#making-mods-general
1 messages · Page 92 of 1
my game still saying beta hmm to leave or not to leave
Definitely leave the beta branch. It won't switch automatically!
My Steam doesn't want to install an update after leaving beta branch.
Very rude of it
oh yeah i had to do a circleback, it queued twice rather than actually downloading
time to wipe mod list and start clean lol
oh god watching the emotes on the everyone ping 
that latest update being out x____x i hope it wont break my mod
Yeah, it didn't for me until I forced it to verify the files.
i dont think i have the energy to do a major update anytime soon
well space core has update but its not top on download list
Spacecore and GMCM 1.6.9-beta files (so, 1.26.0 and 1.14.0) are in Optional Files right now, they'll get moved to Main Files later in Pathos's mod update wave
👍
im gonna test it out rn. i was just on the game earlier recording a video
if anyone's interested
https://www.youtube.com/watch?v=TIVRP5T7Gq4
Skip this video if you do not wish for the Easter Eggs to be spoiled.
I forgot to mention a couple others such as the parodies of Edgar Allan Poe ghost from South Park, Gaz from Invader Zim and Gunther as Dr. Arliss Loveless from Wild Wild West.
Mod Download:
https://www.nexusmods.com/stardewvalley/mods/28206/
Ralo's RLC Art Shop:
https://www...
i might cry if my mod breaks lol
(okay this EMP update is out, enjoy TimeChanged and OneSecond trigger crimes)
im just gona blame you if my maps break lol
Whelp ill get around to making sure my mod works when i actually have time
pls pls pls no break D:
sigh ranch warp map broken >.> time to fix links
i'm gonna go make coffee and let off some steam
It's mostly/entirely content pack stuff, right? If it is, you should honestly be pretty safe! Any bugs to be fixed are most likely going to be in the hands of the framework authors.
O______O
Let the crashes begin! 
yeah i'm turning off all NPC mods right now to see if it's specifically custom NPCs
custom spouse rooms might be the crash dimension right now (mine is!)
all of my NPCs are crashing too
lol this why i was testing beta early ( spouse rooms being worked on )
okay things are looking good according to smapi so far OTL
I don't know, I like my spouse rooms divided into zero.
NEVERMIND
but spacecore threw an error, so i'm looking into that instead
I think the maps fix is supposed to be in smapi right
it might if you hit esc
Rather than base game
my mod isnt showing up. maybe just update the versions.. lets see
im gonna have to release an update after all for sure. damn
it might not have made it in
is [18:24:03 TRACE SMAPI] Content Patcher edited ... logged for all changes by content patcher?
divide by 0 happens on the 4.1.0 just released smapi, yeah
Yeah
just remember gotta give modders a few days (months) to fix everything
It's always been like that I think, I often go look for that in modded support
oh its only when theyre loaded
And invalidated
dumb question but what do we put for the version now? <__>
Ralo you can leave ur content pack alone tbh
Now the question is, do I update the decomp repo now or do I hold off a day expecting an emergency patch to the game because something somewhere will have broken
your personal mod version does not matter
what version ?
no i cant
Got all my updates up and they... appear to work
its broken
I think that's not u rn but whole maps system 
your content pack is fine, it's currently something you can't control, it's quite literally all custom npc spouserooms from what i can tell
its no longer even reading my mod
Honestly, Khloe, I would wait off on the decompile repo.
I'd be shocked if there weren't some tiny patches.
dying honestly
take a walk, come back once pathos pings
i hope i wont have to rearrange files. thats always the WORST
I appreciate the repo updates whenever they happen, but I'm gonna sleep after this either way 
ok no red so far
My hiatus might last longer than I originally mentioned - unsure how long at this point
(It can be useful to see what changed in the emergency patch too.)
this is what im wondering what to change to first off. idk since its not the same as the game <___>;;;
GMCM gear is still invisible, is that fix going in a later build of SMAPI, Pathos?
(This is very fair.)
Or did I download a wrong version somehow?
i finally get the term 'gutted'. me rn x__x
I'm not sure why; I'll look into that (and any other issues) after the initial update wave + work.
welp >.> thats broken lol
(Technically I'm on lunch break at work.)
it's not spouserooms, it's tmxes isn't it
Where's the most current GMCM commit/branch?
https://smapi.io/log/1ebfa26db138469fbdcfb5a3ba5abd3d (i'll also throw this in the support channel in a sec, but upon further inspection, it throws the dividebyzero exception for the 'editmap')
Log Info: SMAPI 4.1.0 with SDV 1.6.9 build 24309 on Microsoft Windows 10 Home, with 25 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
oh, wait, you meant on Github

I deleted my message because I directed you to NexusMods Main Files section by instinct, but you meant Github. >_>
Okay, looks like it's just in the main branch.
Sorry
https://smapi.io/log/67949483c6b84015b54df7c0fad0083c I'm sorry to bother you. May I ask what caused this?
Log Info: SMAPI 4.1.0 with SDV 1.6.9 build 24309 on Microsoft Windows 10 专业版, with 16 C# mods and 19 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
well greenhouse mod works but farmhouse mod broke
You're good, pings don't bother me!
i have attempted my narrowing, i take a breakfast break 
welp custom cellars broke the game
only my spouse room crashes the game. until this update lacey's house worked fine (at this point, it still loads but the camera is locked way off center when i warp to it so i'm not sure what's going on there
hmm strange if it draws the map after the fact it crashes but if the map is loaded pre draw the camera breaks and you cant see past entrance
Hello would anyone be able to demonstrate how to do hourly ambient lighting update in C# for a map.
yeah, i tested with just a singular tile editmap and it threw the dividebyzero, so it has something to do with that
i could with CP lol
what are the first steps to take to get a mod working again for an update? im at a loss
again, literally nothing you can do right now, this is a deeply internal problem and your content pack is fine
oh okay
i can give you one that operates smoothly via UpdateTicked but that's all i've got (i use it temporarily, in an event, and don't recommend using UpdateTicked in general)
this the CP version but i have time range set
"Action": "EditMap",
"When": {"House Lights": "true", "Time": "{{Range: 0610, 2600}}" },
"Update": "OnTimeChange",
"Target": "Maps/FarmHouse",
"MapProperties": {
"AmbientLight": "20 20 20",
"AmbientNightLight": "20 20 20",
so will it start working again soon or something?
hopefully. holding pattern for now though
Oh Im not sure if the CP version would work on a farm? Right
Hm, the game seems to crash with specific custom farm types installed like Personal FarmType.
Considering that's not the only type it's probably a more general problem
Been working on a ambient light method. I basically been trying to take the code from islandforestlocation.cs and inject it into my farm map.
not sure but since im targeting the map file ambient data it seems to work for me
im kinda glad i got my mod finished before the update came out because i wouldnt even be able to work on it anymore rn
Decomp why are you doin this to me, lol
yah Ralo my cellars are 100% messed up
X___X HAAAAATE updates. ive always known they're the modders worst nightmares since back when i was into modding minecraft
I think there were some changes to spouse rooms/patios in 1.6.9 but I can't find them in the mod migration guide, and my 1.6 spouse rooms are rendering from the wrong tileset. Can anyone point me to the doc or an example of what I need to change?
spouse rooms have issues due to a draw error
oh no mods are breaking
just wait a little lol there working on it
I barely updated to 1.6.8 yesterday
ohhhhhh nooooo.... im gonna have to redo rooms then in tiled... ugh x___x
is contenthashes.json only for PC?
