Floogen / AlternativeTextures

Framework which allows for placeable objects, buildings and entities to have texture variety in Stardew Valley.
GNU General Public License v3.0
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Cabins not working correctly and support for the new cabins #61

Open RedDude opened 5 months ago

RedDude commented 5 months ago

I'm experiencing many issues with Cabins currently.

I did start a multiplayer game. all the cabin get it randomized textures. On the ones which are using custom texutres, if I use the bucket again, in the select texture menu. it will show all default cabins looks like my custom.

In case I pick one of the default cabin with the bucket, the texture label bellow the default cabin will show "StardewDefault->0" is replace by the picked original cabin (ie "Trailer Cabin") and I'm unable to pick any custom texture every again for that cabin

Also, the code seems a little complex to me create a PR. but It seems the code is not updated it for new cabin types

https://github.com/Floogen/AlternativeTextures/blob/627f970f454a628b8c195967defe8813b070b44d/AlternativeTextures/Framework/Models/AlternativeTextureModel.cs#L236

This seem to need to be updated...

   if (name.Equals("Log Cabin", StringComparison.OrdinalIgnoreCase) || 
       name.Equals("Plank Cabin", StringComparison.OrdinalIgnoreCase) ||
       name.Equals("Stone Cabin", StringComparison.OrdinalIgnoreCase) ||
       name.Equals("Rustic Cabin", StringComparison.OrdinalIgnoreCase) ||
       name.Equals("Neighbor Cabin", StringComparison.OrdinalIgnoreCase) || 
       name.Equals("Beach Cabin", StringComparison.OrdinalIgnoreCase) ||
       name.Equals("Trailer Cabin", StringComparison.OrdinalIgnoreCase))

I did try a custom build with the update, however, it was not enough to fix my issues.

Also, would be nice to have a cabin example in the AlternativeTexture examples