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uiinfosuite2's Introduction

If you are here to install the mod

Go to the Releases page on the side, where you can always find the latest release. Download the UIInfoSuite2.zip file and copy it's content to the mod folder. image Do NOT download the Source code (zip) or Source code (tar.gz). Also, do NOT use the green Code > Download ZIP button on the main page. These methods will only give you the source code but you will not be able to run the mod and use it with Stardew Valley!

If you like the mod, you can help the development by gifting me a coffee. Actually, as I'm from a corrupt Eastern European country, this is worth more like a whole dinner for me - any donation is much appreciated.

UI Info Suite 2

Ongoing maintenance for the original UI Info Suite mod for Stardew Valley.

UI Info Suite provides helpful information about things around you designed to help you be aware of what's going on without feeling like you're cheating.

This mod is a rewrite of cdaragorn's UIInfoSuite mod (which is based on Demiacle's UiModSuite), so 99% of the credit goes to those guys. My contribution started after the December of 2019, when the original project became abandoned. As this is a very useful mod, I wanted to continue providing support for newer game versions, fixing bugs and adding new requested features, so here we are!

The current features include:

  • Display an icon that represents the current days luck
  • Display experience point gains
  • Display a dynamic experience bar that changes based on your current tool or location
  • Display more accurate heart levels
  • Display more information on item mouse overs, including items that are still needed for bundles
  • View calendar and quest billboard anywhere
  • Display icons over animals that need petting
  • Display crop type and days until harvest
  • Display icon when animal has item yield (milk, wool)
  • Sprinkler, scarecrow, beehive and junimo hut ranges
  • Display npc locations on map
  • Skip the intro by pressing the Escape key
  • Display an icon for Queen of Sauce when she is airing a recipe you don't already know
  • Display an icon when Clint is upgrading one of your tools. Icon will tell you how long until the tool is finished and shows you which tool you are upgrading.
  • Display an icon for items that can be donated to the museum for the Complete Collection achievement
  • Display an icon for items that can be shipped for the Full Shipment achievement
  • Display an icon for the next day's weather conditions
  • ... and also a new tab added to the options menu that allows turning each individual mod on or off whenever you want.

Known issues:

  • In multiplayer only the host can see the correct location of NPC's on the map. If you face this issue, use the mod NPC Map Locations by Bouhm, which solves this problem. As it is a mod specialized for extending the map, it gets priority before UI Info Suite 2 and disables this mod's map features!

Compatibility is assured with:

  • NPC Map Locations by Bouhm (gets priority before UI Info Suite 2 and disables this mod's map features)
  • Bigger Backpack by spacechase0
  • Level Extender by DevinLematty (probably?)
  • Better Farm Animal Variety by Paritee

Current collaborators

Annosz
Ádám Tóth
💻 👀
drewhoener
Drew Hoener
💻 👀
tqdv
Tilwa Qendov
💻 👀

All contributors

Translating UI Info Suite 2

The mod can be translated into any language supported by the game, and SMAPI will automatically use the right translations.

Contributions are welcome! See Modding:Translations on the wiki for help contributing translations.

(❑ = untranslated, ↻ = partly translated, ✓ = fully translated)

locale status
default
Chinese
French
German
Hungarian
Italian
Japanese
Korean
Polish
Portuguese
Russian
Spanish
Thai
Turkish
Ukrainian

uiinfosuite2's People

Contributors

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uiinfosuite2's Issues

64 bit compatibility and SMAPI 3.13.0-beta

Basically, SMAPI has updated to support Stardew's new 64 bit changes and now this mod no longer works. For example, Animals needing petting no longer works, the instant access to the calendar and notice boards no longer appear, furnaces no longer give any information when hovered over, and items no longer have detailed information. Additionally, as mentioned in a previous issue, villager icons no longer work, but this issue remains regardless of whether the latest or second latest release is used. I haven't had the time to run through Pathoschild's SMAPI and Stardew update mod migration guide yet, so I thought I'd leave a message here.

