I am thinking of readding this to my game, glad the raffadaz thing was fixed (I started using it a bit ago), any idea of how it will inter act with Forage of Fergall?
Edit: checked one of the mushrooms, it does seem to have the right mushroom tag. Sooo ya woot. Still would like your thoughts though.
Edit 2: Soo while it has the tag, the mushrooms do not seem to be usable in the keg lol. But ya going to enjoy the mod anyway,
Edit 3L I can also list all the mods I am using that add mushrooms over all, so you can pick if you want to do anything with them,
Thanks for giving the mod another shot! I just tested some of the mushrooms from Forage of Ferngill and it seems to be working just fine. Are you using the Dwarven Keg? Mushroom Wine isn't made in the regular keg anymore for compatibility reasons. You can buy the recipe for the Dwarven Keg from the Dwarf.
not used the keg yet, but looked at it through look up anything, just did not see the mushrooms listed. Once I get a keg built ill see if they work anyway. I have lots of things to build yet in my game (also using PPJA Artisan valley and Raffadax complete production among a few other things). If it is wonky and something is off ill post it.
Is there a way I could add the "mushroom_item" tag you mentioned to other mods in their settings? Like False Morel or Warthogs (which produce White Truffle)
The new mushroom from the False Morel mod seems to already include the "mushroom_item" tag which would theoretically make it brewable into mushroom wine. White Truffles from the Warthog mod are technically animal produce like truffles so I'd have to add the recipe in manually in a (hopefully soon!) update, at least I think. I'm pretty new to modding so there might be a way. Otherwise, though, for any other mods that add mushrooms you should just be able to add "mushroom_item" under the context tags in the item's object.json file.
My users are complaining about duplicate object errors with your mod making it incompatible with mine.
Raffadax Complete Production has had a Void Mushroom since V1. My Void Mushroom is an enchanted item with lore and several artisan goods tied to it, so I'm not going to change the name on my end. Also because it is enchanted I am not going to disable it from my end if your mod is detected.
There are tree ways to fix the error:
1 - You could rename your Void Mushroom to something similar, like Void Cap
2 - You can correct the issue by pasting the following text into your Void Mushroom JSON before your next update: "DisableWithMod": "Raffadax.Crops",
3 - One of us could change "Void Mushroom" to "Void Mushroom " (with an extra space) which SMAPI will read as a unique item. This would cause two separate versions of Void Mushroom to propagate for all of our mutual users, and only my version of the Void Mushroom would produce artisan goods, which could cause some confusion.
Hey! Yeah, sorry about that, I actually realized this mod conflicted with your mod like a day after I uploaded (huge fan of your mod btw). I'll have a fix ready ASAP. Again, sorry about that!
Edit: Renamed my Void Mushroom to just 'Void Shroom', in hindsight could probably have chosen a cooler name but this should fix it, I think.
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Edit: checked one of the mushrooms, it does seem to have the right mushroom tag. Sooo ya woot. Still would like your thoughts though.
Edit 2: Soo while it has the tag, the mushrooms do not seem to be usable in the keg lol. But ya going to enjoy the mod anyway,
Edit 3L I can also list all the mods I am using that add mushrooms over all, so you can pick if you want to do anything with them,
Raffadax Complete Production has had a Void Mushroom since V1. My Void Mushroom is an enchanted item with lore and several artisan goods tied to it, so I'm not going to change the name on my end. Also because it is enchanted I am not going to disable it from my end if your mod is detected.
There are tree ways to fix the error:
1 - You could rename your Void Mushroom to something similar, like Void Cap
2 - You can correct the issue by pasting the following text into your Void Mushroom JSON before your next update:
"DisableWithMod": "Raffadax.Crops",
3 - One of us could change "Void Mushroom" to "Void Mushroom " (with an extra space) which SMAPI will read as a unique item. This would cause two separate versions of Void Mushroom to propagate for all of our mutual users, and only my version of the Void Mushroom would produce artisan goods, which could cause some confusion.
Edit: Renamed my Void Mushroom to just 'Void Shroom', in hindsight could probably have chosen a cooler name but this should fix it, I think.
Sorry to respond weeks later, I've been super busy.