As you know the new update prevents the NPCs from breaking the chests, but the other objects can break them, here you have this update that prevents this.
Note: the current and official version of the mod works but its code is outdated (2020) I just updated it to the latest version and modernized the code.
I installed it and it isn't not detected : [SMAPI] - Market Town 5.2.0 because it requires mods which aren't installed (MadaraUchiha.NonDestructiveNPCs) But the none edited version works.
In the "Market Town" mod folder look for the file named manifest.json and open it with a text editor.Look where it says: MadaraUchiha.NonDestructiveNPCsreplace it with:IamSaulC.NonDestructiveNPCs if it is a mod with multiple folders search all the files with that name and replace the same lines if needed
Hello.I love your mods. Will this be updated for 1.6? This is one of my favorite mods so I hope it works on 1.6.I would like NPCs to be able to pass through chests and other objects. Thank you for the amazing work :)
Do beach events break the objects? I think noone else asked that question and I can´t sleep until I know the answer, sorry if you already said it and I missed it.
i think they didnt, i put a chest next to willy's door for me to store some fishes and trash, it disappeared during the night market event, but reappeared the next day
Ah the answer to Jodi going around my farm destroying my chests, I have no idea how on earth does she even get to my farm lmao (probably a bug on SVE) but I CAN'T HATE HER so..... THANK YOU THIS HELPS ME A LOT!
I don't know if you're still active, or if what I'm asking is possible or would fix my problem - which is 100% my fault - but I have a request.
I carelessly put a crab pot right where the last community upgrade puts a bridge. So now some NPCs from The Adventurer's Guild mod try to go down that bridge and get stuck. They don't walk through the crab pot, they don't break it, they don't reroute. I'm going to make a similar request over there as well, but just to double my chances, is there any way you can modify this mod so that they'll walk through the blasted crab pot that's merged under the bridge? I can't freaking *remove* the darn thing, either. It's really annoying.
Delta, that did help, thanks. This was driving me batty.
And what really gets me is that now that the stupid crab pot is gone, those NPCs don't go anywhere near the bridge! Because they're not supposed to! So why they kept getting freaking stuck there in a clump, I honestly don't know.
Happy to help. It's one of my favorite mods because you can move pretty much anything with it, even machines and casks in the process of doing something. Glad that worked for you, and that's so weird too. I wonder if they (the algorithmic code controlling them) were trying to travel the path of least resistance, and thought that was the best way for some reason?
Computers are weird.
>batty reminded me of this mod custom cask mod is great too Have fun!
Hi there I'm in 1.5 and for anyone who is curious, I'd be happy to share my experience. This does work smoothly in 1.5, though it isn't bugless. It works for trees, chests, and fences (Those I've only tested) and so far they haven't been destroyed.
Although they DON'T break, I suggest you still put it out of the npcs path to the best of your ability. I recommend downloading a npc path finder (Though it doesn't show the new 1.5 npc's pathing *Spoilers!*) and, to an extent, avoid blocking any walkable tiles. My experience is that the npcs do tolerate the blockage, but only to a certain point. I've placed some fences and trees up in the railroad area, and one day I walk up there to see Linus clipping by a barrel in front of the bath entrance. Yea, was quite a sight to see the bottom half of a homeless man.
They do get stuck in weird areas but I don't know what triggers it. My theory is that it only happens when it is in area you currently aren't in. Maybe because the game hasn't loaded that part of the map and when an npc is in it and something is blocking their way, because their original function is to destroy it, it just completely bugs out and they get stuck in some (sometimes inaccessible) areas.
Now trees are a different story. Sometimes npcs pathfinding will go AROUND trees but, like I said, only to an extent. It's kind of a weird function, because half the time they go off their path, and the other half they just tunnel through it (or destroy if you don't have this mod)
So if you have no problems with npcs sometimes clipping through weird areas you don't usually visit(possibly even getting stuck), then this is a good mod. I personally use it to decorate my town and\or change the paths (sometimes) of the npcs to make it more natural.
If you have any questions feel free to ask and I'll do my best to answer that. Thank you so much for this mod!
58 comments
As you know the new update prevents the NPCs from breaking the chests, but the other objects can break them, here you have this update that prevents this.
Note: the current and official version of the mod works but its code is outdated (2020) I just updated it to the latest version and modernized the code.
Download - Stardew Valley Forum
But the none edited version works.
MadaraUchiha.NonDestructiveNPCs
replace it with:IamSaulC.NonDestructiveNPCs
if it is a mod with multiple folders search all the files with that name and replace the same lines if needed
This is one of my favorite mods so I hope it works on 1.6.I would like NPCs to be able to pass through chests and other objects.
Thank you for the amazing work :)
"NPCs now shove chests out of their way instead of destroying them."
I carelessly put a crab pot right where the last community upgrade puts a bridge. So now some NPCs from The Adventurer's Guild mod try to go down that bridge and get stuck. They don't walk through the crab pot, they don't break it, they don't reroute. I'm going to make a similar request over there as well, but just to double my chances, is there any way you can modify this mod so that they'll walk through the blasted crab pot that's merged under the bridge? I can't freaking *remove* the darn thing, either. It's really annoying.
I hope this helps you.
And what really gets me is that now that the stupid crab pot is gone, those NPCs don't go anywhere near the bridge! Because they're not supposed to! So why they kept getting freaking stuck there in a clump, I honestly don't know.
Computers are weird.
>batty
reminded me of this mod
custom cask mod is great too
Have fun!
This does work smoothly in 1.5, though it isn't bugless. It works for trees, chests, and fences (Those I've only tested) and so far they haven't been destroyed.
Although they DON'T break, I suggest you still put it out of the npcs path to the best of your ability. I recommend downloading a npc path finder (Though it doesn't show the new 1.5 npc's pathing *Spoilers!*) and, to an extent, avoid blocking any walkable tiles.
My experience is that the npcs do tolerate the blockage, but only to a certain point. I've placed some fences and trees up in the railroad area, and one day I walk up there to see Linus clipping by a barrel in front of the bath entrance. Yea, was quite a sight to see the bottom half of a homeless man.
They do get stuck in weird areas but I don't know what triggers it. My theory is that it only happens when it is in area you currently aren't in. Maybe because the game hasn't loaded that part of the map and when an npc is in it and something is blocking their way, because their original function is to destroy it, it just completely bugs out and they get stuck in some (sometimes inaccessible) areas.
Now trees are a different story. Sometimes npcs pathfinding will go AROUND trees but, like I said, only to an extent. It's kind of a weird function, because half the time they go off their path, and the other half they just tunnel through it (or destroy if you don't have this mod)
So if you have no problems with npcs sometimes clipping through weird areas you don't usually visit(possibly even getting stuck), then this is a good mod. I personally use it to decorate my town and\or change the paths (sometimes) of the npcs to make it more natural.
If you have any questions feel free to ask and I'll do my best to answer that.
Thank you so much for this mod!