we have released a new version 1.6.2. This version is updated to the latest SMAPI version and contains the necessary code changes to be compatible with the SMAPI 4.1 and Stardew Valley > 1.6.9.
Enjoy the latest version and please report any issues you encounter.
Thank you soooo much for this mod! It's a lifesaver for people like me who want are more relaxed farm game and not a hardcore dungeon dive challenge. This mod makes it so much easier to just enjoy the game and doing a little skull cavern on the side. ^^
I haven't tested it yet, but I'm assuming the calculation for elevator levels works like this? Because I was having trouble understanding in the description.
If the lowest level = 200 (this is not actually the lowest level, but this is what you're telling the game is the lowest level so it stops spawning elevators at some point) steps = 20 (this is how many levels between elevator unlocks) difficulty = 2 (this is used for the calculation to determine the maximum allowed number of elevator unlocks)
For example, using the above variables, 200 divided by 20 divided by 2 = 5 unlockable elevator buttons. Therefore:
To unlock level 20 elevator: You need to reach level 40. To unlock level 40 elevator: You need to reach level 80. To unlock level 60 elevator: You need to reach level 120. To unlock level 80 elevator: You need to reach level 160. To unlock level 100 elevator: You need to reach level 200.
If you wanted it like the OG mines, then it would be lowest level 120, steps 5, difficulty 1 = 24 unlockable elevators popping up every 5 levels until you reach 120, and then you don't spawn anymore.
If you mean split-screen couch co-op, then yes. But it can be buggy sometimes, like if one player reaches a level that triggers an elevator it may not "save" the elevators the other player unlocked. I think it's because the mine level progression in split-screen co-op is shared.
I made my way to the first elevator (in my case, level 70), but it doesn't light up, and on returning to the surface I can't travel to it either. Edit: Leaving and rentering the caverns entirely (not just to the top floor, actually out of the cave) fixed it.
Hi does this mod work on 1.6.15 mobile? Before I only used mods on PC, this is the first time I install mods on my android phone so I wanna make sure that it'll work fine on my phone
When I try to use the elevator it shows all my floors for like half a second and then they all disappear. My Stardew Valley, SMAPI and all my mods are up to date.
[game] WARNING: Mismatched UI Mode Push/Pop counts. Correcting. [game] An error occurred in the base update loop: InvalidProgramException: Common Language Runtime detected an invalid program. at SkullCavernElevator.SkullCavernElevator.MyElevatorMenu.receiveLeftClick(Int32 x, Int32 y, Boolean playSound) at StardewValley.Game1.updateActiveMenu(GameTime gameTime) in D:\GitlabRunner\builds\Gq5qA5P4\1\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 5082 at StardewValley.Game1._update(GameTime gameTime) in D:\GitlabRunner\builds\Gq5qA5P4\1\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 4269 at StardewValley.Game1.Update(GameTime gameTime) in D:\GitlabRunner\builds\Gq5qA5P4\1\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 3454 at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/SCore.cs:line 1094
803 comments
we have released a new version 1.6.2.
This version is updated to the latest SMAPI version and contains the necessary code
changes to be compatible with the SMAPI 4.1 and Stardew Valley > 1.6.9.
Enjoy the latest version and please report any issues you encounter.
If the lowest level = 200 (this is not actually the lowest level, but this is what you're telling the game is the lowest level so it stops spawning elevators at some point)
steps = 20 (this is how many levels between elevator unlocks)
difficulty = 2 (this is used for the calculation to determine the maximum allowed number of elevator unlocks)
For example, using the above variables, 200 divided by 20 divided by 2 = 5 unlockable elevator buttons. Therefore:
To unlock level 20 elevator: You need to reach level 40.
To unlock level 40 elevator: You need to reach level 80.
To unlock level 60 elevator: You need to reach level 120.
To unlock level 80 elevator: You need to reach level 160.
To unlock level 100 elevator: You need to reach level 200.
If you wanted it like the OG mines, then it would be lowest level 120, steps 5, difficulty 1 = 24 unlockable elevators popping up every 5 levels until you reach 120, and then you don't spawn anymore.
But it can be buggy sometimes, like if one player reaches a level that triggers an elevator it may not "save" the elevators the other player unlocked. I think it's because the mine level progression in split-screen co-op is shared.
Edit: Leaving and rentering the caverns entirely (not just to the top floor, actually out of the cave) fixed it.
Here is my SMAPI log SMAPI log
My elevator doesn't work passed 600 floor. i can't go down with the arrow thing.
A solution ?
Thanks
Smapi says:
[game] WARNING: Mismatched UI Mode Push/Pop counts. Correcting.
[game] An error occurred in the base update loop: InvalidProgramException: Common Language Runtime detected an invalid program.
at SkullCavernElevator.SkullCavernElevator.MyElevatorMenu.receiveLeftClick(Int32 x, Int32 y, Boolean playSound)
at StardewValley.Game1.updateActiveMenu(GameTime gameTime) in D:\GitlabRunner\builds\Gq5qA5P4\1\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 5082
at StardewValley.Game1._update(GameTime gameTime) in D:\GitlabRunner\builds\Gq5qA5P4\1\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 4269
at StardewValley.Game1.Update(GameTime gameTime) in D:\GitlabRunner\builds\Gq5qA5P4\1\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 3454
at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/SCore.cs:line 1094
What can i do?