Link to page on updating mods for the new SMAPI and Stardew Updates:
https://stardewvalleywiki.com/Modding:Migrate_to_Stardew_Valley_1.5.5

Changes made in the in-game menu not saving

Everytime I load up the game, the changes I made previously aren't being saved. I have to check or uncheck the settings I want to be saved.

I have version 2.1.5 of UI Info Suite 2

9th, 11th and 13th hearts are off

The 9th heart appears even on a datable NPC who has not been given a bouquet:
A

Also, the 11th heart is off when you just married your spouse and haven't filled it yet:
B

Also, heart progression is missing after the 12th heart is filled.

[Request] X/Y Settings

Would be great to have adjustable settings for moving the window with the timer on plants/machines.
I currently use combined machines which also has a window and would love to be able to move them up just a tad so they don't look weird when only one shows up.

Ginger Island weather should be displayed after unlock

Basically what the title says
There's already an icon for the regular valley weather, and after the island is unlocked there should be a weather indicator for the island as well
Normally you'd have to sit through the regular weather to hear the island weather and if we're saving time on one, we can save time on the other

I'd be happy to take care of this one once #32 is resolved

Request: Controller support

At the current moment it's not possible to go to the mod's settings, calendar or billboard while using a controller. If it's not possible to change what the cursor snaps on to i would suggest adding a config file for setting key binds for each of the windows.

Btw thanks for updating this mod, it helps a lot.

Compatibility with Stardew Valley Extended

This is the most requested issue on the parent repository, however it is most likely would be a huge update for the mod.

I'm sure that even I won't work on this for a while, especially because if it really is a big change, it should be implemented in the parent mod. However, I opened this ticket to be a placeholder for this work.

ShowOptionsTabInMenu turning true again

I'm trying to set the "ShowOptionsTabInMenu" false but it aways turns on again and the tab appears in game.

I noticed that this problem only occurs in the global configuration file (config.json). Times the "ShowOptionsTabInMenu" appears, times it disappears, and times it turn true. I think whenever I start the game the configuration is reset for it.

This does not happen with files in the data folder. The configuration remains the same as I put it the first time, but apparently the mod prefers the one set in global instead of respecting the file of each save.

This problem happens specifically for "ShowOptionsTabInMenu". The other options remain correctly configured.

[Request] Range Hotkeys

Would it be possible to have a hotkey when held/pressed it would show the ranged for different buildings?

Island Locations are Undefined

The mod has no concept of locations on the island. Whenever an NPC is on the island (e.g. Leo or any villager once the resort is opened), they will show as undefined on the map.

Add ability to reposition the experience bar

The experience box in the top left tends to overlap with a number of things, perhaps most notably the mine level. When working my way through the skull cavern I found it really annoying that smashing a rock made it impossible to see what level I was on for several seconds because I got 1XP or whatever.

It'd be nice to be able to relocate it, perhaps to the bottom left or bottom right corners of the UI? Obviously the dream would be to put it anywhere, with my personal ideal location being right underneath the rest of my UI in the top right, but just having another option would be nice. Or possibly even just a hotkey to toggle that one feature on and off? I like it in basically all other circumstances.

Scaling UI makes clicking buttons impossible

If you scale the UI clicking on options menu, billboard is not where the graphics are (so you can't click them)
Scaling back to 100% makes them work as intented

Also the Pet animal icons are 'off'

Reproduce by scaling your UI

Settings Reset

The settings for all that UI can do are always reset whenever me and the host load into our MP farm save. We have NPC Map Locations and BetterRanching, so we don't need some of the settings for UI turned on ( And then some stuff I personally don't want to see that I turn off ) , if we don't turn those off, well, we get doubles on our maps.
We're using the latest version of UI and the beta of the game. I'm unsure if a log would help, but here's one, I'm a farmhand on the farm, and yes, we both have it and have the same version. Host has the same issues as I do when it comes to her settings being reset upon loading in.
https://smapi.io/log/b32957a20c30473c89bbe4f40b7db157

Leo's Tree House is Undefined

The mod does not know about Leo's treehouse (which is located next to Linus' tent).