I will try and post my code
I'm trying a quick swap to tbin from tmx and gonna see if that gets past the error for the moment
I think there might be bugs
tmx will still give you the error https://smapi.io/log/98b068bc202647fbb7ccd9c917643f67
Log Info: SMAPI 4.1.0 with SDV 1.6.9 build 24309 on Microsoft Windows 10 Home, with 4 C# mods and 1 content packs.
op sorry for the ping
i'm checking now if it's specifically the editmap patch or if it's in general
oh i thought you meant you were going from tbin -> tmx 
Anything with tmxtile is problematic rn
atra to the rescue ^^
odly enough my ranch loaded >.> but not the warp map
Anyone else experiencing this? After the 1.6.9 update some cutscene events in custom locations have the camera start at the 0, 0 position, regardless of the viewport x y command
yeah the camera in mine is locked at 0,0 in normal gameplay now.
(note that before, if your location fit entirely in the viewport it would center the camera regardless of viewport x y)
(funny story, the camera works in events in mine, probably because i patched the fits-in-viewport behavior when events are running on my map)
okay, so confirmed, my EditMaps work with all the TMX files swapped to TBIN
no red errors with a DivideByZero
@mellow gate apologies for the ping — can i potentially dm you about tasty treats?
Normal gameplay? Not during events?
@clever sinew Oh, yes, go ahead.
Tbin still good
yeah. not an issue in the beta builds, only release 1.6.9/4.1.0
The viewport move command still works though
What do you mean by this?
i mean for my mod specifically i patch the game code to fix undesirable camera behavior in events on my custom map. i suspect that without that patch, i would get the same behavior as you
Is this a mod or something you wrote?
both. my mod
(this is the patch in question, for the curious https://github.com/ichortower/HatMouseLacey/blob/main/SMAPI/Patcher.cs#L329)
Ah, you're the creator of the Hat Mouse Lacey mod? Pleased to meet you.
guilty
(nice to meet you, too!)
suddenly, 4 posts about the divide by zero bug & one about AT for some reason
i am ignoring any and all issues regarding dividebyzero until a public notice has been released
Yeah, you're right if the map fits in the viewport it shows normally:
but if not it shows this:
right now i'm just trying to remain chill before i leave for about six hours. when i come back maybe there will be something i can do
(tbf i gave out a lil mini notice to my own little niche following:
)
Do not bother posting about it to mod authors, we know```
I put a brief note in modded-farmers just now, feel free to copy/paste it.
Hmm. This is a fun bug. There are absolutely zero changes to SkiaSharp in the decomp, and yet
na im not investigating im twiddling my thumbs waiting on pathos
It was me, I investigated by changing my TMXs to TBINs. 
I actually don't know why the heck it's trying to use Utils.AsSpan because that applys to an IntPtr and I have a byte[]
I think it works becaus the map fits the screen
we get new SDV patch today?
Oh, I agree. I just happened to have one of my map files that doesn't use rotated tiles to test with.
lol thats a 1.6.8 screen shot
<.< wat
1.6.9 on PC, and 1.6 in general on consoles/mobile!
it doesnt load anymore in 1.6.9 and when it did the camera doesnt move
So tmx is broken or something
for now yep
Wow that's like every mod
best check my stuff then
Is this something we need to fix (I dunno, add a map property) or is it been looked at?
because the vanilla game also uses tmx
I think it's most likely a bug
This kind of thing is likely to be 100% out of everyone's hands. It'll either be a SMAPI, CP or game fix.
Yep
I won't update then
Great! 🥶 I won't be able to continue working on my mod for now...
Stayin on 1.6.8
...uuuh I have steam so it directly say "update", can I use the desktop shortcut to open the game or will it auto update?
the bad news is, it's out of our hands to fix. the good news is, it's out of our hands to fix.
Okay, so the divide by zero thing is something I can't deal with. Ah. Alas.
the desktop shortcut, if done via steam, just runs via steam
you can tecnically not use steam to run the game
if your shortcut is actually to the file, not a internet link via steam, then you can
If you are looking to downgrade to 1.5.6 for the last working mods while people are updating their mods, please follow the following instructions:
- Install .NET 6 or later.
- Download the latest DepotDownloader release.
- Open a command prompt in the DepotDownloader folder.
- Run one of the following commands (replace
<username>/<password>with your Steam login, being prepared to enter a 2FA code if you have it enabled):
- On Windows:
dotnet DepotDownloader.dll -app 413150 -depot 413151 -manifest 5609262347030774375 -username <username> -password <password>
- On Linux:
dotnet DepotDownloader.dll -app 413150 -depot 413153 -manifest 5898757968212855302 -username <username> -password <password>
- On MacOS:
dotnet DepotDownloader.dll -app 413150 -depot 413152 -manifest 7794216274031597899 -username <username> -password <password>
- Launch Stardew Valley.exe in the downloaded folder.
Just in case.
Though the manifest ID will be 1777024427851858279 for 1.6.8 on Windows.
I mean, technically, if your mod uses TMX and you can swap to TBIN, that would avoid the issue for the moment, but, probably better to just wait for SMAPI or CP to update with a fix.
There are many reasons why TMX was preferred, after all
Hello! hope you're doing good! just got back from vacation, glad to see you're still around helping here!
I have no idea what uses TMX on mine, probably HxW Tilesheets? Or all of Expanded, who knows.
Looks like Event Repeater works fine
Launch the game from the StardewmoddingApi executable to bypass opening steam and updating
Remind me in 4 hours to update this
mmmmmmmmmmmmmmmmmmmmmaybe (#6343246) (4h | <t:1730762431>)
yeah I was about to try that.
Thanks Maru's Robot
maru on strike, we all on strike
I think HxW Tilesheets is just .png file types.
You can send Pathos a PR
nah i have to leave in about 10 minutes. maybe tonight
Yea, I just don't know what is using TMX other than Expanded probably, then.
I can do it now if you'd prefer!
If you do just let me know you did
Most things, probably
Okay. I'm just...going to go get lunch.
The community mostly moved to TMX/away from TBIN during 1.5, I believe.
yah tmx alowed for more custimization
about two hours ago, i would have said tbin provides no (meaningful) advantages over tmx
Doesn't TMX have slightly better performance?
(i think it's smapi)
(no dividebyzero on the beta smapi)
if you're curious https://smapi.io/log/277be58c63c1485abbd21ccc95b8e817
afaik (not much) it's just the better option here, aside from the current specific bug 
it might. tbin is binary and so usually takes less disk space, but the absolute sizes are small so file size is almost never relevant
smapi was supposed to get the 64px tilesize fix instead of the base game, but i suspect something went wrong in the merge to release and caused this instead
(speculation! asserted without evidence!)
i'm very glad i'm a hoarder, i have like 6 smapis
(The elites don't want you to know this but the SMAPI at the GitHub is free you can download them I have 458 SMAPIs)
Apparently, Farmer.checkForQuestComplete has changed, I cannot find it in the documentation tho
(someone who's good at modding help me budget this. my family is dying)
Slightly fewer SMAPIs
no
wait all the smapis? damn i have a use for my external drives then
Let them go, they would want you to have this
THanks Khloe!
I remembered the old trick with different mods folders each with its own SMAPI load, and yes it stays 1.6.8. I can still test my things while they fix the bug since it may cause several mods to be updated again once fixed.
Oh, looks like someone beat me to updating the command. 
I believe I am just...waiting now for...the divide by zero to get fixed.
(I blamethank you, @haughty charm!)

good luck little chicken!
Worse lol but it's more flexible
... I think ILSpy is drunk.
Actually I think the compiler was drunk too I have no freaking idea what it's trying to do looking at the IL.
And switching to a newer ILSpy didn't make things better.
I'll just add this to a list of things to ask Pathos about later.
What's the issue?
The issue is that the above code doesn't make any sense and doesn't even compile. (I am working on updating the decomp repo.)
everything 
Hm, there've been bugs with byref types in ILSpy in the past but those were generally resolved years ago.
Where's this code even from?
netdictionary
Was just looking in there as it's the only place where I found TSerialDict, but the 1.6.8 version is not even close to that...
roslyn is moody
So, so many changes in SMAPI between the seemingly working 4.1.0-beta.5 and the release. 
I am not shocked.
I'm pretty sure I know what when I get off work in like 5 to 6 hours
If you know a rough file, I can have a dig myself between now and then!
eek
This is some outstanding code gen from ILSpy csharp IList<object> GetPath() { return ForEachItemHelper.CombinePath(((_003C_003Ec__DisplayClass4_0<TItem>)this).getParentPath, ((_003C_003Ec__DisplayClass4_0<TItem>)this).list); }
That type... doesn't exist. And this is in a static function so this also doesn't exist.
...wow.
I... wow. Yeah, ILSpy is having a bad time.
Which file is this in, and is this for the latest build?
That's StardewValley.Internal.ForEachItemHelper
And yeah, it's for the release build.
Huh. So I tried dotPeek, and it isn't even generating that method at all.
ILSpy really isn't good at delegates.
The only things I'm getting are d-
Yeah.
IList<object> GetPath() => ForEachItemHelper.CombinePath(getParentPath, (object) field);
All these? Delegates.
You'll have to just rewrite it yourself and pray.
I'm actually shocked dotPeek is doing better here. I've normally found it to be fairly noticeably worse.
so about the tmx thing, I poked both xTile and SMAPI with WinMerge out of insomnia curiosity, and the closest relevant bit I noticed is this in SCore.cs
//SMAPI beta5:
FormatManager.Instance.RegisterMapFormat((IMapFormat)new TMXFormat(16, 16, 4, 4));
//SMAPI release:
FormatManager.Instance.RegisterMapFormat((IMapFormat)new TMXFormat(16, 16));
which just looks like this in the original C# for both, I think
// init TMX support
xTile.Format.FormatManager.Instance.RegisterMapFormat(new TMXTile.TMXFormat(Game1.smallestTileSize, Game1.smallestTileSize));```
Well, I guess you don't have to pray, you can check if the rewritten version compiles down to the same IL.
there are random changes elsewhere regarding tilesheets and in xtile versions, but nothing stood out at a very tired glance
1.6.8 code: ```csharp
case "1":
fruitTree.treeId.Value = "629";
break;
1.6.9 code: ```csharp
case '1':
goto IL_0112;``` then ```csharp
IL_0112:
fruitTree.treeId.Value = "629";
goto IL_01ad;```
(i was curious about the smallestTileSize and it's set to a const int 16
)
What happened to you ILSpy why are you doing this
yeah, it converts to 16 in the code, but for some reason tmxtile(?) is using a different constructor that might be setting tile size multiplier to 1 instead of 4, if I read it right
oh i dont have that one, it seems like the switch on string thing atra mentioned
not sure how that gets to a 0 height/width tilesheet in SDV, but it's odd
ilspy is definitely on strike
I think I got the latter code a bunch of times (including that spot) in ilspy even in 1.6.8
switch case compiler optimization is taken from the pages of the necronomicon
Has the IL itself changed a lot? Pathos mentioned AoT stuff, I wouldn't expect it to change IL to any significant degree but maybe there's something going on there.
I do know one function switching from regular ol local variables to capture classes even though nothing in the code changed
coughsclickCraftingRecipecoughs
Android only
@royal stump (who figured out the SMAPI problem)! Just replace SMAPI 4.1.0's StardewModdingAPI.dll in your Stardew folder with this version for now.
Thank you, Esca!!!
(I don't actually have any mods erroring & am gonna go sleep for real this time, but nice~)
(also i interpreted that as "hey esca, i figured it out" rather than "esca figured it out"?) (tired!
)
I read up on what is AOT and yeah, if Android modding isn't dead before it's certainly bones and dust now
should we poke pathos lol
That fix works! Thank you @blissful panther
Super simple one line change for Pathos to make, at least!
Is there anyway to get this for Mac please? ❤️
Yeah happy it's a simple fix
pathos probably knows, let him enjoy his lunch 
This should also work for Mac and Linux!
What's the specific fix?
Just tried it and gave me red text saying it’s for windows and won’t work for Mac
mine still has messed up spouse room textures but I could be doing somethign wrong
the pathos-side C# code didn't change, but it started using a different construction method for TMX maps that I think is setting tile size multiplier to 1 instead of 4
because the default "make a tmx format" thing shifted, I guess (possibly due to xTile updates)
Huh... let me just generate an installer like it would for a proper release instead. Shouldn't be too long!
Wait it’s telling me it’s for Mac and Linux and I’m on windows, but I’m on Mac. Man I hate computer stuff 😦
can you screenshot the error?
at least you got that far, i'm also on mac and can't even figure out where to put the file 
You're just unzipping that file into the directory right
what would the error be like
(Reminder if you generate an installer and have a -whatever flag in the version because it's unofficial, make sure you bump the version from 4.1.0 to 4.1.1 or every mod with a minimum version of 4.1.0 is gonna not load.)
You should be running the StardewModdingAPI.exe. You'll need to install 4.1.0 from https://smapi.io manually first.
I mean DH's full thing should fix it but I'm surprised the error messages are that specific on mac vs windows
Maybe I've just never done this
I'm gonna stop on the decomp for the moment. I cannot with ILSpy's nonsense.
No this feels like the fix to the custom spouse rooms breaking
If this is beta 5 tell people to use beta 5
Are CP mods going to keep working as usual?
yes and no some new fields will need to be added to some mods
Please hold for twenty four fucking hours
didn't realize they're different problems, every log i happened to see was the same div-by-zero thing
(rapidly fading, gl to whoever's seen that part)
Things should be fine.
What the fuck I'm divifing by zero too
i didn't think they were different problems either, but DH's/Esca's fix worked https://smapi.io/log/060c162de83a480f8694ef147ff9ed7b
Log Info: SMAPI 4.1.0 with SDV 1.6.9 build 24309 on Microsoft Windows 10 Home, with 29 C# mods and 8 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
I am sure all the mod makers are scramblign right noe
actualy we not lol we taking it slow watching the chaos getting lunch and coffee
(im scrambling to figure out a bug/incompatibility (not a smapi one a "between mods" one) with my 1.6.8 mod...)
Whar's Esca's Fix?
replace this DLL or use smapi's beta-5 if needed, Apryll
download the file and replace it
hope I didn't ping, sorry if so, in bed now

Please ask my partner room is still confused, what is the cause.T T
The cause is within the C# parts of SMAPI — there's a place where the code is using the wrong numbers
Esca found the part with the wrong numbers, and DH made a new version with the numbers corrected
But it's not officially fixed yet
Ask in #1272025932932055121, but most probably it's the problem with SMAPI that's currently being fixed as MathPerson has said
When Pathos gets a chance (because he's an adult with a job), I am sure he will release a fix
Thank you !
If you want terribly to play modded stardew now, you'll have to downgrade to 1.6.8
There's a part of the code that deals with maps that's bad and annoying that got a little bit messed up
does anyone understand how to do the space core thingy to add buffs to rings? ive been trying to do it and its not quite working for me

Time to disable comments
I mean to be fair I already have the 1.6 release ready, just spending my time playing games than quickly testing and uploading them 🙃
I'm not familiar offhand but post your json and mayve someone can take a look?
Did you just re-add the tile size premultiplication (i.e. the 4, 4 bit when initializing TMXTile)? That'll break TMX patches if so (e.g. spouse rooms). I'll look into what changed between the beta and release.
smapi.io/json link please?
oh okay sure
Yup! Just used the previous version's constructor.
At least it won't crash, but it'll lead to fun patches like this:
oh that break
it's almost kinda of a room
Can you describe what's going wrong? I don't see anything obviously wrong
but for some reason it fixed the other map breaks
what if you put 1, 1 
It's a room of nightmares for sure.
I would be scared to walk into that room 😂
that's me during home renovation
at least she has half an arcade sign here and there
more than one whole arcade sign total!
So, when should I update my game & smapi now that the updates are out? (Are both updates out?)
Well, that's weird. I didn't even update anything, but as of this morning, SDV (1.6.8) freezes on startup, stuck on some wait handle somewhere.
Stuff's broke right now
Is anything in there capable of auto-updating?
wait 24 hours and check back maybe
Good to know, gonna wait on them then
the game will probably auto-update on you
No, I use GOG, not Steam, so it hasn't auto-updated (and clearly says it's 1.6.8 in the SMAPI window).
Well, this isn't right.
Looks like my room. Perfect!
I see the update but haven't installed it. And yet... broken.
huh....very weird
I removed my game file from Steam's folders so Steam would not open when I ran the game(I have a potatoe, so Steam being open as well, the memory hog it is), and I don't otherwise open Steam unless I need to update smth
So there's a bug with TMXTile where omitting the optional premultiplication argument defaults to (1, 1)... but not fully. I'll release SMAPI 4.1.1 soon.

what a fun bug 
great work pathos!
Tbh I wish I could trade my steam copy of the game for a non-steam copy
? there's no drm, unless you meant console
Thank you, Pathos! You are amazing. 
(I miss when GOG had that thing that let you unlock games you already owned on Steam for some games.)
Drm? Nah I just mean I hate having games on steam
(It's freezing in GraphicsDevice.PlatformPresent after the title screen shows. WTF?)
still nothing stopping you from making a copy of the SDV folder and store it in your eternal RAID array
it has no DRM, not even Steam's bare minimal one
We love you, Pathos!
the buff just isnt applying in game when i wear the ring. the icon for it isnt appearing or being applied
Yeah, but how would I update it then?
ah fair
just setup automatic sdv archiving system
but that would apply even with GOG right
wonder if anyone did this for every nightly beta build 
But does GOG's app run while the game is running?
Try adding (R) to the item ID?
It looks like Spacecore docs say qualified item ID
depending on what broke, i did have like 5 different decompiles
you can run SDV without Steam, just execute the binary directly
if its that simple i will eat my hands
take your rings off before you eat your hands
that didnt work either himmm
Funfact, b4 I moved the whole Stardew folder out of Steam's, even running the exe file(with a shortcut) would make Steam open and run in the background
is there an issue with mods patching maps in 1.6.9?
Yes
nice
we wait on smapi 4.1.1
pathos on it
It'll be officially fixed in SMAPI 4.1.1, but there's a temp fix
@Flip and @Rotation?
I assume it was for Steam's achievements and onlineplay(unless I can still co-op w/o Steam?)
dividebyzero xTile
I don't have the game on Windows but I'm about 60% sure there's another binary that starts the game directly, and the binary you're running hooks to Steam before running that one
SMAPI would also open Steam in the background
it doesn't, not unless you have steam already up
After moving the whole folder out of Steam's folder, it no longer does that
if you put steam offline then use smapi, it should work normally
(it is for me, at any rate)
idk, I just know how Steam works for me ¯_(ツ)_/¯
Are your rings definitely type (R)? Have you checked the qualified item ID? (Potentially with Lookup Anything). You can use patch export on the spacecore dictionary make sure it matches exactly.
which one? graveyards? i can go back to debugging
let me take a look
Users are the best, a story in three parts.
lol

Wait how do you get to that third screen
page stats iirc?
TIL. Thank you!
Knowing Nexus, it probably updates once an hour 
It matches yeah im not sure whats wrong with it
dang, didnt know you can bring Receipts™ against someone on Nexus
its graveyards yeah, specifically when on v1.6.8 tho (bc its still broken in 1.6.9 ofc) and im mostly confident its just from some mod in the mod list in the log i was given since it all works fine for me
Better Chests Mod is Broken with 1.6.9? Getting "Method 'get_IsLocalPlayerInventory' [...] does not have an implementation."`
Wanted to look into it myself, having never modded for SDV before though.
What confuses me, looking into git, I could not find anything that is written like "IsLocalPlayerInventory" in the code? Anyone any ideas what happens there, where this comes from?
!log a log would probably help Khloe better
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
Do you know of any working mods that use this feature? You could also try with a buff that's just vanilla out of Data/Buffs maybe?
(Better Chests is Matt, not me.)
And that error is because Better Chests has custom IInventory implementations, and the game modified that interface in 1.6.9.
I dont know anyone who uses it but ill keep an eye out
How dare you people all use "Better" monikers and confuse me like that 
I didn't think people would download my mod if I called it Overengineered Crafting Menu Replacement
(This is a joke. Better is just an easy name to use.)
fixed mod breaks mod fixes mod again watches it all crash and burn
Smart Building was originally Better Building. 
what about Immersive Crafting
There's nothing immersive about Stardew's crafting system lol
tis all hellfire 'round here
Well, from the looks of things it would be better for me to just wait to play SDV or roll it back to its previous edition. I was wondering if I wasn't the only one having problems. But it seems like everything is on fire. LOL
smapi 4.1.1 should fix it
Looks like Rings doent have UniqueId anymore
what is the motive of this?
is the current smpai version bugged?
It fixes the crashing, but that's about it.
(You can ignore that file if you don't get a crash loading your save.)
Darn, the fix didn't work for me. I guess I am going to have to wait on this. How much of a pain is it to roll back to a previous version?
what are you hoping to do
ohhhhhh
Just play my game as I wait for all the modding fires to be put out.
That's the last known non-breaking version.
SMAPI 4.1.1 is released with the spouse room crash fix.
Pathos spoiling us with that quick hotfix turnaround
looks at time stamp from last night hmm i guess within 24 hours is quick lol
(Wait a bloody minute... you can do BBCode in the file description?!)
takes up hella character count tho
maps broken again @ivory plume
i think ViewportFollowPlayer got changed
got it working its (O) not (R)
Thank you! (My game is starting now. 🎉)
no error log >.>
(editing in a ping wont ping them btw)
i know lol
(😂 I have so many red errors in smapi but I am hoping by updating my mods most will go away... I hope)
verbose logging iirc
it just makes trace print to stdout
if you put map property ViewportFollowPlayer T then it should temporarily get fixed
is this a new map property or just one to force the fix?
O >.> its not always small
hey i play with a bunch of mods but a lot of them dont work anymore with 1.6.9, is there a fix for this or do i have to wait for the mods to update?
i have a max map cellar
Hey, there! This channel is for making mods. Please be patient and wait for mod updates. #modded-stardew
ill start adding just as a habbit to prevent issues
oh whoops sorry
All good.
download new smapi CP and update everything and pray
Does this only affect custom locations, or are there vanilla locations affected too?
I'm kind of a newbie in this mod making thing. I notice that everyone is updating their mods since the update. Where can I get info on what needs to be updated in a mod with this new update? I am only working in CP atm.
if you're only making CP mods you likely don't have to do anything
Yay!
https://stardewvalleywiki.com/Modding:Migrate_to_Stardew_Valley_1.6.9
If you're interested in the changes, most of them are going to affect C# though
only custom locations
Thanks rokugin.
That's also where any of the new stuff will be for a while
jsut custom so far built in maps seem to track correctly
well at least not vanilla locations, dont have any mod that completely replaces a vanilla locations to test that tho
i have an editmap and a custom location, gimme a sec
just came across this strange thing though...
editmap is fine (RSV busstop)
custom locations are borked
vanilla are fine
vanilla that are replaced by modded is what I dont know
vanilla farmcave is fine
thanks fix works ill add to update just so people dont complain lol
yea, though it could just be too small to notice
Will the Modding Gods be kind to me today. Is the fix as simple as recompiling with the new interface? Let's see...
my mushroom cave had collisions
nvm that must be some mod
yeah there's a bush without collision
i'm checking now if i caused this by turning off my stuff
All my mods were surprisingly simple to update.
i tested out loading FarmCave.tmx from unpacked, so doing a Load at all causes it to misalign on the viewport
Can you send me that content pack to reproduce it?
yea sure ill trim it down
yeah, modded behavior, as soon as anything affects the map the layering gets screwed up
Aimon Fancy Greenhouse and Aimon Tidy Cozy Cellar also broken
FarmCave-original.tmx in here is copy of the game's Maps/FarmCave.tmx
i didnt get any collision problems though, just viewport
For players who want to wait until mods are ready:
- Right-click Stardew Valley in Steam.
- Click Properties.
- Go to the Betas section.
- In the dropdown, choose
legacy_1.6.8.
Might be good idea to also pin it in #modded-stardew 
yay!! glad it works, confusing that it asks for (O)
try to put in the private beta code stardewvalley169
see if that repopulates all of the betas
It was just added; you may need to exit Steam (including from the system tray) and reopen it.
1.6 has appeared! Thank you!!!!!!
thanks for all your hard work pathos 
Hi, can someone tell me in which class of Stardew Valley, which has the game code that checks the items in the shipping box, at 2 am, and makes the payment for them and removes them, I wanted to make a change in this code, but I don't know where it is
any1 if json assets is usable in the newest version of sv
It was a great help because the mods were no longer loading and I couldn't do anything.(´;ω;`)
Middle of _newDayAfterFade
nvm the error fixed itself
Farm.getShippingBin and go from there 😉
what happened Dx
This is when creating new file
Update to smapi 4.1.1
Well, I got dragged into 1.6.9 involuntarily because of the screwy GraphicsDevice hang. The good news is that, apparently between the 1.6.9 beta I tried a month ago and the release version, my mods all fixed themselves.
public IInventory getShippingBin(Farmer who)
{
if (Game1.player.team.useSeparateWallets.Value)
{
return who.personalShippingBin.Value;
}
return sharedShippingBin.Value;
}
But I don't understand, this code is short, you can't see the part that takes the items, adds their values, adds the money, and removes the items from the shipping box
I think it must be another method
(The bad news is, of course, that a dozen other mods are broken, but I guess it's not like I was playing much lately anyway)
right click -> "Find all References"
nvm mine was a bad map call lol
Pathos must have added a rewriter for GetContainingBuilding.
Lol, yeah
Clear Glasses is super-broken, makes the whole game crash (sigh).
i'm so relieved everything is broken. noone will notice my mods are broken 😌
Don't make huge harmony mods if you want stability 
And UIIS2 is emitting a lot of spam on click. But not that bad overall.
Instead, consider going outside into the tornado watch
Hey all my huge harmony patches were fine
how's Prismatic Items holding up
It was minor things that broke
all my huge harmony mods are fine thank you very much
None of my Harmony mods are broken, ironically.
Even the mod that was broken last month, wasn't broken in any of the Harmony parts.
To be fair my mods broke in 1.6.0 and were not fixed since so
I don't actually know what broke this time around because I am the laziest
I have to fix my mod at some point, but that's cause it's using json assets, and I need to change to content patcher.
Atra ur combined rings survived with no extra changes 
(no more funny collisions for me, i am set free to the void!) 
https://github.com/Aviroen/Mycology/blob/9e5cceebe249e6b6dfa723c61a90970eb0906168/data/Location.json#L182
JA to CP is a pretty simple conversion
Anyone else having problems with the camera getting locked at the top right corner of the Wizard's Tower? I do have a mod doing a complete replacement of the map, but I feel like it could be relevant. Also /warp wizard placed me in a wall, when normally it places you in the middle of the main room.
Someone said DGA is now broken in 1.6.9 and asked for an update
The only mods I had to quarantine outright were Better Special Orders (which never worked right to begin with), Clear Glasses (that one hurts) and RFD (a 5-line utility mod that does Harmony stuff).
(For the unaware, I never updated it to 1.6)
I’ve made an edit for the saloon map and now my viewport is on the map change (where Alex’s heart event is)
@brave fable My problem is more called 'i made this literally years ago, and barely remember how I did it then, much less recreate it in CP'
One or two others are wonky, like UIIS2, but not a complete disaster.
excuse me, mod developer? pytk has not yet been updated to 1.6.9.
And StardewUI is fine, thank you Pathos for not messing with the asset loader too much
My new party line is "no" and "there are approximately 20k mods that are better than this one. Try one of those."
the beauty of JA and CP is that at the very least you can see exactly what your mod is and what it's doing, so if you're keen you'll be able to sort it out
Issue with SMAPI right now, but you can do this #making-mods-general message to fix it
How do you play a sound for just the local player? Like for a menu?
Game1.playSound(id)
Ez, thanks
Anyway, further evidence for my Unified Theory of Procrastination (all problems fix themselves if you wait long enough).
Mod problems always resolve if you delay
hmm not sure if its smapi stardew or CP but if i change an option (map type) and it adds the map while games live the building that its a part of looses collision and no errors showing
god i wish
Forever. And ever
(Hi tikamin, you have some neat mods
)
Also if you marry a custom NPC, you no clip everything lol
No, you also have to go through a 14-month gloating period.
(Kidding. Maybe.)
Yes
it's still the xTile problem, but in a new way, so honestly, come back in like 48 hours and re-check your mods, turn off nexus notifications, get a pina colada if you're of age
lol
Tell that to Android SMAPI
The theory is still valid, you just have to wait longer.
I forgot today was update day. And of course I decided to work on one of my mods and tried to test it... LOL,
The map viewport issue is... TMX tile size premultiplication.
I've looked through the StardewValley.Farm code quite a bit, but I haven't found the method that would save the day, which is probably where the thing that counts the inventory items adds their values, adds the money, and removes the items is, could it be somewhere else?
It might involve waiting until Android itself is dead, or until the sun burns itself out, but eventually Android SMAPI will fix itself too.
Time for a wawa trip and wait to see if it gets fixed so we don't spawn into the mountain on the farm.
TMXTile sounds haunted my next map mod is gonna apply the whole map via EditMap tiles exclusively \s
No
Sometimes computers are just...like that.
The map override changes for tilesheet handling changed fairly late in beta. The TMX tile size premultiplication breaks that logic, but removing the premultiplication breaks the map viewport centering.
Were I at work, I'd say "time for a rollback".
(We're not going to rollback Stardew Valley due to a SMAPI issue though.)
Hi guys i was workin on my 1st mod. And everything looks soooo good. Proudly i wanted to show it to my hubby and nothing worked anymore. Is there a new issue, becouse of the update mess, with the CP Custom_locations?
Maps are busted right now
sure is!
New update brokeded things
I didnt have any issues with my custom maps tbh
You can switch back to 1.6.8 temporarily; see instructions in the pins.
From scratch rewrite of tmxtile time?
Heh, not my problem, I don't even use any map mods.
Pathos above is discussing this exact issue 
and custom locations
Test what you have, it may require a small fix, or a bigger fix, but best to test
smapi tells me "[game] Warp to Custom_Northwestcoast failed: location wasn't found or couldn't be loaded." and i cannot use the debug command too
you're definitely on something different then, one tile overlay has screwed the entire forest
but generally, come back in 48 hours, get a cheat-snack for yourself, walk your dog, call your mother
/lh
so the best think is to wait a few days and this will be possible again?
try mine if i get it finished ❤️
Thank you all 🙏
I'm just glad that my mods are not frequented enough that they posted before I could about the SMAPI tmx issue xD
Crap, I think something in UI did break - did the behavior of IClickableMenu.receiveGamepadButton change in 1.6.9? My breakpoint isn't even being hit now.
hell yeah, 0 notif groop
(tbf, i gave live notifications to my niche discord)
in my case Im spawning in the right area, but camera is.. weird..
This is the view of my whole map, camera won't follow my char
Tmx viewport problem, fix wip please standby
O tyvm
In most cases, currently the best fix is going to be "wait a day or two"
Thanks for looking into this! I just had a try at adding:
public int Reduce(Item item, int count, bool reduceRemainderFromInventory = false) { return 0;}
public bool IsLocalPlayerInventory { get; set; }
To HeldItemsWrapper and it seems to work haha (I'm using your mod mainly for stash into nearby chests only though). Just the UI got somehow wonky? Color selector reverted to vanilla.
A question, is smapi for Android going to be updated?
We already told you it's not. Please drop this
The person working on it has stopped
It has gotten even harder to update as of 1.6.9 too
hi! just wanted to say thanks to all mod authors that are currently out there releasing builds and updates to put out the fires and all
I actually managed to get my mods updated for 1.6.9 and was in the middle of testing functionality, and then the power goes out. So I'll upload the fixes as soon as power is restored to my house.
as a content author i'm grateful for the work of the frameworks makers and other C# mods for that
Thanks goes to you too Lumi!
Do you know the people or has the person said something about it, just asking
False alarm, folks... my gamepad handler wasn't working because for some reason the entire gamepad had become disabled.
You were already asked not to harass the person that used to work on it. Please stop
Did your restart your computer? Mine doesn't turn itself back on, on a restart
(i remember the person working on smapi for android being harrassed by users with questions about progress on the update)
^^
Dude, your mod is cursed! While testing I had a short power shortage too!
They have been told this and do not seem to care
sure, always happy to help by (checks note) not doing anything 😄
morale support!
hmm anyone else on Linux seeing this weird issue (chu you had this right)
yep
Taking a break is productive too 
support in spirit
i'm half joking, i played SDV but i had my game folder renamed so i don't have to update right now
Alles Ded. Makes sense in English too
Who is talking about harassment I'm just asking I just want to know if it won't continue
unfortunately it'll hit steamdeck people too, but they can just unzip on windows before moving mods to deck
So this works, but it feels super dirty. Got a better solution?
private bool GetIsTwig(StardewValley.Object obj)
{
return obj is not Chest && obj?.Name == "Twig"; // TODO: Data driven check
}
private bool GetIsWeed(StardewValley.Object obj)
{
return obj is not Chest && obj?.Name == "Weeds"; // TODO: Data driven check
}
private bool GetIsStone(StardewValley.Object obj)
{
return obj is not Chest && obj?.Name == "Stone"; // TODO: Data driven check
}
A handful of people have already told you it's not gonna be continued. It has been abandoned, dropped and it is dead
O saber si dijo algo al respecto
Idk how to make this any clearer
Please stop asking. You've been answered several times.
- The person working on it hasn't made any updates for a long time.
- There are new technical reasons that making SMAPI work on Android will be absurdly difficult to impossible.
So now that subject is over... how about those mod updates?
....weird
Thanks DL
I'm volunteering you to rewrite xtile in rust
It's me, DecidedlyLuman!
thanks Decided Lee
Maybe you're just on the Down Low
There was a mod called NPC adventures, creator would get harrassed in her irl media after 1.6 until she couldn't take it anymore. It's discontinued sadly, sometimes it may look simple but sometimes its more complicated than that.. so just, move on
What mod updates? No mod updates here, not in #modded-support-2
I should see if my mods work in 1.6.9
but that feels like maybe more of a tomorrow or later thing
ain't got no mod updates here, only debugging tilesheet collision re-arrangement 
Well I just finished my mod, now to make sure today's update didn't brick it 😛
I am thinking about finally updating my last couple of mods
got the same on mac... Folders are missing.
maybe next week i'll see if things have settled enough to push my mod updates
fix smapi ty 😛
All of my mods deal with custom maps, so I might as well just wait at this point so I don't have to add ViewportClamp or ViewportFollowPlayer to everything. >_>
what is the damage on mod broken due to the updata that we know of?
This is hilarious. How
I had someone ask about my prismatic mod so it feels like time — initially I was waiting for more frameworks, but I feel like I don't need anymore now
catastrophic, billions of dollars
xTile is the problem, always has been, always will be
weird, should we ping Pathos
or I can steal look up a command to fix this maybe
on the bright side... at least nexus didnt die today (yet)?
Buy the dip
has is died in the past?
They did their dying yesterday to prepare for today
Plus I think I can update my artifact spot duggy mod to check locationcontext seasons
What zipper is he using
it died mid-debugging for me trying to cross-ref your bugreport 
hows your island mod btw 😄
so that VMV artifact spots can look less funny with my mod
Shoot. I can't even test my edits on SDV right now. It crashes even when I start a new game. Darn it. I just edited a tile map and wanted to see what it looked like. I got to learn to be patient... I am also hoping some of the older mods that haven't been updated in a while still work after the dust settles. I did some retextures and would hate for them to go to waste.
But we want something better, not worse!
im a newbie i dont know. but i fixed it for myself with adding folders and rename everything.
Can test on legacy 1.6.8 if you want to, just have to download and install the older SMAPI
Ok, UI Info Suite, you really need to stop throwing an exception on every single click, I heard you the first time.
Can we settle for something working?
https://stackoverflow.com/questions/71826297/path-separator-backslash-in-zip-files-created-from-dll-net-4-8 it seems to be a problem ppl are having. I don't know why it's happening now, but it is happening
Sorry, I don't know English. When they say dead, do you mean it literally or is the project dead?
Please stop. Now.
Please stop pinging me about this.
That's fucking hilarious
truly a Linux L for the ages
Just amazing
Your avatar kinda fits this sentence.
Wdym
microsoft yet again coming from the top rope for linux users
I just meant you sound done lol
I'm just asking, why are you taking it so badly?

My god, hey on the bright side I don't have to fix my mod!
guys what happened to expanded?
It is being fixed
Well that's a lot of red 
SVE is hidden until the tile issues are resolved.
SMAPI has a booboo, fix is in progress
i can update about half
I'm afraid I'll lose everything
Yeah I'll unhide the page when SMAPi is ready
where's the artifact spot in inventory description
Oh boy new update! Hope I won't have to do any mod updates, but I guess I'll have to check tomorrow
do you have a SV 1.6.8 game?
AtraCore? That hasn't been compatible since 1.6.
Save your sanity, definitely wait to update until tomorrow. xD
There is a beta for 1.6.8 (see pins)
if you have any you prob will
Just don't update? Or don't play until it's fixed
!legacy
The game has two 'legacy' versions you can use:
legacy_1.5.6is the last version before Stardew Valley 1.6. This is a (probably temporary) branch for players whose mods don't work in 1.6 yet.compatibilityis the latest game update, but using outdated frameworks. This is more compatible with some older systems, but mods do not work in this branch.
To switch branch:
- On Steam: In your Steam library, right-click Stardew Valley and select Properties... > Betas, and then choose the branch under the dropdown.
- On GOG: From the game's page in GOG Galaxy, click the settings icon > Manage installation > Configure... and choose the branch under the Beta channels dropdown.
Except we need to update the legacy numbers there
I have a SV 1.6.8 game save and a 1.6.9 game
Ah yeah will probs need to update all my installed mods. Just thinking about pushing an update to a mod i've made
did revert get updated? i go check
thing is
if you are not working on mod or fixing mod please go to #modded-stardew
Your saves are separated from the game version to a degree, just don't play and save until after everything is properly updated
read the pins please
i already deleted the mod to install it again
Wait how do I get the mod author role?
Hi! This channel is for mod making; for questions about using mods, please go to #modded-stardew
Mod author role = have a published mod, be level 25 here, add yourself to the wiki, request it
50? nope I was wrong
level 25
okay! thanks
also you're supposed to ask before adding to the wiki i thought
(revert did get updated)
Check #roles
or maybe it depends on the junimo and the day idk
oooooooooohhhhh SMAPI got a new update 
I'm a level 25 crook.
Advice differs on which to do first lol
tbh i asked bouncer first, then got told to go edit wiki 
That's because it's different depending on where you look and who you ask lol
if you're sure you qualify, editing the wiki saves time, but if you aren't sure, don't add yourself
the idea is that plenty of people forget the level requirement so asking helps you check you qualify before you add
dm'ing the bouncer is free
Mad respect for all you who are putting out these coded fires.
I treat adding to the wiki as the final step before the cheeto dusting
maaaybe DM bouncer tomorrow tho today has a bit of fires
DMing bouncer is free but unfortunately the humans behind it don't have free eyeballs
I wish I had extra eyeballs for free
same
"All of our agents are currently putting out fires, your call is important to us. Please stay on the line." /lh 
Where would you keep them? Seems unsanitary
I could find some sterile solution
on the inside. bloodborne style
Ooh, cancerous
i hear there is some anime with creepy eye stealing stuff in it
There's some anime with blank, yes
The "meme" popping into existence a half second late is sending me
ah yes, fiction's most incompetent war criminal
Captured by the world's most ridiculously-named video capturing software.
what is powerdirector?
Don't mind me...just making an announcement to pin.
QUICK ANNOUNCEMENT:
There is currently an issue with SMAPI for 1.6.9. Pathos is aware. Please do not harass him or any other mod author about updates.
It (and other mods) will be updated when it is updated. Please be patient.
and i have another mod joining the big list of "mods that i should look into one day" : Machine Terrain Framework
how do i get path tiles to actually work in mapping? For example placing down a tree tile and a tree appears on the map in game.
Everything made by CyberLink is POWERFUL
remember Flashplayer
(will probably do nothing about it soon, but it seems having some cool potential)
The paths tiles are special, you have to reset terrain features before they take effect in an existing game
if the location is already created in your save, you'd need reset terrain features
Ah gotcha. Got rejected sadly since NSFW mods aren't allowed in the discord, but it is what it is!
!rtf
Reset Terrain Features (https://smapi.io/mods/#Reset_Terrain_Features) is a mod that lets you reset, clear, or generate everything that spawns on a map using an in-game menu. That's especially useful when changing maps mid-save, as the debris will otherwise use the old layout (causing things like trees in the water or bushes blocking exits).
Update on the map issue: the upcoming 1.6.10 will revert some changes that were added late in the 1.6.9 beta, then SMAPI will need an update for it.
whistling
so if i make a new save with the tiles it will appear or? how do i reset terrain features lol?
