Thanks for downloading this mod, in order for me to provide you support, please be sure to read the instructions below:
For Questions / Issues relating to this mod: * Include the version of Stardew Valley Weather Machine * Include the version of Stardew Valley you are currently running * Do your best to describe your problem, the more details you give me the better chance that I can assist you.
For Feature Requests: * Include the type of feature you would like to have included in a new version of SDVWM * Briefly describe what you'd like this feature to do * Some examples if possible, of other games that already use this feature that you'd like to be included in SDVWM
For Bug Reports: Please go to the Bug Report section and submit a Bug report
i have the latest version of Stardew smapi, and this mod. i liked it at first but i went through the entire first spring and it has not stopped raining once. dont know if its a setting or something but as of now ive had to disable it as the cutscene to unlock the com center required a sunny day
Apologies for the delay in responding. Yes, if it's currently raining in your location then it will grab the hour by hour forecast data and display that result in game. I am working on redoing my mods with SDVWM being one of them where it will trigger an algorithm if the weather pattern is consistent.
Hey, Im using this current version of the game and mod and the companion mods of this, and when it make rain, doesn't water my crops and I have to cheat with cjb. The lights in pelican town and other expansion villages doesn't light up. The game freezes slightly when is 18h and other times like that but this can be anyone of my zillion mods.
Hi, the rain should water your crops; my mods don't change that they just increase the yield when harvesting. I'll check the others that you had mentioned and see if I get the same thing.
I'll be tracking this mod for updates whenever you get time to work on and complete an update! I hope grad school goes well. Stay hydrated, fed, and talk to a human. :D
Thanks Runzu87! I am slowly but surly working on updates for all of my mods, I plan to take the summer semester off to give myself a much needed break. I will be releasing an array of updates around then. I hope you have a great MLK day if you are in the US!
Was noticing that the weather and luck were not updating at all, through at least 2 hours of real-time gameplay and 3-4 in-game days. I took a few screenshots of the weather HUD and the daily luck report, if you want to see those. SMAPI was not showing any error logs (I checked), but the game was also freezing up for a solid 2 minutes when I tried to go to any mine level. When I checked the mod folder, I saw an error report file. Maybe this will be helpful? I would love for my weather to shift as it should and not have my luck pinned at ~13%.
Exiting the game and restarting did nothing to fix this, by the way. Still Clear, 75F with 13% luck.
Edit: I pulled the game back up at noon-thirty to compare in-game weather to real-world weather; game is still 75F, Clear, 13% luck, my local weather is currently 80F, Cloudy. Exiting house, going into village, and sleeping for the evening again did nothing to change the weather at any point.
(running SMAPI 3.15.1 with Stardew Valley 1.5.6 (build 22018) on Microsoft Windows 10 Home)
For this issue, the backend had taken too long for the response to be sent back to the client. It wouldn't be an issue with the mod but that the backend was expecting this request to take a few seconds but for some reason it took longer and timed out because it had exceeded the time limit set. I increased the backend time limit and this should resolve your issue.
If it doesn't, you can submit a bug report with screenshots and I'll investigate further.
I'm starting to test the new version and so far no problems! I'm a bit curious though what is the benefit of using player's real time weather vs. randomizing in game weather?
Real Weather is being redone, it's original purpose was to have weather be applied instantly vs the next day however since the weather gets updated whenever the player warps to another location in addition to the start of a brand new day, this is no longer needed so I will be rewriting that mod later this year to become a randomized weather mod based on historical weather data for the user's location.
I'm having a weird glitch where it'll be dry out and im walking around and then all the sudden *BAM* it's raining and snowing at the same exact time in the middle of summer and now fall but nothing is affected by it (i.e. crops arent getting watered even tho its raining and snowing at the same time)
Are you using the Real Weather Mod? Real Weather has a whacky mode which changes the season and weather if the forecast is the same as the day before. Try taking it off and see if that helps, I am planning to rewrite that mod later this year.
What does your location say for the weather? It should only rain and snow if it's either spring or fall, definitely not summer time which suggests you may be getting this from having Whacky Mode on in Real Weather which I had disabled as of the most recent build of Real Weather.
Try holding down the 'Home' key for 5 seconds before releasing and see if that gets rid of the UI. If not, I will try another key or find another way to allow the user to hide the UI.
