Stardew Valley
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Gweniaczek

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  1. Gweniaczek
    Gweniaczek
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    If you have problems/Errors add your log to the comment.
    If you need help asap hop onto discord https://discord.gg/stardewvalley ->there are always nice helpful ppl in using-mods channel.

    If you don't know how to edit config.json check this tutorial
  2. Gweniaczek
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    Updated for SV 1.6
                                                                                
    New bugs will appear, I'm sure I had to mess something in this many files cx 
    If you have problems/Errors or find an issue add your log to the comment!
  3. swiftplume
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    I hope there's a retexture for mushroom logs
  4. sollipi
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    Hi Gwen! Tysm for your mods (: I'm having an issue where the game isn't reflecting the mod at all, it happened after the latest update! Could you please help me at all? I'm not sure what's wrong. Thank you!!

    https://smapi.io/log/5edd3ef376da4c389aacf393295beaa0
    1. Gweniaczek
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      Hi there c:

      There seems to be a mistake in config.json file:
      Path 'SteelFittings', line 10, position 2.
      The line should look like this:
      "SteelFittings": "Cask, Keg",
      If you want to change/add items to the list it should always keep the format:
      "SteelFittings": "name, name, name, name",

      If you can't find the mistake post your config here and I'll help. Also, I see you have Generic Mod Config Menu mod that is great for options changing without editing config.json directly c:
    2. sollipi
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      Oh!!!! I see! Thank you so much for your help ^^ I was able to fix it and it works perfectly now <3
  5. Tris42
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    Hello! Not sure why but when I set it to sprinklers option 3 the sizes are only the largest one regardless of what I put down. I tried option 2 and the variations work!
    1. Gweniaczek
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      Hi there c:

      I'm stumped. No idea how that could happen as all sprinklers use the same code and only the applied textures are different. That would mean the images inside the mod's assets folder are messed. Maybe I made an upsie when slicing the tiles... what recolour do you use? I'll need to know where to look cx
  6. Shadynight
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    Hello Gwen! Out of curiosity, what does the recolors change? I'm currently using the DNEarthy recolor option but it's not matching Daisy's colorset and looks more like the medieval colorset no matter which option I pick from the json file. Thank you for your time!
    1. Gweniaczek
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      Hi there c:

      Dynamic token in the mod checks what recolour is installed, no need to manually set anything. 
      The recolour compatibility changes only foliage/moss/snow hues but the base craftables stone/wood/metal/... parts colours stay the same.
  7. Christinie
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    Hello i have always loved this mod, and thank you for your hard work!

    Bur right now i have some problems with the craftables like this "NotReplaced": Anvil, Auto-Grabber, Auto-Petter, Bait Maker, Bee House, Big Chest, Big Stone Chest, Bone Mill, Campfire, Cask, Charcoal Kiln, Cheese Press, Chest, Coffee Maker, Cookout Kit, Crab Pot, Crystalarium, Dark Sign, Deconstructor, Dehydrator, Deluxe Worm Bin, Farm Computer, Fish Smoker, Furnace, Garden Pot, Geode Crusher, Hay, Hay Hopper, Heater, Heavy Furnace, Heavy Tapper, Hopper, Incubator, Iron Lamp-post, Junimo Chest, Junimo Kart, Keg, Lightning Rod, Loom, Mayonnaise Machine,Mini-Fridge, Mini-Obelisk, Mini-Jukebox, Mini-Shipping Bin, Mushroom plots, Oil Maker, Ostrich Incubator, Prairie King, Preserves Jar, Recycling Machine, Seed Maker, Sewing Machine, Slime Egg-Press, Slime Incubator, Soda Machine, Solar Panel, Sprinklers, Staircase, Statue Of Blessings, Statue Of Endless Fortune, Statue Of Perfection, Statue Of The Dwarf King, Statue Of True Perfection, Stone Chest, Stone Sign, Tapper, Telephone, Text Sign, Wicked Statue, Wood Chipper, Wood Lamp-post, Wood Sign, Workbench, Worm Bi and "DecorationsNotReplaced"
    I deleted them an it still changed nothing, it still looks like the original Stardew art and not yours :((

    https://smapi.io/log/8224a87783fd4873998090fc4bfb1ad9

    Thank you :D
    1. Gweniaczek
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      Hi there c:

      Ignored Medieval_Craftables > ConfigSchema field 'BigChestoption': default values 'false' are not allowed according to AllowValues.
      That looks like you mistakenly changed some stuff in content.json instead of config.json. First one defines how the mod works, the second one defines what options you want shown.

      Unzipp yourself a fresh copy of my mod and get an original content.json back into my mod's folder. Then it's best to use Generic Mod Config Menu mod ( you have it installed ) to change config options ( it's way easier with the in-game sliders/checks than manually editing config.json ).
    2. Christinie
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      Hi, so i tried what you said, and i don´t see it in Generic Mod Config Menu. I will try it manually again and if it will not change i guess i wil cry and let it be. :(
      I will update later if it worked or nah, or if i am stupid (this would make more sense xd)
      Thx again!

