I see someone having an issue with the mod in the Stardew discord, but I must admit I do not check that for issues with my mod so if you do find an issue with this mod please post it here and I will get to fixing it. Additionally, if you have any ideas on what could be added to the mod/mods to add compatibility with I would be more than happy to comply, just add it as a comment to this post.
? Hello! I've retextured all the rings in this mod for personal use, but it occurred to me that perhaps you might like them? They're nothing too special (not nearly as varied in design as yours), but the colors would go well with the more toned-down SDV packs. This is what they look like, and if you are interested in including them in your mod or as an alternative option, I would be happy to send them to you! If not, that's fine too, but I just thought I would offer. Thank you for making this mod!
This is really cool, I would definitely say my weakest link is sprite work by a longshot, I'll get this set up as a patch that you can just drop in the mods folder to overwrite the files and update the mod description(crediting you of course).
Another alternative, I'm not sure if you saw the Portuguese translation, but that was uploaded by a different user as a separate mod. If you wanted to upload the retexture under your account I could provide a link in the description. The only real difference this makes is you would have complete ownership of your assets.
All you'd need to do file-wise is to keep the pathing of everything and delete everything other than your sprites in the mod files: SkillRings - SkillRings - assets - Objects - CursedRing - object.png(but your asset instead - DustyRing - object.png - etc etc...
The choice is yours to make and I am more than happy to comply with whichever you choose.
Everything looks good, only concern is I believe filenames on linux are case sensitive so calling it Assets instead of assets may cause a problem?(don't quote me on that). Regardless on windows it works fine, therefore your mod has been linked and credited.
That's weird. I think I asked, but I can't find the comment Well, let me ask again, and I hope I don't sound obnoxious I saw, "These rings do not stack with themselves, or prior tiers." This made me wonder, there is a lucky ring in the game, will this ring also be restricted by this rule? The Lucky skill mod I added has also been added with the corresponding skill ring, in this case, will the original lucky ring effect be overwritten?
No worries, I'd rather someone ask too many questions than not enough. The incompatibility is sourced entirely within my mod so the base game ring should be unaffected unless they changed the ring to use my own buff.
If you want the nerd stuff here's how the rings work on a basic level: For each ring slot
Check if it's a skill ring
If it is check what kind
Check if the player already has the corresponding skill buff(i.e. AlphaMeece.SkillRings_LuckSkillBuff)
If they do check if the ring is higher level than the one currently applied, overwrite it if so
Else continue
It used to be much more complicated with some if/else nonsense of literally(if player has farming ring 1 equipped and not farming ring 2 equipped etc etc). But I moved to buffs which simplified things a great deal.
I've messaged AtomicBunnytron about the asset changes but they have yet to read the message. If you're not using any modded skills then you really have no need to update Skill Rings, the only change was adding more sprites for modded skills to differentiate. Alternatively if you're fine with getting a little hands on you could edit the image yourself, just replace the first 7 rows of rings in SkillRings > [CP] SkillRings > assets > objects.png with AtomicBunnytron's assets, which should work fine until when/if their mod gets updated.
Though as stated previously the only non-aesthetic change in the recent update is that IF you're using Combine Many Rings, then modded skill rings can be combined with one another without enabling "Allow Combining The Same Ring". If you aren't using Combine Many Rings then it is purely visual changes.
Do you support the Luck Skill of MoonSlime? Because the Luck Skill of Space0 is not based on Space Core, it cannot obtain all skills in Walk of Life, so I use MoonSlime instead. However, it seems that the logic of these two mods is different. Of course, what I'm talking about is the separate support for the Lucky Ring, because the Lucky Ring AtomicBunnytron has separate image resource support, and I don't plan to open any other mod ring adaptations besides the Lucky Skill
I couldn't tell you, I can't seem to recreate this on my end. What happens before one is create?
did you have a combined ring equipped
was there a combined ring in your inventory
what other mods are you using
The recent update doesn't change anything about how the ring works, all it did was add more assets for modded rings so theoretically it shouldn't have affected anything. On the other hand this is a mod so it could be something really strange happening.
A list of mods would help me source this significantly.
I really couldn't tell you, I'm just confused about their existence, I usually get a useless one at the start of a new farm a few days in that has 0 perks and is worth 50, then every once in a while I wake up with one in my inventory that has all my buffs from other rings. Not really complaining just wasn't sure if this was intentional and didn't understand how combined rings are supposed to work.
The SpaceCore luck skill is handled by the programmatically generated rings. This mod will automatically generate rings for any installed mods that add a skill using SpaceCore's skill framework. The built in luck rings (ring of the gambler etc) are specifically for spacechase0's luck skill which has been out of date for a while now. However, if you check the traveling merchant they should sell 3 rings (luck 1, luck 2, and luck 3) for the SpaceCore luck skill and any other modded skills for that matter.
