Stardew Crab Pot Too Easy to Pick Up
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Source: https://www.nexusmods.com/stardewvalley/mods/3159?tab=posts
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Source: https://www.nexusmods.com/stardewvalley/mods/3159?tab=posts
144 comments
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Okay so I made a config that includes all fish. And by all I mean including legendary and submarine / sewers.
I only put them in "all Waters" though, I didn't want to go through the hussle of going thorugh each area seperately...
I also added both Algae and Seaweed both as catchable and trash since it is so common.
Maybe this helps some people even though Stardew is so old now :)
https://www.mediafire.com/file/qvt8rofqeafotgt/config.json/file
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If anyone wants help converting their config.json file to the new layout. Simply download the 'BetterCrabPotsConfigUpdater' in the files tab, and follow the ReadMe.txt that is in that folder.
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I think this mod are outdated and have compatibility issue with either recent SDV version, or SVE and its expansion map for standard farm. I'm installing SVE map and I2R farm map before installing this mod, at first i think its works fine not sure if one of crab pots aren't working as intended since i place too many in almost every water area except mountain lake with chest integrated Automate mod, few days later just got looping error on smapi when sleep.
Here's my log: https://smapi.io/log/12a7a18734914f7dab8e2c6f2166a774
its just sad this awesome work just got wasted, hope the owner able to refurbish and working again.
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So, i'm back in SDV, and by playing Confluence Forest Farm mod,and putting crab pots in the secret area,my game crashed with repeated errors in smapi.
Do NOT EVER put modded crab pots in areas that aren't official areas like farms etc, unless(and until) this gets some fix (in a new mod, perhaps?).
I added a few things before playing, but this mod got errors, so i was wondering why, and realized that area isn't in the game's view.
It's such a nice spot to put lots of crab pot in. :(
Glad smapi has backups XD 1 day back in the past ftw.
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So, i was wondering. I know rings won't work when found from crab pots, but what about weapons?
I'd like to make the Neptune's Glaive for both fishing AND crab potting. But if unusable, it's not gonna help, aside from selling it.
Also, not sure if you saw my latest chat, but i suggested for the other bait items to also do something.
You replied for the Magnet(more trash than fish) and Wild Bait(chance for double catch), but we have Magic Bait now, too, and i would like to suggest for it to either have 2 seperate catches, or make sure at least something is in Crab Pots near the one(s) with Magic Bait, like same screen or 5-10 tiles away from it.
And that last catch could be from the fish, trash and passive trash list.
Not sure if it'd be easy or crazy to do, but i just liked to give my ideas, cuz expensive bait should be rewarding to use, imo.
Love using this mod, and if any other bait items get added, i'll come up with a suggestion again, in case you got time and like to do it.
Thanks!
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Oops, i think you can't add weapons through IDs, so that was useless.
But you got my suggestions, still, so have fun with those :P
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We set requiresbait to 'false' if we want to be able to catch things WITHOUT using bait, yes? I'm new to using mods, want to make sure I'm doing this right. I tried running with my edited config set to this, but all crabpots are empty. Do I need to have the mod running for an in-game day before the crab pots fill or am I not doing this right? ^^'
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Is there any unofficial update yet? Or any similiar mod that change what crab pots catch?
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So, the crab pots continue to work on 1.5 in the normal valley, but don't try them in the new locations.
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With this mod, crab pots do produce fish, but the fish caught in them do not count for the collection. Once I took it out, they showed up as if it was the first time I ever caught them.
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It's been a while, but right now i'm planning on updating to SDV 1.5, so i'd like to know if this mod works.
I love it a lot, and has never failed to please me!
So, does it work with SDV 1.5?
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Doesn't seem to for me, no. Same issue as Staglord reported back in September. With the mod loaded, crab pots don't produce. Without it, they do.
When I loaded it the very first time, it seemed to work for one harvest, then stopped. Mostly I just wanted the mod so crab pots could catch things with higher qualities up to iridium. I didn't think much of it at the time, but I recently started working with the crab pots more and noted that they just weren't catching anything day after day. Could be a conflict with something else, but damned if I know what it could possibly be.
Don't feel much like starting a new game with all mods except this one removed to see if it works then, but that might be worth a test at some point.
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does this still work in 1.4 ? my crab pot doesn't work (it doesn't yield anything in the next day) with the mod installed, and it return to normal once I remove the mod
additional question: I see in config.json that some water places are empty (nothing to be found and no trash to be found), does this affect the behavior of vanilla crab pots? I think there are some items that can only be found in certain places (like clams in beach)
Ashiel
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Is there a configuration setup that will not negate the level 10 fishing options (mariner / luremaster)? I had it set so that if left unbaited, the pots would only collect junk, but when I took the talent to no longer need to bait them, it did nothing. I restored the config file to its default values, but luremaster is still not doing anything.
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The values in the config file override skills, if that's what you mean