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…rom branch tqdv-2.2.10)
…er than SpriteIndex, which is no longer unique
…odaysGifts... Though I'm not sure I've ever actually seen the UI that it's creating...
NermNermNerm
commented
Dec 7, 2023
| else if (itemName.IndexOf("sprinkler", StringComparison.OrdinalIgnoreCase) >= 0) | ||
| { | ||
| // Relative tile positions to the placable items locations - need to pass coordinates | ||
| AddTilesToHighlightedArea(currentItem.GetSprinklerTiles(), (int)validTile.X, (int)validTile.Y); |
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This change is a little bit worrisome because Object.GetSprinklerTiles didn't semantically change in 1.6... But it did change. Somebody noodled over it and changed a variable name. However, its behavior got changed by something else - in the past it was zero-based - as Object.tileLocation used to be 0.0 for unplaced objects, and now it's the tile that's being hovered over. That new behavior might not be intended and might get rolled back.
Added unmilled rice and translations.
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Hey @NermNermNerm @KryptoST @SteveBenz the original project is still in development over at Annosz/UIInfoSuite2! |
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I'm new to SDV modding, but I just can't live without this one, even if I'm just testing out my own stuff, so I took the time to port it 1.6. I don't want to own the mod going forward or anything, I just want to share what I've got, and you seem like the principal maintainer of the thing at the moment.
Currently it compiles and runs well in vanilla 1.6. The biggest question mark to me is the "Dynamic Game Assets" code. I have no idea how or when it runs - my suspicion is that it's important for big mods that introduce new crops &c. I suspect it all needs to be chucked out for 1.6 because of the difference in how Items ID's are handled.
Smaller stuff that I intend to get to is validating that mills and junimo huts work correctly.
There may also be failures that I don't know to look for - e.g. tooltips that should be shown but aren't.