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Description
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
AlternativeTextures/AlternativeTextures/Framework/Models/AlternativeTextureModel.cs
Line 236 in 627f970
| if (name.Equals("Log Cabin", StringComparison.OrdinalIgnoreCase) || name.Equals("Plank Cabin", StringComparison.OrdinalIgnoreCase) || name.Equals("Stone Cabin", StringComparison.OrdinalIgnoreCase)) |
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