This is my first time working on making my own pixel art!! Im so happy with how the tool handles came out and hope you all love this mod as much as i do<3
Huge shoutout and thanks to Limecat86 for sending me thier file that they edited to include GMCM support<3 YOU CAN NOW EASILY CHANGE BETWEEN THE GREEN AND PURPLE TOOLS!
____________________________________________________ ATTENTION MAY 22ND 2024 Hi all! I may be having to have a medical procedure. Im currently back and forth from the doctor so some of the small bug fixes may be a little delayed ill try my best to get them fixed before the weekend<3 ____________________________________________________
First, I want to say I absolutely LOVE your mods - I have them all!! For some reason, all the other tools change except for the bin. I've upgraded to copper and it's just the default orange one. Any idea how I can fix it please? TY!
Have the same issue. All the way up to iridium upgrade. Tried looking around in patch summary for what mods edit cursors.xnb, but I dunno. Thought that maybe I could've cross-referenced with your mod-load to see which relevant mods we have in common, but the log link is dead. :< (Side note, fairly certain that the bin does get changed, since you can glimpse a few sneaky pixels of it to the right of the vanilla bin in both your screenshot and from my gameplay, there's probably just some other mod that edits the cursors.xnb afterwards.)
Here is a new link with the mods I use - if you figure it out please let me know! I've been using Gwens tool mod and disabled everything but the bin - it doesn't match perfectly but it's better than vanilla. I tried to figure out the issue for ages but to no avail.
Cool! Didn't expect a response since it's been a while since you posted. Gonna do some testing tomorrow.
My main suspicion right now is that I can't find any mentions in the content.json that the actual cursors.xml is being edited. It's in this vanilla file that the art for the bin and the bin lid are located, in other words the animated bin components that you see in the inventory.
What it does edit is the tools.xnb, where animations for all other tools except the bin and pan is located, as-well as the static art for the bin, which you can see in Clints' shop menu when upgrading. (And in my playthrough, the bin was correctly displayed as Bog's in the upgrade shop).
Conclusion: (Highly probable) It might not actually be a mod conflict, but a matter of missing assets. As mentioned in the pinned post Bog mentions that this was their first time working on pixel art, so might just have missed it. And we all know that Bog got busy chunking out mods from this point forward, so it might just have been forgotten :<.
Update: It is indeed a matter of missing assets. Sorted out a mish-mash of Gwen's bins with Bog's palettes applied to them for personal use, but don't think it's something I could share since none of it is original. Never uploaded anything in the first place anyway, and it's amateurish at best. I'm not on X, but I'll leave a summary of this topic in the bugs' section so that Bog might see it in case this post gets drowned in the future.
Hello, I found out that the animation of the fishing rod is still the original color during the game, so I tried to find a mod that can change the color of the fishing rod, and in the details page of another tool mod I used before, it was mentioned that Colorful Fishing Rods can help modders dye fishing rods, so I changed your configuration myself.Hope it helps. (Since my English level is not very good, the above are machine translations, please forgive me) { "Action": "EditImage", "Priority": "Late", "Target": "TileSheets/tools", "FromFile": "assets/tools.png", "PatchMode": "replace" }, { "Action": "EditData", "Target": "Mods/ColorfulFishingRods", "Entries": { "(T)IridiumRod": { //qualified ID of the rod from Data/Tools //8-bit RGB "R": 134, "G": 204, "B": 137, "A": 255 } } }, { "Action": "EditData", "Target": "Mods/ColorfulFishingRods", "Entries": { "(T)AdvancedIridiumRod": { //qualified ID of the rod from Data/Tools //8-bit RGB "R": 134, "G": 204, "B": 137, "A": 255 } } },
Another suggestion is that when I played, I found that the fishing tooltip icon was just superimposed on top of each other, and it didn't replace the original tooltip icon. Since I don't know how to modify this, I hope you can find a way to fix it next time you update, after all, overlapping one piece really affects the look. Thank you
Hi! The pack isn't working, and I have all the requirements. This is happening for the other packs that change appearances to certain things - like the torches into candles. I've updated the content patcher, and restarted the game many times. Smapi doesn't say that there's a problem. I do have a recolor mod, (DaisyNiko's Earthy Recolor) could that affect it?? Or am I doing something wrong? Thank you!
I believe there's a bit of an issue with the Scythe in specifics. This is just the basic starter Scythe, on a new file.
Anytime I mouse over it while its in my inventory, or if I manually move over to it with controller, it auto-closes the menu, so I can't even remove it from my inventory or move it to the very end to prevent it from being an issue :c
Edit: It also seems to be happening with the weapons mod, too. I'm quite certain its not any other mods I have installed, as I'm running almost none, but I'm going go to go back through my entire list and test.
I'll edit my post again once I do more troubleshooting.
Edit: So not even Stardrop detects any conflicts, but removing the whole lot of mods I was using from you seemed to fix the issue, unfortunately.
I really want to use these so, when I don't have to work, I'll do more testing to see exactly what's causing the conflict.
SMAPI log isn't giving me much info either, so I'll have to do it the old fashioned way by batch testing!
