The UI handling is done for mouse + keyboard only at this moment, even if this mod would manage to launch on Android, UI would not be usable, and the same goes for controllers: not at this moment
Lol, I totally use a keyboard and mouse with my Rp5 though. =D That's too bad about that being the hold back there. I mentioned this in my work chat yesterday to my co workers. Love the mod but can't use it on android, could use remote connection software to my pc to play it but then I wouldn't have my screen free to watch stuff as well.... Stinks on toast no matter how I look at it...
Wait, I've never booted the game with those linked though... I wonder if doing so would make it work...
So, no, that didn't work, I'm seeing now if some other combinations of mods can allow yours to work. I'll let you know once I've configured and tested. Fingers crossed.
Hello author, I love the mod you made, it is very surprising. But can I ask you to make another mode that doesn't cost money but something else, like EMC in Minecraft's ProjectE mod? I would really appreciate it if you could make this feature. (Sorry for the author, I am a foreigner, and I wrote this paragraph using AI translation, please forgive me if there is improper language)
Hi, I think I can make this based on selling/purchase system mod has right now, but it won't differ much from the money system (like items price), as it would require to make a whole another list of "new pricelist" (current one even not yet balanced :P), but it is something definitely possible, if you don't want to spend and gain your money :)
Thank you for your answer. Personally, I just want a new model similar to the existing Combined mode, which still needs research,but instead of using money, I hope this new model use something like "EMC" . If you intend to make this mode, I think you can actually directly use the price of the corresponding item to set its required "EMC" value, which may be more convenient. Thanks again to the author for his efforts. And without your efforts, we would not be able to play such an excellent mod.
Hi! This mod is amazing. It's really useful and just what I was looking for, thank you.
Just a quick question, are there any shortcuts to take out a set amount of researched items? In the base game crafting menu, there are shortcuts to craft for exemple: 5 items or 25 items, is that also available in this mod? It would be a lot more practical to have that instead of holding right click.
Hi, I think I can add some shortcuts in the new version, although I foresee a lot of people being confused as to why items are not taken by one or in a stack but somehow else, like it was in the previous version :). I am a bit busy with my academic stuff right now, so I don't know how long it would take me to release a new update :P
Does anyone know if this would work for getting the Magnifying Glass? Ireally need the thing, but the cutscene never appeared for me since the beginning
If anything I would just recommend adding a form to share the knowledge with other players, like a party mechanic or a book that lists the id of researched items with players that receive it, but anyway awesome work.
Hi, important question. Can this mod spawn items like smoked fish and dried fruit? This is to say, the new 1.6 "dynamic" Artisan Goods?
CJB Item Spawner can't. This is a problem because I'm using PPJA Artisan Valley, which is causing conflict with the Dehydrator, so I can't get dried fruit for the Raccoon, and disabling PPJA AV is causing more problems than it's fixing. I don't want to restart this save, so I figure my safest bet is getting a new item spawner mod.
Hi, If an item was fully researched previously and you ctrl+click on this item in the menu, it will be "returned" to the mod menu i.e. deleted from inventory. This is an intended behavior to quickly move *"not unlocked" items to the research area and back and to remove *unlocked items and clear up space
Hi, I'd like to report an incompatibility with the "Auto Loot Treasures" feature of the Joys of Efficiency mod; it looks like the latter mod considers the items in the Research menu to be in a treasure chest (the same one that's generated during fishing), so every time you open the Research menu, JoE tries to auto-loot it and basically pulls all of the items you've researched into your inventory, clogging up your backpack if you have a lot of items researched.
Turning off the Auto Loot Treasures option in JoE will prevent this behavior, so if you have this issue, you'll probably want to disable that while working with the Research menu.
Hi, yeah, it seems that it perceives the research menu the same as the treasure menu from fishing, as my mod is based on the inventory system of Stardew. I will try to do something about that, but possible solutions from my side are quite limited :D
Thanks for the reply! Personally I don't worry about it since the issue can be very easily worked around (turn off the auto-loot feature in JoE) and wasn't really asking for a fix, since I'm sure it would probably require extensive code changes. The post was more informational in case anyone else running the same mods encounters this same issue.
Did have one off-topic question as I didn't see it in the description: does the research menu allow "coloring" of flowers when spawning from it? Or are we limited to the base color of the item? Thanks again!