      Edit: yea my furnace, bee house, preserve jar, keg and wood lamp still look like from original stardew :(( idk about other bcs i am at spring 28. rn.
    3. Gweniaczek
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      If my mod loads correctly now then something may be also overwriting.
      Like this buildings mod you have installed also changes some craftables. We can change load order but that will work only if my mod actually works and we know the buildings mod is the cause.
    4. Christinie
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      Oh my, I didn´t even know that mode changed that. It was like 2am and i looked everywhere and i found nothing :D

      Yea i deleted them and it works!!! Thx! <3
  8. XxJennyxBTSxX
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    I love your mods so much. It makes the game look amazing. Would you eventually make a re-texture for the Mini-Forge and Mushroom Log from 1.6 update? They are currently invisible for me.
    1. Gweniaczek
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      Hi there c:

      Not sure. Didn't decide yet. 
      If they are invisible = you have a mod that replaces/loads the craftables tilesheet that is outdated/not updated for SV 1.6
  9. DummyAccount03
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    Hello, I really admire your medieval machine mod (found here [https://www.nexusmods.com/stardewvalley/mods/21720), and it has added a unique flavor to my gameplay. However, when I upgrade machines using another mod, it alters their appearance significantly, breaking the immersion.Could you let me know who I should contact to maintain consistency in the medieval aesthetics even after upgrading machines? Should I reach out to the mod developer responsible for the upgrades, or is there a way to adjust this within your mod settings?"
    1. Gweniaczek
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      Hi there c:

      My mod retextures vanilla craftables, The mod you linked adds new custom upgrades. There's no way to adjust that in my mod as it's not written to target the new textures ( nor has it additional textures to use for the immense amount the upgrading mod needs ). But on the bright side - I was already contacted by the mod creator and one more person willing to work on possible compatibility ( slight edit of my craftables to match the upgrading system ) so maybe it'll be available in the future. May take a while as there really are a lot of them to do cx
  10. jessfitz
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    Hi Gwen!

    First off, love all your mods!
    I have no idea why but a few days ago a bunch of random craftables stopped being retextured? There's a couple random ones like chests and lighting rods that are still working, but the furnace, mayo machine, cheese press, etc. are stuck in their vanilla form. I've tried a few different things- reverted back to CP 2.0.2, downloading the AT version instead, etc., but nothing seems to be working. I'm not sure what to do?

    https://smapi.io/log/acae4d3af5554931a5d762626691cda1
    1. sleepypand141
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      I'm having the exact same problem
    2. Gweniaczek
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      Hi there c:

      Content Patcher edited TileSheets/Craftables (for the 'Stardew Valley Expanded' content pack).
      Make sure you have "AlternativeCraftables" disabled in SVE options.
    3. jessfitz
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      oh that worked! thank you so much!~
  11. sakusakus
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    Hi Gwen!

    First, thank you for not only your hard work, but for upkeeping it for at least 4 years now! I put off playing SDV for a long time because the game was just too bright for me and your assets help a ton.

    Since I finally downloaded and started playing 2 weeks ago, I have never been able to get the mushroom log to display in game. I've tried every variable I could think of to test (I know json, I just haven't made mods specifically for SDV yet.) I've uninstalled everything, tested it solo, tested only AT ver, tested it CP to see if I could switch to other ATs, nothing. Imgur link is the error I get, and I have tried both setting the config to replace the mush log or not- same error. I'm at the point where I may just merge the vanilla mush log into the asset sheet, but I feel like that still wouldnt fix the problem. Anything standing out to you? CP does need to be updated from .4 to .5, but it has been doing this since before the update came out.

    There is one error I noticed but I can't find anything in the log file -  
    WARNContent PatcherSMAPI fixed maps loaded by this mod to prevent errors. See the log file for details.

    https://imgur.com/LTXwaNX

    https://smapi.io/log/e147247e8c684331867c5df4ee9399b8
    1. Gweniaczek
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      HI there c:

      You know, there's a small hint here -> I never made a retexture for the mushroom log ( you mean the new 1.6 craftable one, right? ). This mod includes only the good old mushroom plots that you get when you choose the mushroom cave.

      I did some digging into your log. If in the parsed log you filter it with Trace enabled and search for craftables edits you can see there's only few mods changing the tilesheet and there's also one mod that loads the tilesheet -> Portrait Accurate NPC Sprites 
      God only knows why but it loads the outdated craftables tilesheet = making all 1.6 stuff invisible. You see most of new 1.6 stuff because I made retextures for them and as my mod edits the tilesheet later -> it adds most of them back but I never did the mushroom log so it stays invisible.

      Edit: Just checked and the mod has an update that fixes that problem. Go update c:
    2. sakusakus
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      oh my GOD I would have NEVER noticed about the NPC sprites- I knew you hadn't made a sprite for it which is why I was so confused why it was having issues when using your craftables versus vanilla.

      I was using VScode to search the log rather than the smapi site since it's just second nature lol I probably would have never noticed.
      That's so wild, thank you for pointing it out.
  12. Morghoula
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    I'll hold off on submitting a bug report as I'm not 100% sure if this is an issue with your mod or AT in general.

    I have both your CP and AT version of this installed (VPR recolor). I have used AT to change all my indoor kegs into the indoor texture, yet every time I restart the game, they all turn back to the outdoor version (so in winter, there is snow on them). This only appears to happen with the kegs. I tried turning off the option for keg replacers in CP and that didn't do anything to fix the issue, so I suspect it has something to do with the AT module.