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  1. gaussfire
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    Faster Path Speed 1.3.0 was released to support Stardew Valley 1.6 with SMAPI 4.0.0+. This version changed how the config.json file is formatted. The property name of each value in CustomPathSpeedBuffValues has been changed to make it more obvious which config value affects which path in-game.

    How to update your config file:

    1.) The easiest way to fix this is using Generic Mod Config Menu (https://www.nexusmods.com/stardewvalley/mods/5098). Run Stardew Valley and open the mod config menu on the title screen (cog in bottom-left corner). Click "Faster Path Speed" to open this mod's config settings. Simply click "Save" to overwrite all outdated property names in your config.json file with the new property names.

    2.) If you do not have Generic Mod Config Menu, you will have to re-generate your config.json file to get the new property names. You can do this by navigating to your "Stardew Valley/Mods/FasterPathSpeed" folder, deleting the config.json file, then running Stardew Valley to auto-generate a new default config file.

    Please note that both of these options will set all CustomPathSpeedBuffValues config values back to their default values, so any custom values you had will have to be manually reset (sorry!).
  2. MetaSamsara
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    Hello this mod isn't working with the default paths of the SVE Frontier farm, it would be nice if that could be fixed, otherwise no big deal, I love this mod ♥
    edit: also the paths in the mines aren't acting different than the rest of the mines
  3. amanemonesia
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    really love this mod, but I was wondering if it was possible to apply the speed boost to the stone paths in the town centre too? 
    1. gaussfire
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      Unfortunately those aren't real "paths" and so do not benefit from the path speed boost.
    2. gaussfire
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      As of the latest 1.3.1 update, I found a way to implement this. The default path speed buff is now applied to the existing stone paths in the town center.
    3. Barneyblueballs
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      doing god's work brother
  4. ErraticPixel
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    Did some research and found that some path realistically are slower than normal, even when running. for that reason I've edited the config like this:
    {
      "DefaultPathSpeedBuff": 1.0,
      "IsPathSpeedBuffOnlyOnTheFarm": false,
      "IsPathAffectHorseSpeed": true,
      "HorsePathSpeedBuffModifier": 0.8,
      "IsEnablePathReplace": true,
      "IsTownPathSpeedBuff": true,
      "IsUseCustomPathSpeedBuffValues": true,
      "CustomPathSpeedBuffValues": {
        "WoodPath": 0.9,                // Slightly slower than default; semi-loose texture.
        "WoodFloor": 0.95,              // Treated wood is smoother and easier to walk on.
        "RusticPlankFloor": 0.95,       // Rustic but still navigable.
        "WeatheredFloor": 0.85,         // Older and uneven surface; slightly slower.
        "StrawFloor": 0.8,              // Loose and uneven texture; more significant slowdown.
        "GravelPath": 0.85,             // Loose surface; slower but not drastically.
        "CobblestonePath": 0.9,         // Uneven, but smoother than gravel.
        "SteppingStonePath": 0.8,       // Significant slowing due to gaps between stones.
        "StoneFloor": 1.0,              // Even stone surface; no speed change.
        "StoneWalkwayFloor": 1.1,       // Designed for smooth walking; slight speed buff.
        "BrickFloor": 1.2,              // Flat and smooth; good speed buff.
        "CrystalPath": 1.3,             // Hard and smooth; excellent speed boost.
        "CrystalFloor": 1.3             // Similar to CrystalPath; optimal for speed.
      }
    }

    These are my recommendation but feel free to replace your config.json how you want
  5. kiravir
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    Probably a silly question, but does it support paths from mods?
    1. ErraticPixel
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      are there specific tiles you were thinking of that don't work with it?
  6. Skcam
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    Could you also add that there is a speedboost without any path?

    Thank you<3
    1. gaussfire
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      That is not a feature I will be implementing for this mod, sorry. However, if you are interested, the latest 1.3.1 update applies the default path speed buff to the existing stone paths in the town center.
  7. LiLaTLuv
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    Hey! 

