#archived-modded-support
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1 sec, ill get u the log without cloud sync doing anything
At minimum there should be a fghfg_25157675 file and a savegameinfo file inside, plus probably two more called fghfg_25157675_old and savegameinfo_old
this is with cloud sync off
and the error saves deleted
[21:03:14 TRACE Content Patcher] Stardew Valley Expanded edited Data\AntiSocialNPCs.
[21:03:14 TRACE SMAPI] Content Patcher edited Data\AntiSocialNPCs.
[21:03:14 TRACE Stardew Valley Expanded] [AntiSocial] Initially 47 NPCs, removed 5 anti-social ones, returning 42
Does it work without cloudsync and only break with cloudsync? I'm a bit confused
this is the part where it just stops
ok lemme break it down a bit
So, u can probably ignore the cloud sync stuff, we have it off now
so its not a problem, the save is completely gone
clean folder
whats happening for us is tthis
She can make a world after reinstalling SVE
but cant join it after she leaves to title screen
Did she finish the intro part of the game and sleep before leaving to title screen?
no she just skipped the intro (it crashes on intro too) and if it works, shes in bed and we just close the game
Oof. Ok very strange. I'ma take another look through the mods you have installed
Meanwhile can you have her go through steps from here? https://stardewvalleywiki.com/Modding:Player_Guide/Troubleshooting
Did something go wrong with your game? This is the page for you. (This page isn't only for players who use mods!)
Especially these:
!reinstalldeps
Try reinstalling .NET Framework 4.5.2 and XNA Framework 4.0 (see https://stardewvalleywiki.com/Modding:Player_Guide/Troubleshooting#Game_doesn.27t_launch for links).
And
Delete your
startup_preferences, found in%appdata%/StardewValleyon Windows.
It's a command I used to make @native dragon post the instructions
Follow the link there to reinstall .NET and XNA
ye im getting her to do it
she tried downloading the .net, says she has it already
cant find a way to uninstall it, doesnt show up anywhere, tried using the repair tool, did nothing
yeah she installed that
Ok
Once you're done the steps, try it again and post a new log if it still doesn't work
Heyo i'm having a problem with the automate mod
it's not working with the alembic
which I believe is added by artisan valley
this is a log without SVE
when it works perfectly
i think SVE is the problem for some reason
but it works fine for me
@narrow egret do you have PFMAutomate installed?
Oho! Karol we got a useful error i think
is it the IFR2
coz thats just coz SVE needs it
coz SVE is gone so it just doesnt use it
and uses standard unmodded farm
I have CFAutomate, but not that. Could you link that when you're done helping this lad?
Oh I see. btw SVE doesn't need IFR2, it's optional.
You should uninstall IF2R if you're not using it
i could find and link it, but i would just be searching it on Nexus same as you
ye, we r trying to use SVE without IFR2
we know its optional we just like the new farm
Then you should install SVE but not IF2R
yup
Oh, thank you so much!
Oh! That might be the problem actually. If you have IF2R installed, it breaks all the other farms (even though it only replaces standard farm)
no, having no IFR2 makes it crash too
the only thing that lets her into the game is uninstalling SVE
but i have it too, and it works perfectly
this the log without ifr2
You tried removing all 3 IF2R folders, the [TMX], [FTM] and [CP] folders?
yup
[21:32:23 TRACE Content Patcher] Stardew Valley Expanded edited Data\AntiSocialNPCs.
[21:32:23 TRACE SMAPI] Content Patcher edited Data\AntiSocialNPCs.
[21:32:23 TRACE Stardew Valley Expanded] [AntiSocial] Initially 48 NPCs, removed 8 anti-social ones, returning 40
it always gets to this bit
mine goes fast this
ill show u what i get
[20:35:38 TRACE Stardew Valley Expanded] [AntiSocial] Initially 48 NPCs, removed 8 anti-social ones, returning 40
[20:35:38 TRACE SpaceCore] Event: OnBlankSave
[20:35:38 TRACE game] setGameMode( 'playingGameMode (3)' )
[20:35:38 TRACE game] Window_ClientSizeChanged(); Window.ClientBounds={X:0 Y:0 Width:1920 Height:1080}
[20:35:38 TRACE game] Starting server. Protocol version: 1.4.5
[20:35:38 TRACE game] Starting LAN server
[20:35:38 TRACE game] Starting Galaxy server
[20:35:38 TRACE game] Creating lobby...
