Released May 18th, 2024.
- There are now settings for enabling / disabling shaders.
- Custom weather types have more control over music with their new
SoftMusicOverrides
property. - Shader layers now have an optional
Color
that can be passed to the underlying shader for drawing. - Console command for resetting locations if you happen to make a mistake when messing with the new Stardew 1.6 weather type.
- New trigger action for converting fruit trees from one type to another.
- New built-in
Blur
shader.
- Effects and layers not being properly disposed of when entering a location without an active custom weather type.
- The shader layer now understands how to send an array of float values to a shader.
- Added Japanese translation courtesy of mitekano23 on NexusMods. Thank you!
- Updated French translation courtesy of Caranud on NexusMods. Thank you!
Released May 17th, 2024.
Shader
layers have arrived! Do fancier rendering for weather, if you dare.- All effects and layers now have a
TargetMapType
for letting you specify if they should be active on indoor maps, outdoor maps, or both. Outdoor by default, of course. - Custom art for Ginger Isle based on the original game assets to make it fit in a bit more when you're on the region selection menu.
- Support for the Ultimate Fertilizer mod with our trigger actions.
- Added a new trigger action for spawning custom artifact spots.
- The TV weather channel rendering on top of the world.
- Equality checks not working correctly for some layer/effect types.
- Do not render the timing overlay when taking a screenshot.
- The
SpawnForage
command not properly accepting more than one spawnable.
- Added a localization entry for Calico Desert.
- Added Chinese translation courtesy of EtaMyosotis on NexusMods. Thank you!
- Added French translation courtesy of Caranud on NexusMods. Thank you!
Released May 10th, 2024.
- System for tracking the previous week's weather in all locations, which can be queried using game state queries.
- New trigger actions for: converting trees to other tree types, fertilizing dirt, growing crops, growing giant crops, growing fruit trees, growing trees, killing crops, spawning forage, un-fertilizing dirt, un-growing trees, un-watering dirt, un-watering pet bowls, watering dirt, and watering pet bowls.
- New game state query for checking the current weather type that supports matching multiple types, as well as matching the weather up to one week in the past.
- Whether or not a given water condition performs the standard logic to water crops and pet bowls is now a separate flag in weather data.
- Added a new
cs_history
command for viewing the stored historical weather data, which will have at most 8 entries.
- The various game state queries for checking weather flags now have an optional argument for checking the weather up to one week in the past.
- Deprecated the action to water crops. Use the new, better action please.
- Reduce the severity of some debugging message from Debug to Trace.
- If the TV patches can't apply cleanly, then don't replace the TV with our custom menu. (Assuming we un-patch cleanly.)
Released May 4th, 2024.
- Added a new trigger action for watering crops / pet bowls that could come in handy for doing interesting weather stuff.
- Ambient outdoor opacity not being calculated correctly when it is time for it to get dark out in-game.
- The in-game TV not displaying its screen in the correct position when combined with our Weather channel replacement and using a zoom other than 100%.
- The API now supports letting other C# mods add custom layer and effect types.
Released April 29th, 2024.
- We now replace the TV Menu! Get weather for more locations. This requires the locations to opt into the new system.
- There is now a more flexible system for applying screen tints, letting you use game state queries and have multiple data points across time that are smoothly blended between.
- Deprecated the old screen tints system.
- Internal changes to prepare for letting C# mods add custom effect and layer types.
- The API now supports modifying data assets from C# mods using the AssetRequested event.
Released April 26th, 2024.
- The
Buff
effect now hasCustomFields
, though they haven't been hooked up to anything yet. (SpaceCore Skill support coming soon.) - Merge
Snow
andTextureScroll
into a single layer type.
- Layers did not have the correct sprite sorting applied.
- Typo in the Content Patcher token.
Lighting
instead ofLightning
. - Some Harmony patches not working on 1.6.6. They have been updated to hopefully be more robust against game changes.
- When invalidating the icon for a
Buff
texture, the buff's texture was not being updated correctly. - The equality comparisons for some layer types were not working as expected, causing layers to be recreated unnecessarily.
- We have a proper author's guide now!
Released April 25th, 2024.
- Custom weather totems are now possible!
- Weather effects!
- There are now Game State Queries and a Content Patcher token for reading the weather state. This is useful for, as an example, determining if it's rainy without checking for the "Rain" weather explicitly.
- The
cs_list
command now displays all weather conditions, not just those provided by Cloudy Skies, as well as what the current and future weather are for all location contexts. - The
cs_tomorrow
command now simulates using a custom weather totem.
- Mistake in
GetMorningSong()
transpiler that could cause an argument null exception.
- You can now make an item behave as a custom weather totem by
setting per-instance modData or an object-wide custom field
with the key
leclair.cloudyskies/WeatherTotem
and a value that is the id of the desired weather. - Added fields to the weather data model for controlling the behavior of custom totems.
- By default, whether or not a weather totem works in a given
location context is controlled by the
AllowRainTotem
field of that location context. You can add a custom field with the keyleclair.cloudyskies/AllowTotem:ID
whereID
is the weather Id and the value istrue
orfalse
to allow or disallow changing that context with any given totem. - Added the following game state queries for checking the
state of the weather in a location:
CS_LOCATION_IGNORE_DEBRIS_WEATHER
,CS_WEATHER_IS_RAINING
,CS_WEATHER_IS_SNOWING
,CS_WEATHER_IS_LIGHTNING
,CS_WEATHER_IS_DEBRIS
, andCS_WEATHER_IS_GREEN_RAIN
. - Added the
leclair.cloudyskies/Weather
Content Patcher token for determining the state of the location's weather. Possible values:Raining
,Snowing
,Lightning
,Debris
,GreenRain
,Sunny
,Music
, andNightTiles
. - Custom weather types can now have effects. These are things that happen to the player when they are in a location where the weather is applied. Currently there are effects to modify the player's health, modify the player's stamina, apply a buff to the player, or to run trigger actions.
This is the initial release of Cloudy Skies. Please look forward to it, everyone! I look forward to seeing what the community comes up with, and what we can create together.