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I'm looking into this issue. I haven't been able to reproduce it, so I might end up having to switch assets entirely. I'll release an update soon!
The issue should be fixed now! Let me know if it works for you.
If I quit the game or I if I load another game/savegame, then I get this error:
Error in Script (Fish Discard - a0380d) function <onObjectLeaveScriptingZone>: Object reference not set to an instance of an object
And sometimes with the Jukebox:
Error in Script (Stardew Jukebox - a99efd) function <onDestroy>: Object reference not set to an instance of an object
And btw i found this little mistakes:
Board Farming.4ea8ef.lua
Board Fishing.fca070.lua
Board Foraging.9bcd10.lua
Board Mining.7ace80.lua
In all 4 scripts you used the same profession "Farming" ('You chose the Farming profession')
Season Forageables Controls.6b12f0.lua
You wrote 'Set Sprint tiles'
I've updated the profession names and the spelling mistake on the Season Forageables Controls file. Thanks!
About the errors you get when saving/switching saves/games, this is a fairly common problem with TTS right now. It looks like it's trying to access the objects to run callbacks, but they no longer exist. The thing is, callbacks are a part of TTS and TTS itself calls them... afaik there's no workaround for that.
Are saves working though? I mean, can you load them just fine? I've always been able to, but some people say some scripts break from time to time. This is especially important or Journey Mode because this mode is intended to be played throughout several sessions.
Thanks again.
Thanks again for letting me translate it :), I really like the mod.
I think there's a bug with the fish bag.
It keeps refilling up to 60 fishes after a few seconds.
Nice work though. ;)
Yeah, that's how it's built. It's most useful in Journey mode, so you won't run out of fish throughout the years, but it shouldn't have too big of an impact on normal game modes, since it doesn't refill the bag with legendary fish, only normal fish.
Hey! Great work for this mod, probably the best I experienced on TTS!
One thing we noticed about the fish track is that the fish that come out of the bag are random from the pool of 60 tiles. (Correct me if I'm wrong). We noticed that because we played a few games were we had the "Catch Legendary Fish" grandpa goal, but the Legendary fish never showed up.
First we thought the fish were stacked on a fixed queue, so the legendary would appear eventually, but we tested discarding tiles randomly and took a lot until a legendary show up. So we did a test, but it could be flawed: we discarted a few tiles, looked what came out of the bag and then rewinded the game, and did it again. Different fish came out this time.
We don't know if the "rewind" broke the queue and we just had bad luck with legendary never coming. But if the mod is set to always push random, then it is hard to get legendary, because the probability will always be 4/60, while in the game it will increase with tiles being discardes (4/50, 4/40...)
Anyway, thanks a lot for this mod!
Ah that makes a lot of sense. I'll work on a fix and release it soon. Thanks for the explanation!
Other than that, everything was still in working order last time we played.