That would be because I'm a fool, if you go into the config file you should see the following line: "moddedSkillrings": falsejust change the "false" to "true" and you should be set to go.
I accidentally defaulted it to false, definitely a mistake on my end.
Edit: I've reuploaded the mod(same version) with a new config file defaulting to having the rings enabled and edited the description of the mod to point out how to enable/disable the custom rings with the config file.
You(or anyone for that matter) will not need to update if you've already made the above change, as there is no difference other than the config file, it's more future proofing so more people don't end up having the same issue as you, nice catch!
Everything works on my end, I tested with a tree(16 exp without ring), added the ring, and ended with 40 total mastery experience. Though looking through the game's code I found 2 lines that could be contributing(features not bugs): //Farmer.cs line 1751 public int Level => (farmingLevel.Value + fishingLevel.Value + foragingLevel.Value + combatLevel.Value + miningLevel.Value + luckLevel.Value) / 2;
//Farmer.cs line 3300 if (Level >= 25) { int currentMasteryLevel = MasteryTrackerMenu.getCurrentMasteryLevel();. ... which basically means that between the 6 skills(as luck is included for whatever reason) you need a total of 50 levels. So my best advice is to check and make sure that all of your base game skills are level 10?
This is a really cool mod with how it adds a larger number of rings worth collecting and using. I love the fishing and exp rings since I'm Prestiging skills with Prestige Mod and some fish movements can be semingly unfair to try catch. Its cool too how it has a ring for the modded in luck skill as it adds for players using separate mods in a pack. I also found the puzzles for the tier 3 rings fun to try and figure out and I managed to solve all of them and it was satisfying.
Speaking of mods, dunno if you already have this idea but It could be a great addition in a future update if rings for other modded skills were added including Archaeology, Travelling, Binning, Socializing, and Scaring-Thieving. Also, I dunno if Exp rings are coding in a way that'll automacally buff exp gain for these modded skills, but that could alleviate a lot of tedium prestiging them.
Ideas for how to obtain modded rings, could include befreinding Gunther for Archaeology recipes or getting them from him as donation rewards, Traveling Cart selling Travelling Skill Rings with lower probability for selling higher tiers and higher probabability for selling lower tiers each visit, Socializing rings could be sold by the bookseller by trading books for rings since that's where non-book items in their shop are placed in vanilla. I don't have ideas for fitting binning and Scaring-Thieving locations and have not seen all vanilla content, but I'm sure there's good places to put them, maybe one of the ring types could be obtainable on Ginger Island for location variety. What could also be fun for a puzzle is if one future tier 3 ring uses the Alter of Yoba for unlocking usability.
Thank you! Always glad to hear people enjoy the mod, and there actually is already support for modded skills, though they're not quite as put together as the vanilla skills rings. By default any ring for a modded skill is sold by the traveling merchant and is simply named: "SkillName 1/2/3". I have a framework set up so that authors of skill mods can change the name, description, and location that they are sold at, however to my knowledge no one has taken advantage of that as of yet. If they don't show up in the traveling merchant then I would check your config file, inside there is a: "moddedSkillrings": true if it is true then the rings should appear(if they don't then let me know, I'll need to fix that) and if it is false then they will not be generated.
The rings for modded skills are very limited because of how I generate them, I did not want to have to make 3 rings for every skill mod that came out every time someone requested compatibility with a mod so the game is setup to automatically generate 3 rings for every skill when you first load your save(dynamically generated objects) rather than adding them through content patcher. Dynamically generating the rings for modded skills has a couple pros, and a couple cons:
Pros:
Will always work for any skill based on SpaceCore
Significantly less work on my end, reducing how often I need to update the mod
As long as the skill mod supports a localization the ring name will automatically be translated(unless they overwrite it)
Cons:
As far as I'm aware it's not possible to add puzzles for tier 3 rings
Skill Mod authors need to rename the rings manually otherwise you end up with a boring "Archaeology 1" ring
The traveling merchant's stock gets a little "busy" at the bottom of the list
Also experience rings should work with modded skills, if they don't please let me know so I can look into it, I don't tend to keep up with SpaceCore or Stardew updates so if something changed in the skill framework I would be completely oblivious unless someone else tells me.
