If you add these two files to your zip and add your update key to it, then people can simply drop it in the mods folder together with content patcher. Then they will no longer need to backup and replace the original file! This also makes it easier to test the mod with needing every single item, which I would also love!
Did it actually works? I tested the mod with content patcher on 1.5 but it didn't work at all (I guess bundles are loaded before CP). I don't know if 1.6 fixed that. Thanks anyway. I'll give a try just in case.
Yes, I have these files exactly like this in a map with the mod name and it loads just fine. It only warns me I have no update key. If you add yours to the manifest file it will notify everyone in their console if you upload an update for it!
Edit: I didn't test if the CP method would work on an existing save, but I'd recommend starting a new one with a big change like this anyway.
I know it works with map but from my experience on 1.5, it doesn't with bundles (someone already tried and it was catastrophic with game breaking bugs). Anyway, you can't change bundles on an existing save, even with replacing directly the bundle.xnb file. You must sart a new save to apply the new bundles changes. I think the bundles are created in-game at the start and don't use the bundle.xnb file after that. It's a very specific kind of file.
What I meant is that I added these 2 files exactly as above to your mod file in a folder with your mods name and have been using it like this since I have downloaded it. The bundles show up just fine and I haven't found any other game breaking bugs yet. Other mods like Lookup Anything also recognize all of your extra bundles perfectly fine. So as far as I've tested it it does work for bundles fine at this moment.
I'd also appreciate these files being added, although in my case I had to change the "FromFile": "AllCommunityCenterBundles.xnb" line to "FromFile": "Bundles.xnb". No doubt because the filename changed between versions of this mod.
It'd be nice to have this as it would allow players to install the mod using Content Patcher and without having to replace/overwrite core Stardew files. Not to mention it would allow installing the mod with Vortex.
I also tried this with a save file that didn't originally have the mod installed at all and then loaded the mod with the Content Patcher files with the same save. Everything seems to work fine though I'll admit the save I tried was one that I simply started and speedran to the community center on day 5 of spring 1 before loading the mod. Nevertheless, the CP mod loaded fine and the bundles were updated without issue. Can't say the same if players were to try loading the mod with a full room of bundles already complete, I've no doubt in my mind this would cause errors.
@CodyCorvid No, that one is actually on me. I changed those names locally when I changed it into a CP mod. You are totally right about that filename. As for the players with a room full already, the mod author has mentioned this mod will only work when used on a fresh save. My guess is the bundles are then stored in the save and any changes to the bundles file will simply get ignored thereafter.
Well. I actually tested it and so far, it seems to works. So, thank you for this bit of code. I'm looking to make a new version of it with CP compatibility now.
I think forest and construction bundles can be moved to the boiler room, forager and dye - to crafts room. this way you'll have space in the bulletin board for the other two.
I kinda tought about moving Construction bundles into the Boiler room but I can't move Bulletin Board bundles elsewhere. Bulletin Board bundles are villagers requests. The rooms are tied with themes: Forage/Farm/Fishing/Mines/Money/Social (or Town). I want to keep that more than forcing every bundles. Keeping that Vanilla vibe is my main goal. But thanks for the suggestion.
I'd like to but it don't work with CP as far as I know. It seems that bundles data are loaded before CP do it stuff and cause tiny issues like crashing the game. Some people gave me tips and clues. I may give a try some day. Meanwhile, you can use the mod with the File Replacer mod: https://www.nexusmods.com/stardewvalley/mods/17553/ It works fine and that's usually what I use myself for convenience.
Thanks. Sorry but I won't do this kind of harder version. It's very unfun to me.
But feel free to do it if you want. The bundles came in this form in the bundle file: Pantry/0: "Spring Crops/O 465 20/24 1 0 188 1 0 190 1 0 192 1 0/0" #!String Spring Crops is the bundle name. O 465 20 is the rewarded item(s) 24 1 0 etc is the required items with 24 being item ID, 1 being the number of items and 0 being the quality. 24 1 0 means "Parsnip, one, stadard quality". If you change replace it by 24 20 1 the bundle will require 20 silver quality Parnips. I encourage you to try to make you own modifications. (Or someone may do it for you).