[SDVWM] Mod crashed on entry and might not work correctly. Technical details: Newtonsoft.Json.JsonReaderException: Can't parse JSON file at C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\SDVWM\config.json. This doesn't seem to be valid JSON. Technical details: After parsing a value an unexpected character was encountered: ". Path 'ExhaustionTimer', line 11, position 2. at StardewModdingAPI.Toolkit.Serialization.JsonHelper.ReadJsonFileIfExists[TModel](String fullPath, TModel& result) in SMAPI.Toolkit\Serialization\JsonHelper.cs:line 80 at StardewModdingAPI.Framework.ModHelpers.DataHelper.ReadJsonFile[TModel](String path) in SMAPI\Framework\ModHelpers\DataHelper.cs:line 50 at StardewModdingAPI.Framework.ModHelpers.ModHelper.ReadConfig[TConfig]() in SMAPI\Framework\ModHelpers\ModHelper.cs:line 144 at StarDewValleyWeatherMachine.ModEntry.Entry(IModHelper helper) at StardewModdingAPI.Framework.SCore.LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase) in SMAPI\Framework\SCore.cs:line 1719
i added the experimental feature to the game from the line because it was missing I will delete i right now hold on
The config.json file holds several different options that allows you to customize the behavior of the mod. { "tempType": "F", "hotTemp": 70, "coldTemp": 40, "WindSpeed": 6.0, "HUDMode": "Normal", "EnableLogging": false, "EnableSeasonalConditions": true, "EnableExhaustion": true }
HUD Mode: type "Normal" for the Responsive heads-up display, type "Interactive" for the button style weather report menu (Can be accessed by holding down the L key, or type "Classic" for the original timed HUD alert based weather report.
TempType: Choose either F for Fahrenheit, C for Celsius, or K for Kelvin.
WindController: whenever the user's current location has a wind speed >= user entered meters per second , debris will populate on the player's screen and the speed of the debris is based on the current gust speed from the user's location, it will disappear when the wind speed is <= <set value> meters per second.
Seasonal Conditions: With every season, comes various perks and benefits: certain weather conditions in the game will affect the number of crops you receive at harvest and even the time before your crops are ready for harvest depending on the season. Use true to enable, false to disable. This feature is enabled by default
coldTemp: The minimum temperature required in order for cold weather related exhaustion effects to occur.
hotTemp: the maximum temperature required in order for heat related weather exhaustion effects to occur.
EnableExhaustion: set to true by default, you can set this to false if you would prefer to not experience weather related exhaustion effects on your farmer.
ExhaustionTimer: set the amount of time (int) in seconds before your farmer becomes fatigated from seasonal weather changes.
As an example, here's a modified config.json with the tempType set to Celcius, hotTemp set higher, coldTemp set lower, etc.. { "tempType": "C", "hotTemp": 95, "coldTemp": 20, "WindSpeed": 5.0, "HUDMode": "Classic", "EnableLogging": false, "EnableSeasonalConditions": true, "EnableExhaustion": false }
Regarding the Experimental feature, that has been removed as of the latest release of SDVWM since there aren't any experimental features right now. The previous releases had the Recipe system as an experimental feature which has now been pushed into the main code base.
Yes, SDVWM Astro was the original code name set for SDVWM_Enviornment, this mod has been abandoned and is no longer in active development because I felt that I wouldn't have enough time to commit to maintaining and updating another mod as I already have 3 mods that I actively maintain. You can still use it until the end of September when the backend upgrades are completed.
Hope this helps and of course let me know if you have any questions.
I wonder if I missunderstood something but I'm not able to toggle the HUD off, the black text stays in the left upper corner no matter which option I use? I'm using the newest version on PC if that helps. also I would prefer using interactive version but the L button doesn't do anything in my game.
Make sure to hold the L button; clicking it doesn't make it appear right away. If you want the HUD off the best variant would be "classic" where it just shows occasionally as an alert.
Can you send me a screen shot of the black text? I can look into it and release a fix for it since it shouldn't be too difficult to resolve; just a matter of figuring out what this black text is.
Ah sorry I didn't realise that! I have one suggestion too considering the weather effects. This is just my opinion though! But I would prefer the weather effect to affect the energy bar and not the speed bc to me being slow is so annnoying. Also maybe the heat would not affect so much on the night time? But I really like that the weather affects you and the visual thing. It makes the seasons feel more real. And the food and drink keeping you cold/warm is really great too.
