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Darkmushu1

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58 comments

  1. Toony91560
    Toony91560
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    Hi Hi i see last comments about looting ore copper silver and gold don't have the good drop just in box in mine but still working with iridium i havn't see radioactive yet for see if it work on it and i have the lastest version so idk what to do for now i just up the loot for have more in these box unfortunetly

    (sorry i'am french and i'am learning english again so sorry if there is something you don't understand)
    1. Darkmushu1
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      I increased the ore drops from stone break, and so it should apply to break event. It might also apply to box breaks/geode breaks but haven't tested in those.

      If there are issues where these aren't being applied to a stone being broken and I can take a look at it.
    2. Toony91560
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      Sorry i was not clear in what i said that works for stone iridium and box in mine but the mod don't work with copper silver and gold when i break the nod but it work just when i break the box so the problem is not really the stone but the ores except iridium.

      I hope this is more understandable than the first message.

      And i notice it's not a problem but no cap lvl works for mining and also the other competences like farming foraging ect don't know if it's wanted or not but that fun be lvl 16 in farming with this mod ^^
    3. Darkmushu1
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      Ok thanks for reporting I'll take a look at the node breaking for gold, iron, copper again with or without professions. 

      If you do know what device you tested on that'll be great info as well (pc, steam deck, or mobile)

      The exp usually stops accumulating after leve 10 for all skills but in this mod I didn't specify for just mining as I had eventually wanted to expand the mod to support foraging,  and farming and so seeing level 16 farming is intended.
    4. Toony91560
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      sorry for late answer i play on pc 

      again sorry i'm very busy 
  2. Se7enArcher
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    I'm curious, will there be any conflicts with Walk Of Life - Profession Overhaul?
    1. Darkmushu1
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      I am not sure as I never used that mod before, but looking at the description on that page it seems it has skill go up to level 20, and seems to have custom professions. To ensure higher confident of capability I would recommend turning these features off from my mod

      Turn off the 2 settings below using Generic Mod Config Menu, save & Close then perform a Hard reboot of the game. The hard reboot is required.

      • Allow Updated Level Up Description
      • Skill Levels Can Exceed 10

      The turned off feature will no longer show the drop count from the profession level up from my mod but the actual function should still work. Although the skill level exceed 10 is turned off from my mod, it should leverage the other mod's Experience system to allow you to  exceed level 10.

      If there are issues afterwards and you do have SMAPI log afterwards I can take a look

      EDIT**

      I just tested  Walk Of Life - Profession Overhaul  with it's requirement delionheart and space core, with my mod's 2 features above turned off and it seems to be working just fine. I did limited testing and so it runs and mine 4 more features still work and was able to prestige to reset exp just fine. I didn't test anything else and so further testing maybe required.
    2. Se7enArcher
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      Thank you for your answer. Let me try.
      I particularly enjoy the concept of the growth of skills providing additional bonuses. I hope there will be other occupational content in the future.
    3. Darkmushu1
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      There has been requests for something similar to foraging and so I am working on expanding this mod to support foraging next. Maybe in the next week or 2 I'll have something up
  3. justchilling101
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    Thank you so much!
    I had been having the issue of ores not being affected by the mulipliers too and only getting stone, gem, and geode bonuses. The new update fixed that! Also I love having the new mcm menu, it was mildly tiring having to close the game to change any settings. It even seems like I can change them midgame no issue for some of the sliders. Glad that it's finally fully working. 
    1. Darkmushu1
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      The gmcm was long overdue ans decided to add it with the bug fix and glad your enjoying it. Yes, any values can can be changed mid game, the only settings that requires hard restart is the turn off and on features.
  4. nutchsnon124
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    REPORTING Maybe Copper , Iron , Gold , Coal code? Itemname? has change from another mod if play in vanilla use only this mod , drop = num in config.  
    1. Darkmushu1
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      Not sure what is being reported, but I had refactor the code and reworked this mod and the bugs should be gone now.
      V1.1.4 just got released and now ores should drop and added Generic Mod Config Menu with new abilities to also control what ore type spawns in the mines.
  5. TurtleChix21
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    Hey, I have a question, is this mod supposed to remove the bolder on day one like how your other mod Mine on Day 1 does? It does not do the town cutscene as far as I can tell. Just thought I would bring it up because me and my friend kind of don't want the boulder gone but we do want more ores as we already have a east scarp route in. Is there anything we can do to fix this?
    1. Darkmushu1
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      Yes Mine for more should have a config option to disable mine on day 1, setting this off will leave boulder alone which should do what your asking for.

      For the bug on mine on day 1, it should trigger 8AM day 1 if you enter town from left side into town, I can check again.
    2. TurtleChix21
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      There isn't any config for Mine for More in the Generic Mod Config menu. So, how can it be toggled off? I would love to use this as it looks cool and would love to try it.
    3. Darkmushu1
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      Generical Mod Config Menu just edits the config.json file in the game, but you can edit the config.json file manually with a text editor outside of the game. If you open the file with a text editor change the following:

      Change

        "TurnOnMineOnDay1": true,

      to

        "TurnOnMineOnDay1": false,
    4. TurtleChix21
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      Thanks, I will give it a try.
  6. iKill3r56
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    Hey there! First of all, wanted to say thank you for the great mod!

    I wanted to ask if there is currently any way we can add more minerals to the config in order to modify the bonuses for those gems and minerals as well. For example, The Geology Mod (Update 1.6) (https://www.nexusmods.com/stardewvalley/mods/21038) adds quite a few new gems and minerals, but there is no way to modify the drop rate for these, and MineForMore bonuses also don't apply to them. If it's not possible, it's totally okay. If you don't have time to make the changes, but you are okay with added help, happy to assist in adding in more capability.
    1. Darkmushu1
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      can look into adding new minerals/gems.
      Probably can also look into making a more dynamic config options to allow users to add minerals and gems from other mods themselves.


