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sdvmods's Issues

Climates of Ferngill: Debuff/Buff

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..

Lunar Holidays?

Investigate - maybe this should be looked at in a different mod? Shouldn't be forgotten, anyway..

Climates of Ferngill: Lunar Events?

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..

SMAPI 2.0 update

When out, update Customizable Traveling Cart to use SDate update.

Climate of Ferngill needs to revert to Context.Player events.

Climates of Ferngill: Expand weathers

While we overhaul how weather is generated, look at

  • Debris weather in winter
  • Rare odds of a thundersnow
  • Add dry lightning
  • Add tie in events on climates
  • Add to Enhanced Climates

Climates of Ferngill: New moon

We should probably have the new moon say something somewhere if it dewaters crops. Also make sure it does that before the next morning.

Climates of Ferngill: Text issues, Temp issues

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.

Climates of Ferngill: Implement a more robust way to specify user climates

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:

  • Strip out the old code for generating chances
  • Strip out the old code for determining resulting weather
  • Create objects to read the json file and determine odds
  • Recalculate the climates to make sure normal is balanced
  • Verify the functionality of the weather in-game in case someone edits/deletes the files
  • Recode the weather determining function.

Maybe add wildfires on dry lightning?

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.

USDVP #6: Mood Fix

Vaindil has given permission for this to be included. Holding off for now, but noting this for later.

Fog should fade out..

Right now it just flips out instead of fading. Also just turns bright. Should look at night handling code for that?

Frosts in Spring?

This is a maybe, but the following things will need to be done

  • Adjust temps so it's even possible under climates
  • See what crops will die in what frosts.

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