When Leo is in his treehouse, the mod will report his position as being undefined.

Request: Ability to alter the Default Options of the UI suite

As it stands currently, I've noticed that the UI Info Suite creates a new profile based on a characters username and that requires a player to manually edit settings to their liking after each new farm is created or joined (if they're playing with new names).

Would it be possible for the mod to have a configurable "Default" rather than automatically assuming that everyone wants every feature enabled?

Map Locations Inaccurate on Fall 15 for the Desert

Sandy's birthday is on Fall 15. On this day, Emily will go to Desert in order to visit Sandy.

During this day, Emily will first go to the shop (I think). At some point, they will end up outside standing somewhat near to the Desert Trader. I haven't actually mapped out their specific NPC movements for the day.

Regardless, during this day the positions for Emily and Sandy on the map will be undefined at points, so the mod needs to know about the Desert.

Luck Icon Rework

The UI Info Suite shows an icon that represents the luck value of the day. However, it shows a psuedo-approximation that is actually less accurate than simply checking the TV.

Unfortunately, if the player wants to play optimally, this design results in the player having to check the TV every single day in order to find a more-accurate luck value for the day, e.g. the same behavior as if they were not playing with UI Info Suite at all. Most players will place the TV right next to their bed. This is optimal such that they can check the TV as they walk to the door and waste essentially no in-game time.

Checking the TV every single day in this way is tedious and pretty-clearly a waste of time - UI Info Suite should just cut to the chase and tell the player exactly what the TV reports.

This is the current code:

https://github.com/Annosz/UIInfoSuite2/blob/master/UIInfoSuite2/UIElements/LuckOfDay.cs#L56-L79

                if (Game1.player.DailyLuck < -0.04)
                {
                    _hoverText = _helper.SafeGetString(LanguageKeys.MaybeStayHome);
                    _color.B = 155;
                    _color.G = 155;
                }
                else if (Game1.player.DailyLuck < 0)
                {
                    _hoverText = _helper.SafeGetString(LanguageKeys.NotFeelingLuckyAtAll);
                    _color.B = 165;
                    _color.G = 165;
                    _color.R = 165;
                    _color *= 0.8f;
                }
                else if (Game1.player.DailyLuck <= 0.04)
                {
                    _hoverText = _helper.SafeGetString(LanguageKeys.LuckyButNotTooLucky);
                }
                else
                {
                    _hoverText = _helper.SafeGetString(LanguageKeys.FeelingLucky);
                    _color.B = 155;
                    _color.R = 155;
                }

I propose that it the popup-text shown to the end user is simply the actual luck value ranges. Specifically, the exact following text strings:

Higher than 0.07
Between 0.02 and 0.07
Between -0.02 and 0.02
Exactly 0
Between -0.07 and -0.02
Lower than -0.07

For reference, this is the wiki article that documents the TV's functionality.

Sort NPCs in the Social Tab

It would be nice to be able to filter the social tab. The idea is that NPCs that have not been given gifts yet on the current day should rise to the top of the list. NPCs who are at maximum friendship should be excluded from this sorting (because gifting them anything would be pointless).

This is an issue because at the end of a gift-giving day, it is tedious to have to scroll through the whole list of NPCs and look for ones that are missing an X, especially when most of the NPCs are maxed-out.

This could be implemented as a checkbox that is placed next to the social screen that you can toggle on and off. Perhaps call it "Only Show NPCs Needing Gifts", and when checked, it hides all other NPCs.

[Request] Food Buff Timer

It would be great to have 2 things for this,

  1. On the buff icon in the top right, having a number in seconds of how much longer the buffs has so you dont have to stop and hover over it for the tooltip.

  2. The time for the buffs in the recipe and actual food item.
    Screenshot_1

Error messages in SMAPI when opening the map for the first time

SMAPI console logs a lot of NullReference exception when we open the map for the first time (maybe only if we open it fst enough after loading a save).

