pomepome / joysofefficiency Goto Github PK
View Code? Open in Web Editor NEWA Stardew Valley Utilty Set Mod
License: GNU General Public License v3.0
A Stardew Valley Utilty Set Mod
License: GNU General Public License v3.0
Auto cast fishing rod, auto fishing minigame, and collect results.
Registering them by GUI or something.
It may take a lot of time.
It simply skips over the mod in SMAPI now if you have the newest versions of SMAPI and the newest versions of Stardew Valley. Is that intentional?
I was wondering if it was possible to manually add flowers from other mods to the Unify Flower Colors option?
Some flowers added by other mods still appear in different shades, filling my storage rather quickly.
To make them more easier to read.
JOE veision: 1.0.4
SMAPI veision: 3.12.0
In vanilla, shearing wool and milking are both consume 4 points of energy. When I opened AutoShearingAndMilking option, and doing these behaviors, the energy cannot be consumed.
Any way to get it working for mobile versions of the game?
at first I love your mod and it helped me a lot
but can you remove the radius cap I know It's cheatsy but It would be fun sometimes so please I know it's not my right to ask for that but can you make a version without a cap for the distance for harvest and dig and all of those
also can you make a feature for auto mine and clean debris this would be really useful in early game
I know this is a lot to ask and If you don't want to make it I understand
If you don't want to make it can you teach me how to change it or guide me
I asked too many from you I am so sorry
as title says.
I love this mod and would love to see it updated to work with the most recent update please
When i'm plant seed in console infinitely spamming this, until i'm watering crops by myself.
[JoysOfEfficiency] This mod failed in the GameEvents.UpdateTick event. Technical details:
System.Exception: Couldn't set the value of the StardewValley.TerrainFeatures.HoeDirt::state field ---> System.ArgumentException: Невозможно преобразовать объект типа "System.Int32" к типу "Netcode.NetInt".
в System.RuntimeType.TryChangeType(Object value, Binder binder, CultureInfo culture, Boolean needsSpecialCast)
в System.RuntimeType.CheckValue(Object value, Binder binder, CultureInfo culture, BindingFlags invokeAttr)
в System.Reflection.RtFieldInfo.InternalSetValue(Object obj, Object value, BindingFlags invokeAttr, Binder binder, CultureInfo culture, StackCrawlMark& stackMark)
в System.Reflection.RtFieldInfo.SetValue(Object obj, Object value, BindingFlags invokeAttr, Binder binder, CultureInfo culture)
в StardewModdingAPI.Framework.Reflection.ReflectedField``1.SetValue(TValue value) в C:\source_Stardew\SMAPI\src\SMAPI\Framework\Reflection\ReflectedField.cs:строка 81
--- Конец трассировки внутреннего стека исключений ---
в StardewModdingAPI.Framework.Reflection.ReflectedField`1.SetValue(TValue value) в C:\source_Stardew\SMAPI\src\SMAPI\Framework\Reflection\ReflectedField.cs:строка 89
в JoysOfEfficiency.ModEntry.OnGameUpdate(Object sender, EventArgs args)
в StardewModdingAPI.Framework.Events.ManagedEvent.Raise() в C:\source_Stardew\SMAPI\src\SMAPI\Framework\Events\ManagedEvent.cs:строка 110
balanced mode is hard coded to N? there is no option to disable or at least change the keybinding can you please add it to the config? thank you
After using CJB to adjust the character's moving speed, and then using [Auto Refill Watering Can] [CutWeeds] [BreakRocks] [ChopTwigs], the speed will be adjusted to normal. At this time, using CJB to adjust the character's moving speed to normal, the character actually walks very slow. Take a look at this question please. Thank you very much.
would be helpful if the automation could be controlled by a hotkey or menu - occasionally, there are crops that shouldn't be autoharvested, or I want to save energy for activities off the farm and let the other farmhands in my game deal with the crops.
having to restart the game to change settings is rather inconvenient in multiplayer, as is not being able to walk through certain parts of my farm
The oil maker seems to use twice as many truffles as is necessary. this is when the mod is used in conjunction with quality artisan goods. I don't know why this happens, but t seems to happen with all quality of truffles. Nothing in the machine operator code hints at why this happens, but I don't really know c-sharp.
Despite being labeled as compatible with 1.3.28, the new 1.2.7 release is not.
Thanks so much for your effort it looks like this app needs to be updated for the latest SMAPI version.
Could you add support for the new SMAPI 2.x input model? I'd like to remap KeyShowMenu to something other than a keyboard key—seeing as a I have a lot of mods installed—but JoE crashes when I set the config line to:
"KeyShowMenu": "RightStick",
... following the instructions on the SDV wiki.
SMAPI 2.x introduced InputEvents, which supports mouse and gamepad events, as well as a wider range of keyboard events.
Thanks!
config.json
keys AutoRefillWateringCan
and ShowMousePositionWhenAssigningLocation
are undocumented in FeaturesAndConfigs.md
.
Additionally, instead of AutoPickUpTrash
you mistakenly wrote PauseWhenIdle
in the FeaturesAndConfigs.md
, so, technically, also undocumented.
Also, it's scarily unclear how the AutoDepositIngredient
function decides items to be deposited.
Will it just dump the first thing it can into a preserves jar, for example?
If above is the case, I'd rather keep it off but can then a separate setting be added for simpler things like putting bait into crab pots, since this mod already gathers from them? Preferably, taking the bait straight from the fishing rod's own inventory where it's most convenient to keep.
To go along with:
AutoDepositIngredient("Automation", bool, default:false)
Would it be possible to implement:
AutoDepositExceptions(...)
My use case is... One should NEVER auto-deposit in a Seed-Maker. ;) It should always be manually timed.
Thank you!
Hi. I'm not sure if you're interested in working on this mod any more, but if so, would you mind divorcing the cleanup operations (clearing weeds, mining stones, etc) from the farm and let it work where ever the player wants? I'm a visually impaired player whose playing Stardew through an accessibility mod, and the ability to automatically mine stones or clear weeds as I walk up on them would be very helpful to putting me on an even playing field with sighted farmers.
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