Releases: focustense/StardewControllers
v0.1.4
Fixes a few issues with the display of special item types, including flavored items (jellies, wines, roe, etc.) and smoked fish.
Previously, they were displaying with a generic icon (e.g. all smoked fish would look like Carp) and generic description sometimes including format arguments like {0} as literal text. They will now:
- Use the original item's icon if a flavored item only has a generic one (smoked fish)
- Display the item's full description text, including placeholders for the item/base name and suffixes like weapon stats
- Render with the correct color tint, using either direct tint or overlay depending on the item's configuration.
This should now look almost identical to the vanilla game menu, with only a few bells and whistles missing such as animations and progress bars.
No other changes in this release, except that it has probably been tested enough by now to drop the explicit "alpha" tag and let semver do the rest of the work.
v0.1.3-alpha
Adds the option to make the primary action select-only, and have quick-use/consume be associated with the secondary button.
Each activation (primary and secondary) now has its own preference, so the while the default is still to consume on primary/select on secondary, it is now easy to reverse this.
The most requested setup is to have trigger release select the item, while using a button to eat/use the item, which would look as follows in the configuration:
"PrimaryAction": "Select",
"PrimaryActivation": "TriggerRelease",
"SecondaryAction": "Use",
"SecondaryActionButton": "ControllerA",This release will reset previous button settings because some of the field names had to be changed in order to make sense. This is a one-time reset, it will only happen the first time starting the game with this version, and afterwards the button settings will persist again.
v0.1.2-alpha
Enables forced selection (i.e. skipping any auto-consume action) using an alternate button.
Under the default settings, the "A" button eats/warps/etc. when possible; the "X" button will instead always select it as the active item so that it can be gifted, put into machines, etc.
Like the activation trigger, the select button is configurable.
v0.1.1-alpha
Minor tweak: Only plays the "select" sound when activation will be delayed.
This should avoid most instances of overlapping sounds, and avoid giving unnecessary or confusing feedback when the player is already getting feedback from item-specific sounds and animations.
v0.1.0-alpha
Initial release. Early-stage development; expect a few bugs!