Can you consider setting up an extra configuration so that the skill rings added in other mods can be checked? Because I have installed many skill mods, there are a lot of duplicate rings on the wagon, but unfortunately, the icons for these rings are the same. And I don't need these skill rings either
Unfortunately with the way it works it would be an all or nothing kind of deal. I could add a config option that enables/disables modded skills in their entirety, but I wouldn't be able to let you choose which modded skills get rings. If this works for you I can go ahead and update that some time today.
Thank you for your reply. I hope to ban the use of skill rings with all other skill mods, which is exactly what I need.Because similar to 'social skill' or 'banning skill', their skill level exceeding the upper limit is useless
Just pushed the update, there's a new config option: "moddedSkillrings": truewhich you can change to "moddedSkillrings": falseto disable modded skill rings
Hello, I just got the +50% xp ring and it seems to have a weird behavior: When I get some xp, the ring keeps giving me a lot of xp, more than just the 50%. Basically give me the 50% of the total and then keeps repeating for the result until it reachs 1 xp. For ex: I get 100xp then the ring give me +50 and then +25 then +17, +8, +4, +2, +1 I have the skill Prestige mod with 100% extra xp (wich works fine) and also maybe Skillful clothes to give skills to clothes but idk what could it be. SMAPI does not give any error or warning. Besides that i have a ton of mods.
Ok, it is just with fishing, wich is the skill I have the 100% extra exp from prestige points! I get normal 50% exp with any other action wich does not have the extra bonus!
That makes sense, I'm not quite sure how I would be able to fix that. At the moment the way the mod works is every game tick it compares your current experience to your last experience, multiplies the difference by whichever ring you have then adds that on. From a brief look into the source code of the Prestige mod it looks like they do the same thing, so without adding a Harmony dependency and potentially including a bunch of mod incompatibilities it's safe to say you'll only be able to benefit from one experience boost at a time.
What is the point of skill rings? Do they give you more xp for that skill or do they give you some kind of bonus for that skill? LIke what do any of the farming skill rings do?
Each ring gives you a bonus level other than the experience rings. The description page has an explanation and a spoiler showing which tier each ring is but as a TLDR:
Every skill has 3 rings(included modded skills), usually you buy tier 1 and 2 rings and tier 3 come with befriending their NPC, all modded skill rings are purchased from the travelling merchant. Each tier of skill ring gives either +1, +2, or +5 to that skill respectively, while the experience rings give a 10%, 20%, and 50% global skill experience gain bonus. An important note is that the rings do not stack within the same skill, so: +5 fishing and +5 farming will work, but +2 fishing and +5 fishing only gives you +5.
Farming as an example: Ring of Decent Soil: +1 Farming Ring of the Green Thumb: +2 Farming Ring of Nature's Oracle: +5 Farming
383 comments
Hello! I've retextured all the rings in this mod for personal use, but it occurred to me that perhaps you might like them? They're nothing too special (not nearly as varied in design as yours), but the colors would go well with the more toned-down SDV packs. This is what they look like, and if you are interested in including them in your mod or as an alternative option, I would be happy to send them to you! If not, that's fine too, but I just thought I would offer. Thank you for making this mod!
All you'd need to do file-wise is to keep the pathing of everything and delete everything other than your sprites in the mod files:
SkillRings
- SkillRings
- assets
- Objects
- CursedRing
- object.png(but your asset instead
- DustyRing
- object.png
- etc etc...
The choice is yours to make and I am more than happy to comply with whichever you choose.
Well, let me ask again, and I hope I don't sound obnoxious
I saw, "These rings do not stack with themselves, or prior tiers."
This made me wonder, there is a lucky ring in the game, will this ring also be restricted by this rule?
The Lucky skill mod I added has also been added with the corresponding skill ring, in this case, will the original lucky ring effect be overwritten?
If you want the nerd stuff here's how the rings work on a basic level:
For each ring slot
- Check if it's a skill ring
- If it is check what kind
- Check if the player already has the corresponding skill buff(i.e. AlphaMeece.SkillRings_LuckSkillBuff)
- If they do check if the ring is higher level than the one currently applied, overwrite it if so
- Else continue
It used to be much more complicated with some if/else nonsense of literally(if player has farming ring 1 equipped and not farming ring 2 equipped etc etc). But I moved to buffs which simplified things a great deal.SkillRings > [CP] SkillRings > assets > objects.png
with AtomicBunnytron's assets, which should work fine until when/if their mod gets updated.Though as stated previously the only non-aesthetic change in the recent update is that IF you're using Combine Many Rings, then modded skill rings can be combined with one another without enabling "Allow Combining The Same Ring". If you aren't using Combine Many Rings then it is purely visual changes.