Is there a possibility of you making matching sprites for the Animal Husbandry, Fashion Sense and Alternative Textures mods? I think your design for those would be wonderful!
i have a list of mods im working through right now and then i have to create Alternative Textures versions so i can look into it, but we GOT A LIST GOING HEHE
Hi! really loving the mods so far! but it looks likes the prismatic tools are invisible :0 did i do something wrong? i replaced the files from the prismatic tool folder. i can use them still just that it is invisible
I figured it out! The weapons mod and the tools mod together seemed to be the issue. I ended up taking all the scythe info out of the tools mod and putting in the weapons mod and it all works now!
87 comments
This is my first time working on making my own pixel art!! Im so happy with how the tool handles came out and hope you all love this mod as much as i do<3
Huge shoutout and thanks to Limecat86 for sending me thier file that they edited to include GMCM support<3 YOU CAN NOW EASILY CHANGE BETWEEN THE GREEN AND PURPLE TOOLS!
____________________________________________________
ATTENTION MAY 22ND 2024
Hi all! I may be having to have a medical procedure. Im currently back and forth from the doctor so some of the small bug fixes may be a little delayed ill try my best to get them fixed before the weekend<3
____________________________________________________
If you would like to know when:
please follow my Twitter<3
<3
Bog
Log - https://smapi.io/log/32be976f37e04ad1a5877c5b34cdfbf8
Screenshot - https://imgur.com/a/U0ZvRz9
Tried looking around in patch summary for what mods edit cursors.xnb, but I dunno.
Thought that maybe I could've cross-referenced with your mod-load to see which relevant mods we have in common, but the log link is dead. :<
(Side note, fairly certain that the bin does get changed, since you can glimpse a few sneaky pixels of it to the right of the vanilla bin in both your screenshot and from my gameplay, there's probably just some other mod that edits the cursors.xnb afterwards.)
Here is a new link with the mods I use - if you figure it out please let me know! I've been using Gwens tool mod and disabled everything but the bin - it doesn't match perfectly but it's better than vanilla. I tried to figure out the issue for ages but to no avail.
My main suspicion right now is that I can't find any mentions in the content.json that the actual cursors.xml is being edited. It's in this vanilla file that the art for the bin and the bin lid are located, in other words the animated bin components that you see in the inventory.
What it does edit is the tools.xnb, where animations for all other tools except the bin and pan is located, as-well as the static art for the bin, which you can see in Clints' shop menu when upgrading. (And in my playthrough, the bin was correctly displayed as Bog's in the upgrade shop).
Conclusion: (Highly probable) It might not actually be a mod conflict, but a matter of missing assets. As mentioned in the pinned post Bog mentions that this was their first time working on pixel art, so might just have missed it. And we all know that Bog got busy chunking out mods from this point forward, so it might just have been forgotten :<.
Update: It is indeed a matter of missing assets. Sorted out a mish-mash of Gwen's bins with Bog's palettes applied to them for personal use, but don't think it's something I could share since none of it is original.
Never uploaded anything in the first place anyway, and it's amateurish at best.
I'm not on X, but I'll leave a summary of this topic in the bugs' section so that Bog might see it in case this post gets drowned in the future.
{
"Action": "EditImage",
"Priority": "Late",
"Target": "TileSheets/tools",
"FromFile": "assets/tools.png",
"PatchMode": "replace"
},
{
"Action": "EditData",
"Target": "Mods/ColorfulFishingRods",
"Entries": {
"(T)IridiumRod": { //qualified ID of the rod from Data/Tools
//8-bit RGB
"R": 134,
"G": 204,
"B": 137,
"A": 255
}
}
},
{
"Action": "EditData",
"Target": "Mods/ColorfulFishingRods",
"Entries": {
"(T)AdvancedIridiumRod": { //qualified ID of the rod from Data/Tools
//8-bit RGB
"R": 134,
"G": 204,
"B": 137,
"A": 255
}
}
},
edit: never mind, got it working. I didn't see the part about needing the same asset twice under two names. Mod is beautiful by the way!
could you send me over your smapi log?
here are the instructions: https://smapi.io/log
make sure its dragged into your mod folder<3
Anytime I mouse over it while its in my inventory, or if I manually move over to it with controller, it auto-closes the menu, so I can't even remove it from my inventory or move it to the very end to prevent it from being an issue :c
Edit: It also seems to be happening with the weapons mod, too. I'm quite certain its not any other mods I have installed, as I'm running almost none, but I'm going go to go back through my entire list and test.
I'll edit my post again once I do more troubleshooting.
Edit: So not even Stardrop detects any conflicts, but removing the whole lot of mods I was using from you seemed to fix the issue, unfortunately.
I really want to use these so, when I don't have to work, I'll do more testing to see exactly what's causing the conflict.
SMAPI log isn't giving me much info either, so I'll have to do it the old fashioned way by batch testing!
what controller are you using and what platform are you playing on?
its very sad i know:(
Is fishing rods also an option? I hate to ask for more when you have a list going but your mods are fantastic and I'm completely enamoured with them
something must have gotten messed up it was working in my testing but let me look into it for you after work today
ill fix after work<3