How much do you think would be a reasonable amount to drain the farmers energy per in game hour? I could make this an optional thing and add it to my state of the game board; Do you have an idea of how much energy should be drained during the day? That typically makes a huge impact since when you run out of energy you will pass out.
The original code drained the players health before I removed it but it could be added back in and modified as long as it doesn't affect the new code. (Health doesn't regenerate inside anymore)
So here are my questions for your suggestion if you don't mind answering them:
If I were to add this: do you think the farmer should regain energy by consuming appropriate drinks or just being inside? (It can't be both)
How much energy should be drained per 1 hour in game?
Should speed reduction still be included along side the drainage of energy in certain situations? If so what would be some situations you think that would make sense to reduce speed and energy?
I'll add it to my board and put it as a possible feature; I am not sure when it will be added in though since I need to work on releasing a new version of Ambient Light, SDVWM Environment and Real Weather.
I'm thinking maybe 4 energy points per hour? This would make 72 points max in a day which is not much but it still is significant if you want to complish a lot and you are early in the game. I think consuming drinks and food seems more meaningful than staying inside because that doesn't stop you from doing stuff gameplay wise and I like the idea of food and drink playing a bigger part in the game. I personally would not want the speed reduction because in any case there will be speed reduction if the farmer gets exhausted. Speed reduction is something that for me at least makes the gameplay really tedious. Of course it would be really fun if the energy point amount varies in relation to the temperature.
Just make everything configurable. Most immersive option to me would be speed debuff in cold weather and energy drain in hot weather, instead of only one in both cases. So I'd split the hot and cold weather effects into 2 configs; `HotWeatherDebuff: Energy/Speed/None` and `ColdWeatherDebuff: Energy/Speed/None`.
And then make the intensity also configurable; `EnergyDrainPerHour` and `SpeedDebuffMagnitude` or whatever you want to name them.
I am going to add this to my trello board and my state of the mod updates right now so I don't forget. Thank you and please don't hesitate to share any other ideas. I am always open to suggestions to better improve mod functionality / features.
132 comments
For Questions / Issues relating to this mod:
* Include the version of Stardew Valley Weather Machine
* Include the version of Stardew Valley you are currently running
* Do your best to describe your problem, the more details you give me the better chance that I can assist you.
For Feature Requests:
* Include the type of feature you would like to have included in a new version of SDVWM
* Briefly describe what you'd like this feature to do
* Some examples if possible, of other games that already use this feature that you'd like to be included in SDVWM
For Bug Reports:
Please go to the Bug Report section and submit a Bug report
Thanks again for downloading this mod.
- Sixth
Apologies for the delay in responding. Yes, if it's currently raining in your location then it will grab the hour by hour forecast data and display that result in game. I am working on redoing my mods with SDVWM being one of them where it will trigger an algorithm if the weather pattern is consistent.
Exiting the game and restarting did nothing to fix this, by the way. Still Clear, 75F with 13% luck.
Edit: I pulled the game back up at noon-thirty to compare in-game weather to real-world weather; game is still 75F, Clear, 13% luck, my local weather is currently 80F, Cloudy. Exiting house, going into village, and sleeping for the evening again did nothing to change the weather at any point.
(running SMAPI 3.15.1 with Stardew Valley 1.5.6 (build 22018) on Microsoft Windows 10 Home)
For this issue, the backend had taken too long for the response to be sent back to the client. It wouldn't be an issue with the mod but that the backend was expecting this request to take a few seconds but for some reason it took longer and timed out because it had exceeded the time limit set. I increased the backend time limit and this should resolve your issue.
If it doesn't, you can submit a bug report with screenshots and I'll investigate further.
What could be causing this?
Real Weather has a whacky mode which changes the season and weather if the forecast is the same as the day before.
Try taking it off and see if that helps, I am planning to rewrite that mod later this year.
What does your location say for the weather? It should only rain and snow if it's either spring or fall, definitely not summer time which suggests you may be getting this from having Whacky Mode on in Real Weather which I had disabled as of the most recent build of Real Weather.
If not, I will try another key or find another way to allow the user to hide the UI.
Also, are you running this on Windows or Mac?
Newtonsoft.Json.JsonReaderException: Can't parse JSON file at C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\SDVWM\config.json. This doesn't seem to be valid JSON.
