Since it doesnt seem to be compatible with SDE I dont plan on installing it right now (and i dont have the modding skill to make the proper config file) but I've put it on my watch list in case anyone comes up with a compatibility patch, cause this seems real cool
Just updated. If you come up with an alternate set that would be useful for a popular mod, let me know- we might try to find a way to accomodate it officially.
I was working on it but I was only able to do a few maps before life got in the way. Once things settle down, if nobody else has taken up the charge, I'll sit down and set up a proper compat file. Since you created it are there any tips on limitations? Like places you don't think gates should go or gates that might be too OP?
Hello, I was updating my mods and noticed that most updates allow for the previous version to be replaced on install and that this mod doesn't. I wouldn't know how to go about patching this but it would be appreciated if you did, thank you.
This is a silly and dumb question, I know. I'm sorry for even asking it. My reading of the description implies they might take you to some sort of...somewhere. Which I'm interpreting to possibly be wierd, small custom areas. Is this right? And if that is true, is this compatible with Stardew Valley Expanded?
There are two pairs of moongates - tidal gates (ebb/flow) and lunar gates (wane/wax). They link to each other. So basically its two random, daily changing 'shortcuts', that you stumble on to and they might end up pointing you somewhere you wouldnt have gone that day, making your trip shorter and more efficient, or being entirely pointless, and it varies by the day.
to answer the second question based on experience: it's not out of the box compatible with SVE. It'll work but you'll get trapped in walls and stuff. Someone would have to create a config that is compatible with SVE. I was going to but then I had to move out of state for a bit and now I have to move back and haven't had time. If anyone does I would love to have a copy.
This mod is fantastic but an unexpected side effect which makes it even more amusing is that the moongates get treated as NPCs. I don't know if it's because of a clash with other mods, but they showed up in my list of possible friends on the CJB cheats menu, a gate liked me talking to another person (due to the Part of the Community mod) and one gate posted a quest on the noticeboard asking me for a Sunfish! Sadly I didn't have one and it was late or I'd love to have seen what would have happened. 12/10 Would totally recommend. :D
I thought about fixing this in the update. But 1.) It would actually be quite difficult, because the fix introduces an error in console from time to time. Not really a problem, but would concern people, and I don't like leaving stray errors, even if they are harmless. And 2.) It's kind of awesome and maybe worth keeping.
It does not. In point of fact, bwdyworks is being dropped as of 1.4, which means every mod will be standalone. There were too many issues with bwdyworks and not having the right version.
The main issue with bwdyworks was updating - when mod A updates and using bwdyworks 3.0, and mod B is still requiring 2.0... there's just no way to use them both. So even though it's a lot of duplicated code and work to do them individually, that's what we're doing now. Makes for a better user experience.
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Not a silly question :)
12/10 Would totally recommend. :D
But 1.) It would actually be quite difficult, because the fix introduces an error in console from time to time. Not really a problem, but would concern people, and I don't like leaving stray errors, even if they are harmless. And 2.) It's kind of awesome and maybe worth keeping.
Thanks so much for the mod!
The main issue with bwdyworks was updating - when mod A updates and using bwdyworks 3.0, and mod B is still requiring 2.0... there's just no way to use them both. So even though it's a lot of duplicated code and work to do them individually, that's what we're doing now. Makes for a better user experience.