The error is in LocationOfTownfolk.cs: we run Line 282 once, before initializing the _friendNames properties in Line 180. The following executeions are okay, and the first one doesn't break the game either, because the error is handled and logged, but it messes up the console and can scare the player. A null check should be added.

Stop info icons from getting stuck behind quests button?

After the quest list has been emptied and the [ ! ] tab disappears from the UI, the luck and other icons are all nudged to the right into its place. But once new jobs are accepted and the tab reappears, the icon positions are not reset and they render behind it. Saving and starting the next day does not reset their position either, as far as I have seen.

Compatibility with Patch 1.5

Annosz,

The patch for 1.5 came out today and it broke this mod.
Do you have plans to update this to make it work again?
Many of us desperately need the functionality of this mod, and it's unclear if cdaragorn will fix it.

Weather icon doesn't appear

Sometimes the Weather icon doesn't appear.
This has occurred to me a few times for both rainy and stormy days. I haven't arrived in winter yet, but it should probably happen with the blizzard days as well.

Make it possible to see the exact value of daily luck

Currently the daily luck icon shows an immersive text as information for the user, such as "You're not feeling lucky at all today..." or "You're feelin' lucky!!". However, there should be an addition option for users who want to see the exact value of daily luck, ranging from -0.14 - 0.14 as seen on the Wiki.

The option page can have a sub-option for this like "Show exact luck value" (similar to the "Hide on max friendship" with animal petting):
image

Superfluous Petting Icons

One of the helpful features of the mod is that it will display a petting icon if you have not yet petted your animal on that particular day.

However, the mod does not account for the situation where you are at maximum friendship levels with the animal. In this situation, petting the animal is actually pointless, so the fact that the icon shows is superfluous and a bug.

Note that this bug applies to both the dog/cat and normal coop/barn animals.

Icon Alignment is Off on Max Resolution

In patch 1.5, UI zoom became decoupled from game zoom.
I expect that most users will zoom out as far as they can on both options, since

  1. this allows you to see as much of the game as possible and
  2. having UI zoom makes everything look like it did on patch 1.4.

However, with the game zoomed out to the max, it causes the icons drawn by UI Info Suite to be misaligned:

image

As you can see from this screenshot, the lucky dice icon is overlapping with the "!" notification button. So the code needs to account for the UI zoom option.

Make this the official UIInfoSuite on smapi.io/mods

Hey there, it took me a while and a detour through cdaragorns pull requests to find this better version of the info suite.
The old one doesn't seem to take in pull requests anymore, as you apparently already noticed.
You might want to make an account in the StardewValleyWiki, set the info suite to deprecated (⚠) and add yours as UIInfoSuite 2 or similar on https://stardewvalleywiki.com/Modding:Mod_compatibility

That way players can find it easily.

Thanks for keeping this going :)

Better Social Tab

In Stardew Valley, a common task is doing a "gift-giving day" where you go around town and give one gift to every single villager. The vanilla social tab UI can make this a frustrating experience for several reasons.

1) Current Day Gifts

Problem: The social tab UI only reports 0/2, 1/2, or 2/2. It does not report whether or not you have given them a gift today.

This is an issue because on a gift-giving day, you may have given a present to an NPC on a previous day. Thus, after giving items to 10+ different NPCs, it can be unclear whether or not you still need to give a gift to a particular NPC purely from reading the social tab.

Solution: The gift UI should somehow signify that the gift was given today.

A simple suggestion: Change the color of the red X to be a green X.
(I don't have a strong preference on what the specific UI is, just that it exists.)

2) Sorting

Less importantly, it would be also be nice to be able to filter the social tab. The idea is that NPCs that have not been given gifts yet on the current day should rise to the top of the list. NPCs who are at maximum friendship should be excluded from this sorting (because gifting them anything would be pointless).

This is an issue because at the end of a gift-giving day, it is tedious to have to scroll through the whole list of NPCs and look for ones that are missing an X, especially when most of the NPCs are maxed-out.

This could be implemented as a checkbox that is placed next to the social screen that you can toggle on and off. Perhaps call it "Only Show NPCs Needing Gifts", and when checked, it hides all other NPCs.

Technical Notes

I use the UI Info Suite mod, which already changes the social tab for the purposes of making the heart UI more granular (e.g. you can see the hearts become partially filled before the full heart is completed). Any other mod that changes the social tab would have to co-exist with this mod. If that causes a conflict, then this functionality might be best implemented as an extension of the UI Info Suite mod.

After update to version 2.1.4 townspeople on map are not displayed

After update to version 2.1.4 townspeople on map are not displayed. It worked fine before the update.

I tried:

  • toggling off/on without effect.
  • installing "clean" by deleting old install folder and creating new folder
  • installing previous version (2.1.3)

Installing the previous version 2.1.3 solved the issue i.e. previous version works.

Only other mod I have installed is Lookup Anything.
Using SMAPI 3.12.2

Request: Add Berry Season Icons

Hello! I was wondering if it's possible to add a salmonberry or blackberry icon on the top right during their respective seasons?

I saw a mod for adding these icons to the calendar but thought it would be a fantastic addition to this mod with all the other icons next to the journal!

Also, I already commented this but I just have to say again that I really appreciate everything you do. You are incredible!!!

Traveling Cart icon should disappear once you have checked it at least once

One of the helpful features of the mod is that it will display an icon for someone's birthday. Once you have given the respective villager a gift, the icon will disappear from the top-right. This is fantastic, as it helps to avoid clutter and also acknowledge that you have completed the objective.

In the same way, once you have checked the Traveling Cart, the icon should disappear from the top-right, to acknowledge that you have already checked the Travelling Cart that day and didn't find anything good on it.

This is an important change because I have made the mistake of checking the Traveling Cart in the morning, and then forgetting that I did, noticing the icon at night-time, and wasting time running all the way back there, just to see the same list of items that I had already checked.

Robin Building Status

A super-helpful feature of UI Info Suite is that when you upgrade a tool at the Blacksmith, an icon will appear that shows you when the tool is ready to be retrieved.

In a similar way, I propose that UI Info Suite should show an icon when you construct a building at the Carpenter's Shop. This way, you can more easily keep track of how many more days it will take for a building to complete without taking extensive/tedious notes.

Naturally, this feature should work for both new building construction and for building upgrades. (They take different amounts of days.)

For this feature, the mod would likely have to be loaded with a list of building times for each specific building. However, there aren't that many buildings, so this shouldn't be too bad.

File Not Found Exception

After upgrading Smapi to the 3.13.0 beta along with the 1.5.5 beta of STV, I started getting a file not found error on launch. I assumed this was my fault (being that I have no idea what I'm doing), so I uninstalled everything, deleted the entire STV folder, and reinstalled from scratch. After installing the mod and doing a test run, still got the same result. As I said, I'm pretty clueless as to how any of this works, but I don't know what else to do. I'm seeing other posts regarding issues with the 64 bit updates killing some of the labeling and such, but I'm not getting it to load in the first place.

Here's the Smapi log:
https://smapi.io/log/2e4bb23297f54597a58962ad8c774b81

Rain Icon location seems wrong

I don't know if this is an actual bug but it seems like the rainy day sprite that's being pulled isn't the right part.
It just seems like a blob instead of a cloud/dark cloud.

image

Billboard Menu Crashing

Hi! I recently installed the latest update and just got around to playing with it. Trying to open the billboard from the inventory causes it to close and then throws an error in the console. Log here: https://smapi.io/log/2c19f5f2285245108842215014872b27

(I'm still on the unofficial 64-bit version of the game, but I could test this for you on 1.5.4 if needed!)

EDIT: opening the billboard in town also does not work.

EDIT 2: really sorry to bother you, it was a different mod affecting both the inventory billboard and the town billboard!

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