Of course, what I'm talking about is the separate support for the Lucky Ring, because the Lucky Ring AtomicBunnytron has separate image resource support, and I don't plan to open any other mod ring adaptations besides the Lucky Skill
- did you have a combined ring equipped
- was there a combined ring in your inventory
- what other mods are you using
The recent update doesn't change anything about how the ring works, all it did was add more assets for modded rings so theoretically it shouldn't have affected anything. On the other hand this is a mod so it could be something really strange happening.A list of mods would help me source this significantly.
"moddedSkillrings": false
just change the "false" to "true" and you should be set to go.I accidentally defaulted it to false, definitely a mistake on my end.
Edit: I've reuploaded the mod(same version) with a new config file defaulting to having the rings enabled and edited the description of the mod to point out how to enable/disable the custom rings with the config file.
You(or anyone for that matter) will not need to update if you've already made the above change, as there is no difference other than the config file, it's more future proofing so more people don't end up having the same issue as you, nice catch!
//Farmer.cs line 1751
which basically means that between the 6 skills(as luck is included for whatever reason) you need a total of 50 levels. So my best advice is to check and make sure that all of your base game skills are level 10?public int Level => (farmingLevel.Value + fishingLevel.Value + foragingLevel.Value + combatLevel.Value + miningLevel.Value + luckLevel.Value) / 2;
//Farmer.cs line 3300
if (Level >= 25)
{
int currentMasteryLevel = MasteryTrackerMenu.getCurrentMasteryLevel();.
...
Speaking of mods, dunno if you already have this idea but It could be a great addition in a future update if rings for other modded skills were added including Archaeology, Travelling, Binning, Socializing, and Scaring-Thieving. Also, I dunno if Exp rings are coding in a way that'll automacally buff exp gain for these modded skills, but that could alleviate a lot of tedium prestiging them.
Ideas for how to obtain modded rings, could include befreinding Gunther for Archaeology recipes or getting them from him as donation rewards, Traveling Cart selling Travelling Skill Rings with lower probability for selling higher tiers and higher probabability for selling lower tiers each visit, Socializing rings could be sold by the bookseller by trading books for rings since that's where non-book items in their shop are placed in vanilla. I don't have ideas for fitting binning and Scaring-Thieving locations and have not seen all vanilla content, but I'm sure there's good places to put them, maybe one of the ring types could be obtainable on Ginger Island for location variety. What could also be fun for a puzzle is if one future tier 3 ring uses the Alter of Yoba for unlocking usability.
"moddedSkillrings": true
if it is true then the rings should appear(if they don't then let me know, I'll need to fix that) and if it is false then they will not be generated.The rings for modded skills are very limited because of how I generate them, I did not want to have to make 3 rings for every skill mod that came out every time someone requested compatibility with a mod so the game is setup to automatically generate 3 rings for every skill when you first load your save(dynamically generated objects) rather than adding them through content patcher. Dynamically generating the rings for modded skills has a couple pros, and a couple cons:
Pros:
- Will always work for any skill based on SpaceCore
- Significantly less work on my end, reducing how often I need to update the mod
- As long as the skill mod supports a localization the ring name will automatically be translated(unless they overwrite it)
Cons:Also experience rings should work with modded skills, if they don't please let me know so I can look into it, I don't tend to keep up with SpaceCore or Stardew updates so if something changed in the skill framework I would be completely oblivious unless someone else tells me.
"moddedSkillrings": true
which you can change to"moddedSkillrings": false
to disable modded skill ringsFor ex: I get 100xp then the ring give me +50 and then +25 then +17, +8, +4, +2, +1
I have the skill Prestige mod with 100% extra xp (wich works fine) and also maybe Skillful clothes to give skills to clothes but idk what could it be.
SMAPI does not give any error or warning. Besides that i have a ton of mods.
At the moment the way the mod works is every game tick it compares your current experience to your last experience, multiplies the difference by whichever ring you have then adds that on. From a brief look into the source code of the Prestige mod it looks like they do the same thing, so without adding a Harmony dependency and potentially including a bunch of mod incompatibilities it's safe to say you'll only be able to benefit from one experience boost at a time.
Every skill has 3 rings(included modded skills), usually you buy tier 1 and 2 rings and tier 3 come with befriending their NPC, all modded skill rings are purchased from the travelling merchant. Each tier of skill ring gives either +1, +2, or +5 to that skill respectively, while the experience rings give a 10%, 20%, and 50% global skill experience gain bonus. An important note is that the rings do not stack within the same skill, so: +5 fishing and +5 farming will work, but +2 fishing and +5 fishing only gives you +5.
Farming as an example:
Ring of Decent Soil: +1 Farming
Ring of the Green Thumb: +2 Farming
Ring of Nature's Oracle: +5 Farming