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View Code? Open in Web Editor NEWA collection of mods for Stardew Valley
License: Other
A collection of mods for Stardew Valley
License: Other
Check the scale and such. I'm not sure it's working properly.
Clean it up, self.
:<
Look into using the debuff/buff system.
Possible issues include the problem that it uses real-world timing and the weather uses in game timing..
Debris Weather doesn't trigger debris if changed via console command.
Investigate - maybe this should be looked at in a different mod? Shouldn't be forgotten, anyway..
New Moons:
Spring 16, Summer 4, Summer 20, Fall 8, Fall 24, Winter 12, Winter 28
Full Moons:
Spring 8, Spring 24, Summer 12, Summer 28, Fall 16, Winter 4, Winter 20
Should keep it in mind..
Let's push this off until later..
Integrate eemie's new moon phases, and redo the sheet references.
Add the blood moon.
Reconsider if the events trigger every moon..
The only method to remove the cold isn't working...
Maybe work out a structure?
When out, update Customizable Traveling Cart to use SDate update.
Climate of Ferngill needs to revert to Context.Player events.
Dark fog apparently isn't. Also it doesn't really handle fog changes
While we overhaul how weather is generated, look at
We should probably have the new moon say something somewhere if it dewaters crops. Also make sure it does that before the next morning.
There's a series of default assumption texts that don't really take into affect temperature, which may itself require more attention.
Also: We may want to refine " (summer 4)" to "4th of Summer" to clear that up.
Observed that the temp display wasn't entirely accurate on Summer 4 in the weather menu.
upset people? sale prices? monster spawns?
Fix the guild initiation bug and fix that unassign bug (for Dust Sprite? Spirit?)
It had to be previously removed because of how the draw code handled it. This time, consider passing the text to the menu from the main game, with the text being determined at beginning of the day.
Missing from the current one.
As it stands, merging the Solar Eclipse Event into the main mod might work out better, since I can reliably access the moon. Although, as a counterargument, it doesn't have to be merged in.
Hn..
Caused by the moon events.
Use a so any ticks per 10 minute span?
It might help if our documentation said what it did, especially if we want a user option to create a file.
Using the 'Helper.ReadJsonFile' in SMAPI, we can add in a way to use .json files to specify climate, which allows for less of them to be specified within the main file, as well as allow users to specify their own. Also allows to normalize distribution so that it's not last-one-wins.
Steps:
From Discord:
Kylindra - Today at 7:21 PM
And it'd be locked away under two 'you must explicitly turn these on' flags
(and even then I'd probably make the preconditions: no rain for a week, 5% chance of the lightning, 5% on top of that of triggering.)
since it's very much a "You might just have nuked your game."
and then add a letter from well, whatever Ferngill's fema equiv is of say, a thousand gold to get you back on your feet.
isn't really sure, you see.
Vaindil has given permission for this to be included. Holding off for now, but noting this for later.
Right now it just flips out instead of fading. Also just turns bright. Should look at night handling code for that?
as the title says. Takes E to close..
Maybe rare moons or bloom days should grant some kind of buff to the player
They should follow an aggravate storm penalty ticks when outside. :<
This is a maybe, but the following things will need to be done
A bug fix is tentatively in. Let's see if it works.
It turns out my current event ISN'T compatibile with 1.2. :|
TV display could be ported out to .json, too. In a side note:
The radio could use a look at ...
This is mainly to make it easier later to potentially introduce translations. Or at least, make it easier to edit text.
Carried over a bit from Climates of Ferngill, the best chance appears to be to just always have it drawn (cf Mineshaft) but hide it when we don't want it.
We should probably eliminate useless/redundant code, especially in the update ticks.
Using Game1.days.Played means that it generally is resilient if the save file isn't edited. Which isn't too bad, but maybe we can work something out?
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