Hi there, so have a bit of a weird issue. I am doing the quest "Growing (More) Grapes" and when your mod is installed, the prompt to infuse the grapes with mana does not show up. This is a bit of a game-breaking bug because that is one of the main quests (you cannot get to Nel'Vari without passing it). I confirmed it was your mod because when I removed it I was able to infuse the mana.
Otherwise, excellent mod! I just removed it for this quest, and then added it back in, but you might want to figure that out. Edit: If I could explain this a bit better -> according to what I can see happening, it "auto-infuses" them (which is why the prompt does not appear - so technically they are being infused, according to the mod, which I suspect you added on there as a convenience, which is otherwise very useful, and another reason why I added it back in afterward lol!)
but unfortunately, for the "Growing (More) Grapes" quest, it doesn't register as having been infused, so the quest will not progress. This is basically an easy fix, for anyone else who has the issue. Just exit the game, "cut/paste" the "no more watering.dll" thing into a different folder (so you don't lose it), this effectively deletes the mod.
Restart the game. Mod should be gone. (Your tiles will remain watered for that day, too. Bonus!) Then, buy 40 grape seeds, then manually water them, then the prompt will show up, then the quest will start registering them as infused (so it goes from 0/40 infused, to 40/40 infused like normal). Save & exit to title, then close the game again. Then cut/paste the .dll file back into the plugins folder. Then restart again. Voila. Your mod will work again.
I've got the same issue, but I can't water anything! Even after removing the mod from the game. Waiting until next day to see if this fixes the issue, but every time I use the hoe to make a new 'plot' it shows up in game pre watered. I'll edit with results on the next day XD
Edit: waiting until next day worked XD I'm such a doofus sometimes lol
I do have a question though. Would it be possible to make a version (or have settings) that still require you to have the various totems, but simply applies their effects to the whole map? Having something, like the auto feeders, that we would actually have to buy to water (or infuse) the whole map would be nice too.
Trying to manage aura radii is annoying, but I would still like to have motivation to buy/build the various totems! I'll probably just do it manually for now (aka exit and tweak the config file when I place totems), but if that could be made part of the mod itself it'd be amazing.
Up to this, was going to ask exactly the same. Having to rearange the totems every few scythe wipes is painful, and having only 1 totem (Combat, in my case) giving all the skills bonus capped at 1 totem effect amount (since having more totems have no effect, unless in range - with has nothing to do with the mod) is not what i was seeking. In time, rly awesome mod!
Edit: Now I got that I don't even need 1 totem to get the bonuses. Just skip that rs
Also for LadySunami: How to tweak config file to do that? would be glad to learn it, if possible. :D
Just a tip for everyone. If you can't get rid of the "use your watering can to water seeds" prompt, try planting peppers! They sometimes dry out even with the mod. Or just disable the mod briefly.
I can't reproduce the error, but your log output might have helped (so thanks =) I just uploaded a new version that hopefully fixes the issue. Please let me know if you continue to have problems. -- dd
Hi, I might not be good at English, but I want to ask you something, so please leave a comment. I don't know how to use the mode even if I read the explanation or comments. Do I set it by pressing F1? Or should I just go into the game and leave /WaterOvernight=true in the chat? I really want to use this mod but I'm not sure..
I do not see that issue, and those are both my mods which I always keep running for my debug testing. I recommend removing mods one by one (move to a temp directory outside of plugins) until No More Watering and Stack Size seem to work correctly. Then let me know what you've found.
(My native language is not English, so I used translation software)After installing the latest version of the mod ,the issue of not being able to plant seeds has been resolved. However, I still cannot open the sacrifice interface of the museum, but I can open the box and enter and exit the building normally. I would like to know what happened
Rebuilt (v0.0.17) for game version 1.5.3. Tested and working. Please let me know if you have issues. As always, the official Sun Haven discord (#game-mods channel) is the best place to report issues. Thanks! -- dd
I have also encountered the same issue. I can't use any tool (sword, pickaxe, watering can, etc.), but this only occurs "after" using the teleportation spell that was added in patch 1.5. As long as I don't use the teleportation spell, everything will work just fine for me.
Also, going back to the main menu and reloading a saved game or starting a new game fixes the issue. But the same issue will happen again if I use the teleportation spell.
I am on version 1.5.3 and I can not plant any kinds of seeds anywhere. I even disabled this mod in the F1 config and still wouldn't work. So maybe its not this mod but another one interfering? I haven't a clue because I don't make nods. Just throwing out a possibility. The things in my plugins folder - for reference.