About coloring, so, what I did when updating the code for sdv1.6 was the feature to store additional meta information, like clothes color and watering can water level (this is what is working right now). But as there is no standardization for such fields (not all items have color for example), the only way is to manually find items and see what meta can be saved and then implement that in the code. I don't know if the color of the clothing and the color of the flowers were the same field, you can try and see if it saves (for meta update on the researched item, you need to put that item, with a new meta, into the research area and hold research button). In the next minor update, I will add more meta-related logics, for example: tool/weapon enchantments, fish bait (the one to catch specific fish), and items used to make honey, jar, juice, and vine. If you have any ideas about which items should have their meta saved, you are welcome to post them here (or in the forum :) )
And about JoE, they check the source of the chest to pull objects from, I can try to change mine (right now it is whatever the default value set by the game) and see if it would not break other things :)
Cool, I'll try and research several of the different colors of flowers to see if the research menu is able to save these - not sure if they will show up as separate items in the spawn menu, but I'll check when I spin up SDV next!
I did catch what I believe is a bug that's separate from this, but I'll see if I can reproduce it next time I run the game: it seems that when you reduce the "Research Qty Multiplier" in the config options to a low enough value (this happened to me when I lowered it to 0.1, the lowest allowed), some items are automatically 'researched' and available on the menu.
I have a feeling that with certain items that have a low quantity required to fully research (such as decorations that have a qty of 1 or 2), that after applying the multiplier, the final value goes into the decimals (i.e. if the item needs a qty of 1, setting the multiplier makes the new qty needed to 0.1) and then it gets rounded down to zero, which is probably leading the research logic to mark that item as "fully researched" and making it available on the menu. I had to quit that session without saving to avoid the menu from cluttering with hundreds of decorations, so I didn't get the chance to test further.
They will not appear as a separate item unfortunately, this is the limitation, as the item in a different color would still be the same item with the same unique key, but you can "replace" the meta information by feeding one more item to the menu. And I checked, the color would work for clothes only right now, as I have a check for items to be clothed right now, so don't bother for the moment :).
Regarding items appearing as researched with the multiplier, I believe this could happen (maybe need an additional check), I will write this down for now and check when I have time, thanks
The UI seems to have some conflict with the Bigger Backpack mod, it seems to still function properly but the icons for items in the research menu are really offset upwards.
hi im loving this update but i have a question is it possible to change modes mid playthrough like id love to use mr qis spawner temporarily to stock my fridge and than change to normal research for normal playing
Hi, yes you need to use the Generic Mod Config Menu, under settings for my mod find the "Mod mode" dropdown. You can call it after you load the save, either by going into inventory -> settings (there should be a button somewhere) or by pressing the Config Menu key (you need to configure it first, I set mine to Q)
73 comments
That's the error I get in Android Smapi, if your wondering.
I'm running the latest version of Smapi, on Android, on a Retroid Pocket 5, if you need that as well.
Wait, I've never booted the game with those linked though... I wonder if doing so would make it work...
Personally, I just want a new model similar to the existing Combined mode, which still needs research,but instead of using money, I hope this new model use something like "EMC" .
If you intend to make this mode, I think you can actually directly use the price of the corresponding item to set its required "EMC" value, which may be more convenient.
Thanks again to the author for his efforts. And without your efforts, we would not be able to play such an excellent mod.
Just a quick question, are there any shortcuts to take out a set amount of researched items? In the base game crafting menu, there are shortcuts to craft for exemple: 5 items or 25 items, is that also available in this mod? It would be a lot more practical to have that instead of holding right click.
If anything I would just recommend adding a form to share the knowledge with other players, like a party mechanic or a book that lists the id of researched items with players that receive it, but anyway awesome work.
CJB Item Spawner can't. This is a problem because I'm using PPJA Artisan Valley, which is causing conflict with the Dehydrator, so I can't get dried fruit for the Raccoon, and disabling PPJA AV is causing more problems than it's fixing. I don't want to restart this save, so I figure my safest bet is getting a new item spawner mod.
Thanks!
Turning off the Auto Loot Treasures option in JoE will prevent this behavior, so if you have this issue, you'll probably want to disable that while working with the Research menu.
Did have one off-topic question as I didn't see it in the description: does the research menu allow "coloring" of flowers when spawning from it? Or are we limited to the base color of the item? Thanks again!
I did catch what I believe is a bug that's separate from this, but I'll see if I can reproduce it next time I run the game: it seems that when you reduce the "Research Qty Multiplier" in the config options to a low enough value (this happened to me when I lowered it to 0.1, the lowest allowed), some items are automatically 'researched' and available on the menu.
I have a feeling that with certain items that have a low quantity required to fully research (such as decorations that have a qty of 1 or 2), that after applying the multiplier, the final value goes into the decimals (i.e. if the item needs a qty of 1, setting the multiplier makes the new qty needed to 0.1) and then it gets rounded down to zero, which is probably leading the research logic to mark that item as "fully researched" and making it available on the menu. I had to quit that session without saving to avoid the menu from cluttering with hundreds of decorations, so I didn't get the chance to test further.
Regarding items appearing as researched with the multiplier, I believe this could happen (maybe need an additional check), I will write this down for now and check when I have time, thanks