- I'd be down for this, but is this needed? A pressure-nozzled iridium line sprinkler already has a 48 range, Would a prismatic be 48 default with a range of 96 when nozzled?
Hey! Thanks for the comment. I thought initially about making the pressure nozzles water a two-wide line, rather than doubling distance, but this looked really odd in game, and 3 wide is tough to do while keeping "vanilla+" balance (right now each line sprinkler waters exactly the same number of tiles as it's vanilla counterpart).
So I'm open to suggestion on how to implement this in a way that feels balanced, but right now this isn't something I'm planning
Its me again, this time I just wanted to share info on something specific, as I just discovered that normal sprinklers don't work on sand in the Beach Farm, but the line sprinklers do, don't know if you knew or plan on changing that, but either way wanted to share this vanilla behavior for anyone interested
Thanks PeterSilver! I don't currently have any placement rules in place, so technically you can put them anywhere you could put any other machine. My thought for the rest of the mod has been to be "Vanilla+", so my inclination would be to block placement on the beach (and actually, just to mirror the rules in place on vanilla sprinklers), but any objections from ya'll?
Hey Peter -- I just released 0.9.6, which puts this limit in place. Line Sprinklers should now be limited to being placed on tiles that support vanilla sprinklers.
When using the mod Range Highlight it shows the default sprinkler range instead of the straight line range, when using it tho it works as inteded ofc, just a minor visual incompatability, so good mod either way
I took another look at this, and I opened a pull request to the Range Highlight source code to provide compatibility. If that PR is merged, and the mod updated, Range Highlight will be compatible.
Note that UI Info Suite 2 is compatible today, as they already leverage the GetSprinklerTiles method in SMAPI.
While we're waiting for it to get merged, here is an image from my local branch of Range Highlight working:
I am very pleased with this! Now I can plant a full field and get giant crops without sprinklers being in the way!
One thing, though. The custom animations play when the sprinklers turn on in the morning, but when I use Sprinkler Activation to activate them manually, the old vanilla animation plays. Would you be able to add a fix for this?
I was actually looking at that yesterday, I noticed the same thing. That mod implements its own animation logic (it manually invokes the vanilla animations), so it doesn’t obey my animation patch. I need to look at this further, I’m not sure if they have an API I can hook into, but if they don’t I might be able to add something to their mod to handle it.
Ok, I just added a Public API for this mod, and I have a Pull Request open with the mod author of Sprinkler Activation which will resolve this.
Will pop a comment on the mod page as well. Once that PR is merged, and the Author releases a new version, this should be resolved. You can see it working here:
58 comments
0.9.7
- Add Simplified Chinese Translation (Thanks yuki9977!)
- Add French Translation (Thanks kevinmarrec!)
0.9.6
- Add Russian Translation (Thanks Roman0!)
- Limit Sprinkler Placement to tiles that support vanilla sprinklers
0.9.4
- Add A Public API for Line Sprinklers Redux.
0.9.3
- Add Custom Animations for all Line Sprinklers. Not particularly happy with them though, if you can do better, PRs welcome!
0.9.2
- Torches placed on top of sprinklers now properly render.
0.9.1We mean the Prismatic Line Sprinkler.
So I'm open to suggestion on how to implement this in a way that feels balanced, but right now this isn't something I'm planning
Note that UI Info Suite 2 is compatible today, as they already leverage the GetSprinklerTiles method in SMAPI.
While we're waiting for it to get merged, here is an image from my local branch of Range Highlight working:
One thing, though. The custom animations play when the sprinklers turn on in the morning, but when I use Sprinkler Activation to activate them manually, the old vanilla animation plays. Would you be able to add a fix for this?
Will pop a comment on the mod page as well. Once that PR is merged, and the Author releases a new version, this should be resolved. You can see it working here: