Will there be a probability correlation between Fishing Skill Level and treasure chests in the future? While I can currently simulate this scenario through modding, it remains cumbersome to implement manually.
fish treasure roe drops (added by jewels of the sea book in 1.6) are broken by this mod, the roe is supposed to be of the fish type caught, however with seemingly at the very least 'vanilla items multiplier' >1x (no modded items enabled) the roe received can be of any fish (like say legend roe worth an ungodly amount of gold fishing up a random carp)
correction: with ModEnabled flagged true at all the roe gets obfuscated, though whether that's true or not you can still have it change treasure chance
It seems to be the fault of Fast Animations, or at least that mod is involved in the errors shown. I plan to go through my mods sometime soon when I'm less busy and get them all updated to my standards, but for now, you could try uninstalling either this mod or Fast Animations?
Hi, thank you for this mod, it makes fishing feel more rewarding.
Unfortunately I just got an error message similar to BeTransDoCrime. Check the log here (Note that I did disable some of my mods to shorten it, so do not mind the "mod not loaded" errors.)
The game behaviour is, that some opened chests skip all mod items and only contain vanilla items. The next chest can contain modded items again, however. So I assume a problem with a certain modded item, that may not be included.
And I have a feature request too: There is the ability to include items by tag and exclude items by name. Can you add the support vice versa to include items via name and exclude via (custom) tag?
edit: I think I found the culprit mod, funnily the 'trash' option for treasure chests was not even enabled. After removing it, the error did not happen again. Still, maybe you may want to check it out to find the incompatibility.
Thank you, this is a very nice error report. I am currently thousands of miles from my computer, and I cannot test and publish a fix at the moment, i’m very sorry. Thank you for letting me know and I’ll work on it when I get back. I’m sorry for the wait.
Thank you for this mod. I was looking for a mod to get cornucopia's seeds without having to buy them from Pierre's store.
It works for me, but I think there's a bug, when I click on "include seeds", it includes vegetables instead of seeds. And when I click on "include monster loot", it includes seeds in.
Well it works, but I had to enbale "monster loot" to get the seeds.
Also I'm a little bit confused about what the "modded multiplier" does? Do I have to set it to 1 or 0?
Hello it's me again. I put the context tag inclusion chance to 100% and tried using the "item_radish_seeds" or "fruit_tree_item" in my context tag, but it didn't give me the desired items, also my smapi log looks like this;
[AdvancedFishingTreasure] Failed to load a category item [AdvancedFishingTreasure] Failed to load a category item [AdvancedFishingTreasure] Failed to load a category item [AdvancedFishingTreasure] Failed to load a category item [AdvancedFishingTreasure] Failed to load a category item
The only context tag that worked for me was "item_type_arch". It did give me the items but the smapi log still showed ;
[AdvancedFishingTreasure] Failed to load a category item [AdvancedFishingTreasure] Failed to load a category item [AdvancedFishingTreasure] Failed to load a category item [AdvancedFishingTreasure] Failed to load a category item [AdvancedFishingTreasure] Failed to load a category item
I'm currently using 1.1.4, and for reasons I don't understand, I can't equip any of the rings that I get from the treasure chests. If I spawn the ring using other means, it works perfectly, but any rings that I get via the fishing chest are not usable.
Just tested, and the rings I fish up are also not usable at the Ginger Island Forge. In my inventory, when I'm using the Forge, the rings are greyed out and unselectable. Any idea why this is?
The mod suddenly stopped working and I keep getting this in the SMAPI window when I try to fish:
[game] An error occurred inthe base update loop: NullReferenceException: Object reference not set to an instance of an object. atAdvancedFishingTreasure.Patches.TreasureMenuPatch.<>c.<Postfix>b__1_5(IdItemPair v) in /home/aceynk/RiderProjects/AdvancedFishingTreasure/Patches.cs:line 302 atSystem.Linq.Enumerable.WhereListIterator`1.ToList() atSystem.Linq.Enumerable.ToList[TSource](IEnumerable`1 source) atAdvancedFishingTreasure.Patches.TreasureMenuPatch.Postfix(Int32 remainingFish, FishingRod __instance) in /home/aceynk/RiderProjects/AdvancedFishingTreasure/Patches.cs:line 302 atStardewValley.Tools.FishingRod.openTreasureMenuEndFunction_PatchedBy<Aceynk.AdvancedFishingTreasure>(FishingRod this, Int32 remainingFish) atStardewValley.TemporaryAnimatedSprite.unload() atStardewValley.TemporaryAnimatedSprite.update(GameTime time) atStardewValley.Tools.FishingRod.tickUpdate(GameTime time, Farmer who) atStardewValley.Farmer.updateCommon(GameTime time, GameLocation location) at StardewValley.Farmer.Update(GameTimetime, GameLocation location) atStardewValley.Game1.UpdateCharacters(GameTime time) at StardewValley.Game1._update(GameTimegameTime) at StardewValley.Game1.Update(GameTimegameTime) atStardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate)
and I have no clue what it means at all or how to fix it.