    So I was going upstairs in a mod I added called Multiple Floor Farmhouse and I got stuck on an infinite loading screen. Looked at SMAPI, and it was just continuously saying:

    [Faster Path Speed] Failed in GetMovementSpeed_Postfix:
    System.NullReferenceException: Object reference not set to an instance of an object.
       at FasterPathSpeed.FasterPathSpeed.GetFarmerMovementSpeed(Farmer who, Single& refMovementSpeed) in C:\Users\aperr\Source\Repos\StardewModding\FasterPathSpeed\FasterPathSpeed\FasterPathSpeed.cs:line 13
       at FasterPathSpeed.FarmerPatches.GetMovementSpeed_Postfix(Farmer __instance, Single& __result) in C:\Users\aperr\Source\Repos\StardewModding\FasterPathSpeed\FasterPathSpeed\FarmerPatches.cs:line 13

    I'm not entirely sure what that means or what the problem was caused by? Was it because I went upstairs? I'm quite confused, tbh, because I'm pretty sure I've gone upstairs before and it loaded fine...
    1. SakuraKoi
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      I had the same issue after entering Garden Village (original) for the first time and I switched to the Content Patcher version. The error disappeared and I could enter it regularly so I hazard to guess that this non-CP mod doesn't do well with a non-CP mod. Personally, I decided to remove FPS as precaution.
    2. gaussfire
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      Faster Path Speed 1.3.0 is now available which adds support for Stardew Valley 1.6 with SMAPI 4.0.0+. In this update, I implemented a potential fix for your issue by adding additional edge case checks. This should resolve your issue.

      This was not due to being a non-Content Patcher mod, instead my best guess was that the mods you have linked were causing either the (1) current gameLocation or (2) farmer to not be set, which was an unhandled case in the code. Now that I am handling these cases, the error you saw should no longer occur.
  8. BlueTrillium
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    If there's just one thing that I would request as a future QOL update sometime, it would simply be that the path names in the config be changed to actually match the path names in the game (e.g. the names from the wiki here) Either that, or maybe some visual key here in the mod pictures? e.g. a picture of the path = the name in the config sorta thing.

    Because it's taking some trial-and-error/process-of-elimination trying to figure out what the heck "Ghost" flooring is vs "Ice Tile", and "Boardwalk" vs "Wood" vs "Plank Flooring" etc. Some DO match, and some are a pretty easy guess, but... yeah. xDD

    It's not a *big* deal, and it doesn't hurt anything to have the funky names. I'll get it straight eventually xD but it would be lovely if someday I didn't have to. Thank you for the mod!
    1. frozenoj
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      Did you ever figure out what a ghost flooring or ice tile is?
    2. trollkorv
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      By looking at the code I can confirm it is:

      Boardwalk = Wood Path
      Wood = Wood Floor
      PlankFlooring = Rustic Plank Floor
      Ghost = Weathered Floor
      Straw = Straw Floor
      Gravel = Gravel Path
      Cobblestone = Cobblestone Path
      Steppingstone = Stepping Stone Path
      Stone = Stone Floor
      TownFlooring = Stone Walkway Floor
      Brick = Brick Floor
      ColoredCobblestone = Crystal Path
      IceTile = Crystal Floor

      It's a strange choice to invent entirely new names without giving any explanation, lol. Great mod otherwise.
    3. BlueTrillium
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      Thanks for this! Yeah Ghost is the biggest head-scratcher here, but seeing the list definitely helps!
    4. gaussfire
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      Faster Path Speed 1.3.0 is now available which adds support for Stardew Valley 1.6 with SMAPI 4.0.0+. In this update, I have implemented your suggestion and changed the config property names to match the in-game names.

      Previously, the config file was using property names corresponding to the variable names for flooring types in SDV source code. This new format makes it much more obvious which config value affects which path in-game, and should be easier for you to edit.

      Please see the pinned comment if you need to know how to update your config file.
  9. BlackRedDead
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    • Increases the speed boost obtained from running on a path (by default, from 0.1 (2% boost) ? 1.0 (20% boost))
    Ah, that's why the results ingame are so strange - why so complicated? - why not using default 0.01 = 1% = -99%, 1.0 = 100% = +0% and 5.0 = 500% = +400% range, like pretty much everyone else does, and thus also allow to define walk speed mali/nerf, like for the Horse, wich should be slower on paths and be like the "Offroad Vehicle" option, that walks politely moderate on paths ;-)

    (also, what this mod sadly doesn't fix, is the strange behavior in pelican town, where the already existing stone path has absolutely no effect and seems to be just a background texture xP)
  10. dioxyde0
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    i know its meant to be configured to match people's needs but... 20% speed boost by default? that's rapid lol
    1. gaussfire
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      You would think! The default boost saves just a few seconds when running across your entire farm. I felt that amount was just enough for paths to feel worthwhile to place where you might want to save those few seconds.
  11. pyziaczysko
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    Is there a version compatible with 1.4?
    1. gaussfire
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      Unfortunately no, I don't have access to the 1.4 version of the game and only started development on this mod for version 1.5