Unofficial mod updates

Xen0nex

Tiller
Ok I've uploaded the code to GitHub and also added a release so people can download it directly from there: https://github.com/gamerchrisjd/JahangmarStardew/releases/tag/v1.1.1

The only change I made was to the manifest file to follow the SMAPI recommendations for unofficial updates - the version number is now 1.1.1-unofficial.2

Hopefully this is everything that is needed for SMAPI to be updated and the mod be available to download from GitHub.
Thanks!
I also did a little more tinkering:
  • With the existing system it always rounds XP up to a whole number, however when using Experience Factors below 1 this sort of caps how low you can reduce XP gains, as once an action is giving 1 XP you can't reduce it any more than that. I changed the default behavior to instead convert any partial XP into a % chance to gain +1 XP, so 1.5 XP becomes 1 XP with a 50% chance for an additional +1 XP, or 0.25 XP becomes 0 XP with a 25% chance for an additional +1 XP, etc. This should make actual XP gains more accurately reflect the chosen Experience Factors set in the config.
  • In case people relied on the old behavior, I put in a config setting (also integrated into GMCM) to instead always round partial XP as before. However, I changed it so that instead of always rounding partial XP up, it now rounds to the closest whole number. I added an exception that if the nearest whole number is 0, it will instead round up to 1 XP, so overall it will be quite similar to before.
I've attached the compiled and uncompiled versions with the manifest version as 1.1.1-unofficial.3, but let me know if there is a more convenient way through github I should be doing something like this.
 

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NephiDragon

Greenhorn
Hi there, reposting some mod update requests since my last post was... woah 30 pages ago??? Y'all are wizards lol, thank you for all of your hard work everybody!!
Requesting updates for:
Atracore (source)
Atra's Interaction Tweaks (source; requires Atracore) - does a LOT more than the rug fix!!
Cellar Door (DGA)
Fruit Tree Tweaks (source) - or Better Fruit Trees (source), whichever is less complicated
Greenhouse Entry Begone (source) - for the building shadow options
Industrial Furnace (source)
Pond Painter (source)
Portable Dye Pots (DGA)
Qi Sprinklers (source)
Quick Start (source)
Social Page Order Menu (source)
Trash Does Not Consume Bait (source; also needs Atracore) - also has options for replacing bait/bobbers automatically when they run out

Alternatively, if someone can point me towards some sort of guide for converting DGA->CP, I can try the DGA ones myself. Thanks for reading/considering!!
Cellar Hatch could be a good alternative to Cellar Door
 

Jard Melon

Newcomer
Would be really awesome if Aedenthorn's Advance Melee Framework got an update for 1.6. I loved this mod so much. I wish I knew how to do it myself as from what I could glean from the threads and discord that the author is on hiatus/not returning. I have a lot of fond memories about this mod and was bummed to see it possibly not getting an update.
 

LikeFrogs

Sodbuster
Permission has been granted, and the JA bugs have been fixed, so here's my unofficial update of Adventurer's Guild Expanded (the actual files this time!)

Requirements are the same (CP, Expanded Precondition Utility, JsonAssets, SpaceCore), and this is only the content as I didn't touch the music pack
 

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Lysp

Greenhorn
It's so over guys. Yellog's Bed and craftables no longer work anymore. I will die cry of sadness until they are somehow updated. Not saying it's a lost cause, but more than likely, there is nothing we can do to update it without Yellog's permission unless we find out if they put a permissions notice anywhere.
 

Pathoschild

Developer
My programmer husband has updated Aedenthorn's Enhanced Loot Magnet to work with 1.6. (I thought this would be the easiest of the mods still on my list...I was wrong.)

SMAPI gives a warning for it using code that will be deprecated in a new release of Generic Mod Config Menu, but otherwise it's been tested (a little, anyway) and works as intended/desired. I don't know how or if this should be put up on Nexus, but for now: enjoy!
Thanks! Here's the same update, but using the unofficial version format to avoid breaking update alerts.
 

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Pathoschild

Developer
Hey everybody.

I started to learn how to create Mods and updated Casual Life from adverserath that was not working anymore with the 1.6 update.