Could you try to replicate this and share your game log with me? This is an error on my part, and I would like to know what config settings you have turned on?
Hi, yeah, I can replicate it, it's been happening whenever I fish since about yesterday. Got the log here: https://smapi.io/log/3a0132f8656f45c48bed6a1a8d9a7bd4 Hopefully I did that right, I've been messing around with the config settings in game to see if I could fix it, putting a bunch of different numbers, changing which boxes I tick, it doesn't seem to effect anything.
Please, I need it to help me. I am trying to add exclusions, but not entertain as it does. I'm editing for '' mod '', but the exclusions are not added. I've tried to use exclusion manually and even if I know how to edit mods I don't understand what to do in this case. In addition, certain items I selected to come in the chest does not appear such as: vegetables, fruits, fish. I'm almost out of the mod because I get more items, but it's just more of the same
have you made sure to turn on the "Include Modded Items" config option? no items set to be included with this mod will appear if that config option is off.
59 comments
correction: with ModEnabled flagged true at all the roe gets obfuscated, though whether that's true or not you can still have it change treasure chance
https://smapi.io/log/af8fc4cbba8c405ca157c5eefc686bdd
Unfortunately I just got an error message similar to BeTransDoCrime.
Check the log here
(Note that I did disable some of my mods to shorten it, so do not mind the "mod not loaded" errors.)
The game behaviour is, that some opened chests skip all mod items and only contain vanilla items. The next chest can contain modded items again, however. So I assume a problem with a certain modded item, that may not be included.
And I have a feature request too:
There is the ability to include items by tag and exclude items by name. Can you add the support vice versa to include items via name and exclude via (custom) tag?
edit: I think I found the culprit mod, funnily the 'trash' option for treasure chests was not even enabled. After removing it, the error did not happen again. Still, maybe you may want to check it out to find the incompatibility.
Take your time, no need to rush.
thanks
It works for me, but I think there's a bug, when I click on "include seeds", it includes vegetables instead of seeds. And when I click on "include monster loot", it includes seeds in.
Well it works, but I had to enbale "monster loot" to get the seeds.
Also I'm a little bit confused about what the "modded multiplier" does? Do I have to set it to 1 or 0?
[AdvancedFishingTreasure] Failed to load a category item
[AdvancedFishingTreasure] Failed to load a category item
[AdvancedFishingTreasure] Failed to load a category item
[AdvancedFishingTreasure] Failed to load a category item
[AdvancedFishingTreasure] Failed to load a category item
The only context tag that worked for me was "item_type_arch". It did give me the items but the smapi log still showed ;
[AdvancedFishingTreasure] Failed to load a category item
[AdvancedFishingTreasure] Failed to load a category item
[AdvancedFishingTreasure] Failed to load a category item
[AdvancedFishingTreasure] Failed to load a category item
[AdvancedFishingTreasure] Failed to load a category item
Just tested, and the rings I fish up are also not usable at the Ginger Island Forge. In my inventory, when I'm using the Forge, the rings are greyed out and unselectable. Any idea why this is?
edit: doesn't seem to be fixed as of 1.1.5. despite it working during testing. going to try and fix it again.
[game] An error occurred inthe base update loop: NullReferenceException: Object reference not set to an
instance of an object.
atAdvancedFishingTreasure.Patches.TreasureMenuPatch.<>c.<Postfix>b__1_5(IdItemPair
v) in /home/aceynk/RiderProjects/AdvancedFishingTreasure/Patches.cs:line 302
atSystem.Linq.Enumerable.WhereListIterator`1.ToList()
atSystem.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
atAdvancedFishingTreasure.Patches.TreasureMenuPatch.Postfix(Int32 remainingFish,
FishingRod __instance) in
/home/aceynk/RiderProjects/AdvancedFishingTreasure/Patches.cs:line 302
atStardewValley.Tools.FishingRod.openTreasureMenuEndFunction_PatchedBy<Aceynk.AdvancedFishingTreasure>(FishingRod
this, Int32 remainingFish)
atStardewValley.TemporaryAnimatedSprite.unload()
atStardewValley.TemporaryAnimatedSprite.update(GameTime time)
atStardewValley.Tools.FishingRod.tickUpdate(GameTime time, Farmer who)
atStardewValley.Farmer.updateCommon(GameTime time, GameLocation location)
at StardewValley.Farmer.Update(GameTimetime, GameLocation location)
atStardewValley.Game1.UpdateCharacters(GameTime time)
at StardewValley.Game1._update(GameTimegameTime)
at StardewValley.Game1.Update(GameTimegameTime)
atStardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance,
GameTime gameTime, Action runUpdate)
and I have no clue what it means at all or how to fix it.
Please use: https://smapi.io/log