
Bug with Stardew Fishing
Closed this issue ยท 8 comments
If the Stardew Fishing minigame lasts long enough (the player hasn't caught the fish yet), another bite can happen with the particles and then the sound. I think you copied my code in my FishingHookMixin
class to fix this by cancelling the catchingFish
method which didn't actually work, or maybe it got broken in the latest version of the mod, I'm not sure. The fix is to check if the stored rewards optional contains a NON-empty list instead of checking if the optional itself IS empty.
While you're at it, there have been a couple of backend changes that I've made that I'd appreciate if you could update the references to in your mod.
Firstly, the StardewFishing.PULL_ITEM
sound event has been moved to the new SFSoundEvents
class, so please change any references to use that instead.
Secondly, in FishingHookLogic
, startMinigame()
now returns a boolean. It returns false if the fishing player is a fake player such as a Create mod deployer block and the minigame was be skipped. This change broke existing Tide jars even though the parameters didn't change, so I renamed it to startStardewMinigame()
and left a void startMinigame()
method for backwards compatibility. All that to say, references to FishingHookLogic#startMinigame
should be renamed to FishingHookLogic#startStardewMinigame
, and just give the rewards immediately if it returns false.
I won't be removing backwards compatibility for a few weeks so no rush.
Thanks!
Edit: right after writing this I caught a wooden crate and omg that was awesome how it flew out of the water over my head and landed behind me I had no idea that was a feature so cool!
Sorry for seeing this a bit late. I'll take a look at all these changes and try to get them fixed for Tide 1.6, which should be releasing sometime in the near future :)
Alright, I have all of this done: 9274237
This will go into effect when I release 1.6, which will be soon! Thanks for reaching out :)
Also the Stardew Fishing 2.0 features are really cool! I finally got the chance to mess around with it and I'm really loving the direction the mod is headed.
Thank you! Glad to hear you like our mod! I'll pass that along to garflemn. I think we both feel the same about Tide!
I did realize there is one last change I'd love you to make: Stardew Fishing has a server config option called biteTimeMultiplier
which multiplies the time it takes for a fish to bite by a number between 0 and 1. I am applying this through mixins into vanilla and other mods except for Tide since the compat is all on your side. This value can be obtained by calling SFConfig.getBiteTimeMultiplier()
. Could you apply this multiplier to timeUntilLured
inside the Math.max()
call on line 500?
Thanks again, and sorry for the hassle.
P.S. While I was writing this out I thought I would be able to reopen this issue but the button is gray because I don't have perms so you probably won't see this but I'm too lazy to make a new issue right now so if you don't see this I'll make a new issue.
Thank you! I'm curious, when you update Tide, do you have to paste the changes to every version branch, or is there a quicker way to apply the change to all versions? I couldn't imagine maintaining a mod across multiple versions if that is what it takes lol.
What I do is make the changes on one branch, then go to the other branches and cherry-pick the commits I need to transfer over. It's not super elegant and sometimes leads to merge conflicts, but It's worked well enough so far!