      *Edit I won't be adding support for that mod as currently I don't think I can get a reliable way to get event when those custom minerals are broken. Also I feel it's overkill on my end to have to support that mod as it already has a file called CustomOre.json that allows you to modify drop counts directly so there's no need to add that to my mod if that mod already supports it.

      I did refactor my code to support dynamic configuration with some GMCM access to allow for adding stones/ores and categorize them as  ore/gems/geodes but probably won't release as it doesn't add anything new to existing function.
  7. eoe12
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    Hello!
    I got into trouble while using this mod, but I don't know how to fix it, so I'm leaving a post.

    It works well for jewelry and regular stones.
    It does not work on ores such as copper, silver, and gold.

    I've also tried setting up the previous version of the mode.
    I've tried to change it several times, but this issue hasn't been resolved

    Do you have a solution?
    1. Darkmushu1
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      I would recommend removing older version then install the latest version so that the previous config files are removed and only new config file remains.

      If you still have issues with new config file I can look into the issue
    2. eoe12
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      I tried it as you explained
      But the problem didn't go away

      Ores such as copper, silver, and gold
      This mode does not apply
    3. Darkmushu1
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      I retest the reported bug with 2 different test cases
      1. Ensure ore drops with copper, iron, gold ore works without profession.
      2. Ensure ore drops with copper, iron, gold ore works With profession.

      Not sure doesn't seem like there's any bugs with the ore drops at this time. It might just be that your using other mods that also modifies the same function as what my mod does, and so it doesn't work together with my mod, or if there is a certain case you find the bug exist that I didn't test let me know. 

      Both test cases passes see results:
    4. eoe12
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      I did what you helped me
      The problem hasn't been solved

      I'm not sure why, but I guess there's an impact from some other mod I'm using!

      It's not dropped in copper, iron and gold ores
      The drop rate is applied in the box in the mine!
      I'm using this mode so well

      Thank you for your kind help!
  8. Se7enArcher
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    [game] An error occurred in the base update loop: NullReferenceException: Object reference not set to an instance of an object.
       at UpdateOreGemDropsPatch.ModifiedOnStoneDestroyed(String stoneId, Int32 x, Int32 y, Farmer who) in C:\Users\jesse\source\repos\MineforMore\Patches\UpdateOreGemDropsPatch.cs:line 267
       at StardewValley.GameLocation.OnStoneDestroyed_PatchedBy<DaLion.Professions__Darkmushu.MineForMore__spacechase0.SpaceCore>(GameLocation this, String stoneId, Int32 x, Int32 y, Farmer who)
       at StardewValley.GameLocation.destroyObject(Vector2 tileLocation, Boolean hardDestroy, Farmer who)
       at StardewValley.Monsters.DustSpirit.behaviorAtGameTick_PatchedBy<DaLion.Professions>(DustSpirit this, GameTime time)
       at StardewValley.Monsters.Monster.update_PatchedBy<DaLion.Core__DaLion.Professions__PeacefulEnd.AlternativeTextures>(Monster this, GameTime time, GameLocation location)
       at StardewValley.GameLocation.updateCharacters(GameTime time)
       at StardewValley.GameLocation.updateEvenIfFarmerIsntHere_PatchedBy<DaLion.Core__prism99.aedenthorn.FarmAnimalHarvestHelper>(GameLocation this, GameTime time, Boolean ignoreWasUpdatedFlush)
       at StardewValley.Locations.MineShaft.updateEvenIfFarmerIsntHere(GameTime time, Boolean ignoreWasUpdatedFlush)
       at StardewValley.Locations.MineShaft.UpdateMines(GameTime time)
       at StardewValley.Game1.UpdateLocations_PatchedBy<spacechase0.SpaceCore>(Game1 this, GameTime time)
       at StardewValley.Game1._update_PatchedBy<Nature.NatureInTheValley>(Game1 this, GameTime gameTime)
       at StardewValley.Game1.Update(GameTime gameTime)
       at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate)
    What kind of mistake is that?
    1. Darkmushu1
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      thanks for reporting, I think this might be related to when a stone breaks it checks for a which farmer broke the stone and checks farmers profession to drop number or ores, but there can be cases where a farmer is not identified as the person who broke the stone, and so error occurred and so I'll have to add a check to handle when it isn't a farmer who breaks stone, I'll add a fix to this later tonight when I get some time.

      Edit **
      Bug resolved.

      the other patch error with spacecore and delion im not sure on
  9. Lisasmno
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    Is this compatable with stardew valley expanded? I've installed it and the mines day 1 is set to true but I can't access the mines. Just wondering if it's because I have Stardew Valley Expanded installed as well 
    1. Darkmushu1
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      Thanks for reporting this there's a flag that I had set false instead of true that prevented mine entry will add a patch for it later today.
  10. Donutz7000
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    I'm about to use this mod, but ill just ask if is there a config where you can edit the price of gems and bars by a percentage? (I know that the level 10 professions can raise it), but i want to configure them without the profession. it's just that the price of gems and bars are wierdly cheap and unrealistic, (like the gold bar is worth 250, while the diamond is worth 750). like c'mon the melon in stardew is literally worth 250 which pisses me off lol.
    1. Darkmushu1
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      This mod currently does not change sell price values of bars and gems, but you can use the config file to just have more gems and ore drop.

      The mod does allow you to control the gem drop and ore drop count so you can just get more gems to sell to make up the difference. The blacksmith profession if learned also grant instant smelting as a recipe for more resource cost but if you change the ore drop in config file this shouldn't really affect the end results