Also, as I'm brazilian, I added i18n and pt translation to it. If any of you want to add your own language I'll be really happy about it :)
Thanks! Here's the same update, but using the unofficial version format to avoid breaking update alerts.
 

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greg6

Greenhorn
Thank you for the unofficial update. But I want to ask how exactly do you use the mod? It has two folders. Do I put both folders in the main SDV Mods folder?
Yes, place both folders in mods. Second necessity for an additional boss
=)
 
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CassiniBeats

Newcomer
Seen a few people mentioning Adopt N' Skin (Nexus) but no mention of its current status as far as unofficial updates. I see the original creator has contact information right on the Nexus page for modders to help update it to SMAPI 4.0. Has anyone taken a crack at this?
 

TheTevinterElf

Greenhorn
heya folks! :>
first of all: thank you for all the work you do. I've been a lurker for forever, but I really am glad you're doing all this work >< ♥
second of all: I wasn't sure where to post this, mostly because of not wanting to step on anybody's toes! and it's not a full mod in any way, really. but I recoloured the button of the mod updater / the mod update menu to fit with the sakura interface redux ( much like it exists for the GMCM on the sakura interface's mod page ), and I was wondering whether I'd be allowed to post it here so people could just paste the image into their assets folder? or should I message the person who maintains the sakura interface redux mod?
 
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millsj13

Sodbuster
Permission has been granted, and the JA bugs have been fixed, so here's my unofficial update of Adventurer's Guild Expanded (the actual files this time!)

Requirements are the same (CP, Expanded Precondition Utility, JsonAssets, SpaceCore), and this is only the content as I didn't touch the music pack
What is the difference from the update here?
 

KittyKatja

Newcomer
I thought I'd make an updated request regarding the OnlyIridium mod, which has been marked as incompatible and no longer loads as of SMAPI update 4.0.8. The mod is not open source, and I haven't been able to get in touch with the mod author, so making an update is not really possible. However, there's another mod called Regular Quality that, among other things, does something very similar (alters the quality of every item that is put into your inventory). That mod IS open-source (source code is here), and the author has given permission to do whatever you want with their code, including using it to create new mods. I have no real coding or modding experience, but I think I've figured out what piece of code to copy and alter to create a mod to make all items iridium quality.

My first thought was to create such a mod myself, but unfortunately the integrated development environment suggested on the wiki says it doesn't work on my version of windows, and I can't actually update my windows version due to a BIOS issue. So, I was hoping that someone here could either recommend a suitable integrated development environment that runs on windows version 21H1 (build 19043.1466) OR that someone could cobble together an all iridium quality mod using the code from Regular Quality. I'm pretty sure the relevant code is this part:


/// <summary>Raised AFTER the player receives an item.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event data.</param>
private void OnInventoryChanged(object sender, InventoryChangedEventArgs e)
{
// only update the inventory of the target player
if (!e.IsLocalPlayer) return;

IEnumerator<Item> enumerator = e.Added.GetEnumerator();
while (enumerator.MoveNext())
{
// not an item with a quality property, skip
if (!(enumerator.Current is StardewValley.Object item)) return;

// quality is already regular, nothing to do
// otherwise re-adding the item would "autosort" them to the first free slot when manually organizing the inventory
if (item.Quality == 0) return;

// remove quality
// because this happens only AFTER the item was added to the inventory,
// make a best effort to stack the item with an already existing stack
Game1.player.removeItemFromInventory(item);
item.Quality = 0;
Game1.player.addItemToInventory(item);
}
}


Where I figure one would have to change the "item.Quality == 0" parts to "item.Quality == 3" for Iridium quality. But again, no modding or coding experience, so there might be more to it than that...

Either way, would love some help, and if you make a mod using this code, be sure to credit JustToDownloadThings for it.
 

lilyofthewind

Guest
love the aesthetic, can someone update this with new cp function?
 

thiiirdperson

Newcomer
Fine, I'll do it myself.

Learned how to work with SMAPI mods to bring y'all Festival of the Mundane updated for 1.6!
Thanks for this! My kid is loving it!

Is there a way to talk to the void people in the festival in this version? I've seen videos where the masks let you talk to them, but no matter which one I wear, I get kicked out for trying to start a chat with someone.
 
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