Heya! I really wanna try out your mod, but I would like to ask a question first. I saw on other posts that this won't work with other mods that change the bundles. I don't have one of those exactly, but one of the mods I do have adds options to the animal bundle - it doesn't change anything else, though. Would this be enough to conflict with your mod?
Is there any way to edit the mod to where you need all the bundle items to complete the bundle? I'd love to have the option for a slightly higher difficulty with this mod.
If you want this you can open the file with something like this XNB Converter Demo, update the numbers for the bundles that have more items then the amount necessary, including the missing bundle, and then on the same page repack it. I've used it in my current save (over 80 hours in) in which I've completed all bundles, and it works just fine.
Yes. You need to replace manually the Bundle file. Or you can use this other mod: https://www.nexusmods.com/stardewvalley/mods/17553 I tested it quickly and it still works on 1.6. Just folow its instructions. Note that you need to start a new save to apply the changes. Bundles are created at the start of the game and can't be changed later.
I don't know how vortex works at all. i just share small mods I make for myself. I'm not a professionnal modder.
Love you for this mod! I love collecting things in games so the more bundles the better! Do you think you'll eventually update this to be compatible with the 1.6? I know a few new remix bundles were added with the update.
I was thinking a mod like this would cool to have and was initially excited to find it. now I'm disappointed find it was one of mods not working with 1.6. I hope it gets updated or someone else makes new mod like it.
79 comments
content.json
{
"Format": "2.0.0",
"Changes": [
{
"Action": "Load",
"Target": "Data/Bundles",
"FromFile": "AllCommunityCenterBundles.xnb"
}
]
}
manifest.json
{
"Name": "All Community Center Bundles",
"Author": "Lefkada",
"Version": "1.0.0",
"Description": "CP Port for Lefkadas AllCommunityCenterBundles",
"UniqueID": "Lefkada.AllCommunityCenterBundles",
"UpdateKeys": [ "" ],
"ContentPackFor": {
"UniqueID": "Pathoschild.ContentPatcher",
"MinimumVersion": "2.0.0"
}
}
Thanks anyway. I'll give a try just in case.
Edit: I didn't test if the CP method would work on an existing save, but I'd recommend starting a new one with a big change like this anyway.
Anyway, you can't change bundles on an existing save, even with replacing directly the bundle.xnb file. You must sart a new save to apply the new bundles changes. I think the bundles are created in-game at the start and don't use the bundle.xnb file after that. It's a very specific kind of file.
It'd be nice to have this as it would allow players to install the mod using Content Patcher and without having to replace/overwrite core Stardew files. Not to mention it would allow installing the mod with Vortex.
I also tried this with a save file that didn't originally have the mod installed at all and then loaded the mod with the Content Patcher files with the same save. Everything seems to work fine though I'll admit the save I tried was one that I simply started and speedran to the community center on day 5 of spring 1 before loading the mod. Nevertheless, the CP mod loaded fine and the bundles were updated without issue. Can't say the same if players were to try loading the mod with a full room of bundles already complete, I've no doubt in my mind this would cause errors.
Some people gave me tips and clues. I may give a try some day. Meanwhile, you can use the mod with the File Replacer mod: https://www.nexusmods.com/stardewvalley/mods/17553/
It works fine and that's usually what I use myself for convenience.
idk if stardew valley hardew or challenging bundles would affect it
but it would be cool to see it
Sorry but I won't do this kind of harder version. It's very unfun to me.
But feel free to do it if you want. The bundles came in this form in the bundle file:
Pantry/0: "Spring Crops/O 465 20/24 1 0 188 1 0 190 1 0 192 1 0/0" #!String
Spring Crops is the bundle name.
O 465 20 is the rewarded item(s)
24 1 0 etc is the required items with 24 being item ID, 1 being the number of items and 0 being the quality.
24 1 0 means "Parsnip, one, stadard quality". If you change replace it by 24 20 1 the bundle will require 20 silver quality Parnips.
I encourage you to try to make you own modifications. (Or someone may do it for you).
I tested it quickly and it still works on 1.6. Just folow its instructions.
Note that you need to start a new save to apply the changes. Bundles are created at the start of the game and can't be changed later.
I don't know how vortex works at all. i just share small mods I make for myself. I'm not a professionnal modder.