hello,I have a problem. The sprinkler doesn't have a picture, but I can see its shadow,the sprinkler animation is also displayed normally when it works.All functions are normal, including fertilization and manual activation. 😩😩😩
Hi! The mod seems to be broken for me right now. I asked on the SDV discord, and they told me to post here. The "hardcoded item index is a bad idea and seems to have broken" is what I was told.
So if Qi sprinklers act just like iridium spinklers with upgrades, does this mod mean you can upgrade the sprinklers further?? like.... are Qi sprinklers capable of being upgraded like normal sprinklers or are they just left as is.
unfortunately these can get removed with a hoe. also UI info suite doesn't visualize the range correctly. and (at least with my mod compilation) theres a 75% chance that the item will be buggy, showing "error item" and not letting me place it
I'm having an issue where the sprinkler doesn't display its range properly. It still waters the entire 48 tile area fine, but when Im holding it, it only highlights 4 tile like a basic sprinkler.
After the latest update today, Qi Sprinklers is having an issue. They appear as black rectangles and trying to interact with them causes the game to immediately crash. Uninstalling the mod doesn't help. Any ideas for troubleshooting this? Thank you!
cant open enricher storage space to add fertilizer/speed grow or soil retention, like the normal enricher does when added to an iridium sprinkler.
did exactly like the instructions say "click on qi sprinkler while holding the item", tho the dirt was already fertilized before hand.
if it works how someone mentioned below? you have to hand feed each sprinkler? instead of putting an amount in the storage and letting it spread the stuff on its own? then i guess, im hoping this mod can be updated to allow the enricher storage space sooner or later.
edited: majority of the post, because nexus went down while i was making the comment and testing the mod.
There's no storage container for the Qi Sprinklers. It just automatically "plants" the fertilizer that you're holding into the area covered by the sprinkler.
so it instantly sprays the fertilizer/speed grow or soil retention when you click on it holding one of the 3? assuming there is none of the 3 on the dirt already?
personally it should have the containter that enrichers have as you can pack it with 99 of said item, instead of having to go around hand feeding each sprinkler, if thats how it currently works...
Yes that is correct. It instantly sprays the fertilizer onto hoed dirt if you're holding one of the fertilizers.
I don't think I'll make a "container" for them (so they would work like existing enrichers), but who knows, I could change my mind. Maybe make it an option in the future.
Does that mean that once I use one fertilizer with a sprinkler, it will have an unlimited amount of that fertilizer being applied to it's watered area forever? (Or as long as it is placed there, of course)
The mod crashed when my game was loading here is the error report I got [Qi Sprinklers] Mod crashed when editing asset 'Data\ObjectInformation', which m ay cause errors in-game. Error details: System.ArgumentException: An item with the same key has already been added. at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource) at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boo lean add) at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value) at QiSprinklers.Framework.AssetEditor.Edit[T](IAssetData asset) in C:\Users\u nkle\source\repos\QiSprinklers\QiSprinklers\Framework\AssetEditor.cs:line 37 at StardewModdingAPI.Framework.ContentManagers.GameContentManager.ApplyEditor s[T](IAssetInfo info, IAssetData asset) in C:\source\_Stardew\SMAPI\src\SMAPI\Fr amework\ContentManagers\GameContentManager.cs:line 360 [Qi Sprinklers] Mod crashed when editing asset 'Data\ObjectInformation', which m ay cause errors in-game. Error details: System.ArgumentException: An item with the same key has already been added. at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource) at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boo lean add) at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value) at QiSprinklers.Framework.AssetEditor.Edit[T](IAssetData asset) in C:\Users\u nkle\source\repos\QiSprinklers\QiSprinklers\Framework\AssetEditor.cs:line 37 at StardewModdingAPI.Framework.ContentManagers.GameContentManager.ApplyEditor s[T](IAssetInfo info, IAssetData asset) in C:\source\_Stardew\SMAPI\src\SMAPI\Fr amework\ContentManagers\GameContentManager.cs:line 360
Just came here to report the same thing. Took a peek at the compiled code, looks like you hardcoded the ID instead of using the Spacecore/Json Assets API. Spacecore actually extends the tilesheets to allow more than the texture max, so you'll keep running into issues like that unless you make use of the API. Log here if needed: https://smapi.io/log/d118ef63ab9f4af78187299bb2fdf5ea
You're right, the ID is hardcoded and conflicts with Prismatic Tools.
I could quickly update it with a different ID, but that would break anyone's save that already had it working and used the Sprinklers. I also couldn't guarantee that it wouldn't conflict with another mod.
I'll have to think of a different long term solution. But for now, this mod cannot be used with Prismatic Tools.
Just tell the people who used them to remove the sprinklers, trash them and make new ones. I don't think it's worth it to sacrifice long-term stability and compatibility of your mod for a few edge cases.
23 comments
😩😩😩
Here's the log:
Any help would be appreciated!
like.... are Qi sprinklers capable of being upgraded like normal sprinklers or are they just left as is.
also UI info suite doesn't visualize the range correctly.
and (at least with my mod compilation) theres a 75% chance that the item will be buggy, showing "error item" and not letting me place it
did exactly like the instructions say "click on qi sprinkler while holding the item", tho the dirt was already fertilized before hand.
if it works how someone mentioned below? you have to hand feed each sprinkler? instead of putting an amount in the storage and letting it spread the stuff on its own? then i guess, im hoping this mod can be updated to allow the enricher storage space sooner or later.
edited: majority of the post, because nexus went down while i was making the comment and testing the mod.
personally it should have the containter that enrichers have as you can pack it with 99 of said item, instead of having to go around hand feeding each sprinkler, if thats how it currently works...
I don't think I'll make a "container" for them (so they would work like existing enrichers), but who knows, I could change my mind. Maybe make it an option in the future.
[Qi Sprinklers] Mod crashed when editing asset 'Data\ObjectInformation', which m
ay cause errors in-game. Error details:
System.ArgumentException: An item with the same key has already been added.
at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boo
lean add)
at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value)
at QiSprinklers.Framework.AssetEditor.Edit[T](IAssetData asset) in C:\Users\u
nkle\source\repos\QiSprinklers\QiSprinklers\Framework\AssetEditor.cs:line 37
at StardewModdingAPI.Framework.ContentManagers.GameContentManager.ApplyEditor
s[T](IAssetInfo info, IAssetData asset) in C:\source\_Stardew\SMAPI\src\SMAPI\Fr
amework\ContentManagers\GameContentManager.cs:line 360
[Qi Sprinklers] Mod crashed when editing asset 'Data\ObjectInformation', which m
ay cause errors in-game. Error details:
System.ArgumentException: An item with the same key has already been added.
at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boo
lean add)
at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value)
at QiSprinklers.Framework.AssetEditor.Edit[T](IAssetData asset) in C:\Users\u
nkle\source\repos\QiSprinklers\QiSprinklers\Framework\AssetEditor.cs:line 37
at StardewModdingAPI.Framework.ContentManagers.GameContentManager.ApplyEditor
s[T](IAssetInfo info, IAssetData asset) in C:\source\_Stardew\SMAPI\src\SMAPI\Fr
amework\ContentManagers\GameContentManager.cs:line 360
I could quickly update it with a different ID, but that would break anyone's save that already had it working and used the Sprinklers. I also couldn't guarantee that it wouldn't conflict with another mod.
I'll have to think of a different long term solution. But for now, this mod cannot be used with Prismatic Tools.