Also having the issue. Disabling the mod in-game doesn't make it so I can plant seeds. However, removing it entirely from the BepInEx plugins folder allowed me to resume planting as usual.
66 comments
Otherwise, excellent mod! I just removed it for this quest, and then added it back in, but you might want to figure that out. Edit: If I could explain this a bit better -> according to what I can see happening, it "auto-infuses" them (which is why the prompt does not appear - so technically they are being infused, according to the mod, which I suspect you added on there as a convenience, which is otherwise very useful, and another reason why I added it back in afterward lol!)
but unfortunately, for the "Growing (More) Grapes" quest, it doesn't register as having been infused, so the quest will not progress. This is basically an easy fix, for anyone else who has the issue. Just exit the game, "cut/paste" the "no more watering.dll" thing into a different folder (so you don't lose it), this effectively deletes the mod.
Restart the game. Mod should be gone. (Your tiles will remain watered for that day, too. Bonus!) Then, buy 40 grape seeds, then manually water them, then the prompt will show up, then the quest will start registering them as infused (so it goes from 0/40 infused, to 40/40 infused like normal). Save & exit to title, then close the game again. Then cut/paste the .dll file back into the plugins folder. Then restart again. Voila. Your mod will work again.
Edit: waiting until next day worked XD I'm such a doofus sometimes lol
I do have a question though. Would it be possible to make a version (or have settings) that still require you to have the various totems, but simply applies their effects to the whole map?
Having something, like the auto feeders, that we would actually have to buy to water (or infuse) the whole map would be nice too.
Trying to manage aura radii is annoying, but I would still like to have motivation to buy/build the various totems! I'll probably just do it manually for now (aka exit and tweak the config file when I place totems), but if that could be made part of the mod itself it'd be amazing.
Edit: Now I got that I don't even need 1 totem to get the bonuses. Just skip that rs
Also for LadySunami: How to tweak config file to do that? would be glad to learn it, if possible. :D
This pop up on the log when i tried to plant a seed
[Error : Unity Log] MissingMethodException: void Wish.AudioManager.PlayAudio(UnityEngine.AudioClip,single,single,single,single,bool)
Stack trace:
(wrapper dynamic-method) Wish.Seeds.DMD<Wish.Seeds::Use1>(Wish.Seeds)
(wrapper dynamic-method) Wish.Player.DMD<Wish.Player::Update>(Wish.Player)
[Error : Unity Log] MissingMethodException: void Wish.AudioManager.PlayAudio(UnityEngine.AudioClip,single,single,single,single,bool)
Stack trace:
(wrapper dynamic-method) Wish.Seeds.DMD<Wish.Seeds::Use1>(Wish.Seeds)
(wrapper dynamic-method) Wish.Player.DMD<Wish.Player::Update>(Wish.Player)
I don't know how to use the mode even if I read the explanation or comments. Do I set it by pressing F1?
Or should I just go into the game and leave /WaterOvernight=true in the chat?
I really want to use this mod but I'm not sure..
But I don't know why, there are 2 mods that conflict with each other, the mod is the "No More Watering" mod with the "Stack Size" mod.
The conflict causes 2 things:
1. Stack does not work, so the maximum stack size returns to the default setting.
2. Cannot plant seeds into the ground.
Are there any settings I need to make so that both mods can still run?
Sorry for my bad English.
Please also post a full list of your mods here.
Thanks,
dd
Also, going back to the main menu and reloading a saved game or starting a new game fixes the issue. But the same issue will happen again if I use the teleportation spell.
I hope this feedback can help in some way.
CustomItems
CustomPortraits
CustomTextures
TeleportItems
CataclysmMining.dll
ConfigurableMining.dll
ConfigurationManager.dll
devopsdinosaur.sunhaven.always_open.dll
devopsdinosaur.sunhaven.cash_for_trash.dll
devopsdinosaur.sunhaven.consolidated_crafting.dll
devopsdinosaur.sunhaven.craft_from_storage.dll
devopsdinosaur.sunhaven.easy_animals.dll
devopsdinosaur.sunhaven.no_more_deadlines.dll
devopsdinosaur.sunhaven.no_more_watering.dll
devopsdinosaur.sunhaven.stack_size.dll
devopsdinosaur.sunhaven.time_management.dll
KeepAlive.dll
MuseumSellPriceRedux.dll
MuseumTracker.dll
NoTimeForFishing.dll
QuickTeleport.dll
RemoveSkillcap.dll
ScarecrowEnhancer.dll
SleepWhenever.dll
WhatFishCanICatch.dll
WhatItemsCanICraft.dll
WheresMyStuff.dll