Thanks for all of you who suggested the legacy 1.6.8 version... unfortunately since my mod depends on some other mods that are broken atm. I'll have to wait til things are fix. Going back to the 1.6.8 version didn't work for what I need. 🥲
Revert the broken mods to 1.6.8 too?
can someone please explain what is happening with the new smapi update?
im so confused
Stuff borked and everything's on fire
@sweet sphinx You leveled up to Farmer. You're now a prettier shade of blue. Thanks for sticking around!
Check the pinned messages.
Heh, Android port of 1.6 is AOT compiled? Fun
I hope the decomp of 1.6.10 is less insane because 1.6.9 has so many wild things.
yep. no more SMAPI mobile
/hj
Has anyone invoked another mod's methods? Not sure how to give ModEntry to the method
(out of curiosity what is AOT and why is it bad for mobile modding)
I for one am grateful
do they have an API for you?
Ahead of time compilation. Makes it a lot harder to patch IL.
is there like a brief summary of what that even means or am i better off just doin independent research into it and not in this channel
its a java 9 feature from what i gathered
It means compiled to native code, i.e. bypassing the JIT compilation of MSIL.
as alternative to the usual JIT on vm business
that does seem quite troublesome for modding
And more advanced mods leveraged the MSIL part to do their edits
Yes, that's why "effectively impossible" was the phrase some folks used.
Depends on the mod. I would suggest reaching out to the author to request an API method if you can. If you can't, you can probably reflect into SMAPI and grab the Mod instance from that.
Nope- I have one though, so i might have to ask them
I don't know enough about Java/Android AoT to be certain of that... my understanding of Android AoT was that it was more along the lines of "hints" about what the jitted code should look like, but maybe things have changed.
Baseline profiles and all that funky stuff.
I see, I'll try reaching out then. Thanks!
as an extreeeemely metaphorical description, my understanding is it's like the game is a cake. AOT = baking the cake the day before (before it gets to the users) vs before was more like baking the cake so it's ready right before the user opens it
if you wanted to add blueberries (mods), you'd be out of luck if the cake is already baked
though this is an oversimplification
and also I don't know the details
I didn’t look at the Android version of the game, and never worked with AOT before, but if it’s done with something like IL2CPP, then I think HarmonyX specifically works with that - but transpilers are out of the question
Thank you for that tasty example. Now I'm hungry. xD
an oversimplification it may be but it does help me understand the broad strokes of it a lot more, thank you 
i think it's spiritually right but not technically right
NativeAOT
Oops all prefixes
That doesn’t tell me anything atra
ty for your hard work
Ok, that's what I wasn't sure about. So they're AoTing the .NET code, not the Android Java code.
Then yeah, modders are screwed.
The Native AOT deployment model uses an ahead-of-time compiler to compile IL to native code at the time of publish. Native AOT apps don't use a just-in-time (JIT) compiler when the application runs. Native AOT apps can run in restricted environments where a JIT isn't allowed.
Yay, we can keep living as if Android didn’t exist
man i gotta change the meme now
I mean, you can still patch native code, that's what 15 years of Bethesda mods have been doing. But it'd have to be a totally different model and process.
The Microsoft AOT
@wanton pebble: update this (4h ago)
(it's already updated 😆 )
There are definitely people who patch native code. But that's a huge project and I doubt anyone is going to want to jump through that just to support one platform of many for a game from 2016, even as popular a one as Stardew. And pretty much the best you could hope for is getting Content Patcher working because every C# mod would have to be completely rewritten and that loops right back to no one wanting to jump through those hoops.
StormAndroid
Anyone know if there's a way to attach a light source to an NPC? I want her to glow
Honestly, the better approach would be to make a wrapper to get the Linux build of Stardew running on Android.
That'd be way more actually possible + worth it
Smapi uses no harmony
not with vanilla. my memory fails me but I think there's a framework for it?
The type tokens exist
Yep, I saw, but thank you selph - given I made that reminder on break at work I would have forgotten if I hadn't seen it XD
You can get reflection
That’s what I had in mind for the past like 3 years
(but I might be confusing that with Glow Buff)
how well does wine work on android/ios these days?
I dont recall Wine was ever a thing on them?
I didn't think so either.
There are Windows emulators, but they're notoriously crash-prone.
hmm okay, apparently there is a very experimental Wine build for Android. Last updated 2022 though, so the entire thing is likely quietly abandoned
ah no i just had to scroll, 2022 last release
(Keep in mind stardew is x86)
don't put wine on your phone
(sorry not sorry)
And phones are not
Hell, even the Android emulators on Windows aren't so hot. Windows emulators on Android? Fuhgeddaboutit.
I mean Apple/Mac does have a x86/ARM translation layer right? though last I heard they're trying to pretend that doesn't exist to "encourage" native apps
tbh even if it works there's barrier of OEMs cracking down on root
Stardew is 99% managed though. I expect you could use native arm .net and be mostly there.
Linux version is definitely the more practical option, for certain definitions of "practical".
Monogame
(I appreciate all y'all's explanations of what's going on
)
hooray!
That's normal
What is the issue
Wait for next SMAPI
The latest SMAPI 4.1.2 released seven seconds ago should fix that.
Oh, 🔥 hot off the presses
Was there always a MenuTilesUncolored, or is that new?
I will let you know if it fixes it
i get strange issue when trying to build project
/usr/share/dotnet/sdk/8.0.402/Microsoft.Common.CurrentVersion.targets(3413,5): error MSB3552: Resource file "**/*.resx" cannot be found.
Does this set a new record for most SMAPI releases in a single day?
it only happens on the second build and on, and goes away if i delete obj
(but then comes back right after restore ofc)
it's not from 1.6.9 at least, it's used for menus such as the FieldOfficeMenu and maybe also DyeMenu
Yay, my spouse rooms / patios are fixed!
you sure were determined to play a lot of modded sdv on the day of a mod-breaking update hahah
a lot of brave souls around here
Thank you pathoschild ❤️
What the hell happened with 1.6.9?
🔥
No need to worry lol
Question for those that have messed with the Net* fields and their event handlers/delegates. Is there anything wrong with this approach to subscribing and unsubscribing?
FieldChange<NetRef<Crop>, Crop> fieldChangedEventDelegate = null;
fieldChangedEventDelegate = delegate (NetRef<Crop> field, Crop oldValue, Crop newValue)
{
// DO STUFF
// Unsubscribe now that we've done stuff
dirtNetCrop.fieldChangeVisibleEvent -= fieldChangedEventDelegate;
};
// Initial subscribe
dirtNetCrop.fieldChangeVisibleEvent += fieldChangedEventDelegate;
you only care about the first change?
is there a mod that fixes lag spikes?
you're better off with those questions in #modded-stardew 
I have some extra logic that does a few checks before doing anything, but when I do anythign I also immediately unsub
There's basically an if with a few conditions that the DO STUFF and unsub are inside of
thank you
although i think this probably works, i feel you can just stay subscribed 
Well the stuff that happens shouldn't happen more than once ideally
what is behavior the second time crop changes then
And I don't know if crop and fruit tree and bush objects persist across days, because then there would be an issue
Nothing wrong, it's just a ListenOnce pattern. The only thing that's a tiny bit sketchy is using a closure capture to do it, but as long as it's actually really unsubscribing, then you should be OK.