Technical details: After parsing a value an unexpected character was encountered: ". Path 'ExhaustionTimer', line 11, position 2.
at StardewModdingAPI.Toolkit.Serialization.JsonHelper.ReadJsonFileIfExists[TModel](String fullPath, TModel& result) in SMAPI.Toolkit\Serialization\JsonHelper.cs:line 80
at StardewModdingAPI.Framework.ModHelpers.DataHelper.ReadJsonFile[TModel](String path) in SMAPI\Framework\ModHelpers\DataHelper.cs:line 50
at StardewModdingAPI.Framework.ModHelpers.ModHelper.ReadConfig[TConfig]() in SMAPI\Framework\ModHelpers\ModHelper.cs:line 144
at StarDewValleyWeatherMachine.ModEntry.Entry(IModHelper helper)
at StardewModdingAPI.Framework.SCore.LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase) in SMAPI\Framework\SCore.cs:line 1719
i added the experimental feature to the game from the line because it was missing I will delete i right now hold on
{
"tempType": "F",
"hotTemp": 70,
"coldTemp": 40,
"WindSpeed": 6.0,
"HUDMode": "Normal",
"EnableLogging": false,
"EnableSeasonalConditions": true,
"EnableExhaustion": true
}
HUD Mode: type "Normal" for the Responsive heads-up display, type "Interactive" for the button style weather report menu (Can be accessed by holding down the L key, or type "Classic" for the original timed HUD alert based weather report.
TempType: Choose either F for Fahrenheit, C for Celsius, or K for Kelvin.
WindController: whenever the user's current location has a wind speed >= user entered meters per second , debris will populate on the player's screen and the speed of the debris is based on the current gust speed from the user's location, it will disappear when the wind speed is <= <set value> meters per second.
Seasonal Conditions: With every season, comes various perks and benefits: certain weather conditions in the game will affect the number of crops you receive at harvest and even the time before your crops are ready for harvest depending on the season. Use true to enable, false to disable. This feature is enabled by default
coldTemp: The minimum temperature required in order for cold weather related exhaustion effects to occur.
hotTemp: the maximum temperature required in order for heat related weather exhaustion effects to occur.
EnableExhaustion: set to true by default, you can set this to false if you would prefer to not experience weather related exhaustion effects on your farmer.
ExhaustionTimer: set the amount of time (int) in seconds before your farmer becomes fatigated from seasonal weather changes.
As an example, here's a modified config.json with the tempType set to Celcius, hotTemp set higher, coldTemp set lower, etc..
{
"tempType": "C",
"hotTemp": 95,
"coldTemp": 20,
"WindSpeed": 5.0,
"HUDMode": "Classic",
"EnableLogging": false,
"EnableSeasonalConditions": true,
"EnableExhaustion": false
}
Regarding the Experimental feature, that has been removed as of the latest release of SDVWM since there aren't any experimental features right now. The previous releases had the Recipe system as an experimental feature which has now been pushed into the main code base.
Yes, SDVWM Astro was the original code name set for SDVWM_Enviornment, this mod has been abandoned and is no longer in active development because I felt that I wouldn't have enough time to commit to maintaining and updating another mod as I already have 3 mods that I actively maintain. You can still use it until the end of September when the backend upgrades are completed.
Hope this helps and of course let me know if you have any questions.
If you want the HUD off the best variant would be "classic" where it just shows occasionally as an alert.
Okay that's actually from SDVWM Environment not SDVWM.
Never the less; I will fix this and push an update soon.
Keep an eye out for it.
I could make this an optional thing and add it to my state of the game board; Do you have an idea of how much energy should be drained during the day? That typically makes a huge impact since when you run out of energy you will pass out.
The original code drained the players health before I removed it but it could be added back in and modified as long as it doesn't affect the new code. (Health doesn't regenerate inside anymore)
So here are my questions for your suggestion if you don't mind answering them:
I'll add it to my board and put it as a possible feature; I am not sure when it will be added in though since I need to work on releasing a new version of Ambient Light, SDVWM Environment and Real Weather.
Most immersive option to me would be speed debuff in cold weather and energy drain in hot weather, instead of only one in both cases. So I'd split the hot and cold weather effects into 2 configs; `HotWeatherDebuff: Energy/Speed/None` and `ColdWeatherDebuff: Energy/Speed/None`.
And then make the intensity also configurable; `EnergyDrainPerHour` and `SpeedDebuffMagnitude` or whatever you want to name them.
I am going to add this to my trello board and my state of the mod updates right now so I don't forget.
Thank you and please don't hesitate to share any other ideas. I am always open to suggestions to better improve mod functionality / features.