[20:35:39 TRACE SMAPI] New day task synchronizing...
[20:35:39 TRACE Content Patcher] Stardew Valley Expanded loaded Characters\Victor.
[20:35:39 TRACE SMAPI] Content Patcher loaded asset 'Characters\Victor'.
[20:35:39 TRACE Content Patcher] Stardew Valley Expanded loaded Portraits\Victor.
[20:35:39 TRACE SMAPI] Content Patcher loaded asset 'Portraits\Victor'.
as you can see, it goes back the anti social bit
onto the event and setgamemodes etc
Oh man. This might possibly be a SpaceCore problem. I have no idea why it's behaving differently for you vs her
Are you on different OS?

๐ค
@fair vessel
Oh! That might be the problem actually. If you have IF2R installed, it breaks all the other farms (even though it only replaces standard farm)
Can you elaborate on this? In what way does it break all the other farms, do you know?
I've heard it makes them not work - you can't choose another farm layout while using IF2R
There are conditions on everything that check you're using standard farm, so if something breaks it should be reported.
I don't suppose there's anything in the console when it happens? (Also, is it actually crashing completely to desktop, or is it hanging and never loading?)
@regal swift hi there, the one you linked is an older version of Karmylla's Spouse Room Edits, which is an XNB file. The latest version of their mod uses content patcher. Please try the content patcher version, and if you used the XNB version, you'll need to check out why XNB mods are not recommended to use, and how to reset your game files (I'll link you both in a sec)
!xnb @regal swift
@regal swift XNB mods often break the game and are not recommended. See https://stardewvalleywiki.com/Modding:Using_XNB_mods for more info (and a list of Content Patcher alternatives), and https://stardewvalleywiki.com/Modding:Player_Guide/Troubleshooting#Reset_your_content_files to fix problems caused by XNB mods. For mod creators, see https://stardewvalleywiki.com/Modding:Editing_XNB_files for help unpacking & editing them (including for use with Content Patcher).
@zinc adder I have looked through the entirety of your log and your gf's log (the one with SVE) trying to pick out any differences that might help... didn't really find anything. The only strange thing was that there was an update check error for her as if all of her SVE and IF2R manifests were missing their mod IDs. When she downloaded SVE, did she get the files from Nexus?
yeah we both got it from nexus, i think i had missing ID ??? too
Nah yours were fine
hmm weird
But anyway, I'm at the limits of my expertise here. Unless someone else lurking has insight, the only thing I can suggest is report it to the mod author with a log
[20:34:59 TRACE SMAPI] Got update-check errors for some mods:
Immersive Farm 2 Remastered: The value '???' isn't a valid Nexus mod ID, must be an integer ID.
New Objects for Stardew Valley Expanded: The value '???' isn't a valid Nexus mod ID, must be an integer ID.
Stardew Valley Expanded: The value '???' isn't a valid Nexus mod ID, must be an integer ID.
Stardew Valley Expanded - PyTK: The value '???' isn't a valid Nexus mod ID, must be an integer ID.
Stardew Valley Expanded Custom Music: The value '???' isn't a valid Nexus mod ID, must be an integer ID.
Stardew Valley Expanded Forage Locations: The value '???' isn't a valid Nexus mod ID, must be an integer ID.
Stardew Valley Expanded Forage Locations - Immersive Farm 2: The value '???' isn't a valid Nexus mod ID, must be an integer ID.
TMX Immersive Farm 2 Remastered: The value '???' isn't a valid Nexus mod ID, must be an integer ID.
this is from my log
Do either you (Karol) or your girlfriend use a mod manager, or do you install mods manually?
(I didn't see an answer to the question about whether it crashes to desktop or hangs indefinitely, if anyone knows! I didn't see from scrolling up.)
If it crashes to desktop, does anything show up in the SMAPI console? (It's easiest to check by running the game in windowed mode with the SMAPI console visible to the side of it.)
We can infer the problem occurs during or immediately before the SMAPI OnBlankSave event, since SpaceCore logs this (when working correctly) first thing after the last stuff before where the crash is
Do either you (Karol) or your girlfriend use a mod manager, or do you install mods manually?
@royal arrow all manual
@fair vessel its ok man, thanks for the help, u did all u could :/ we r gunna try reinstall windows and stuff and give her a fresh start
๐
afaik, the ??? IDs are normal for SVE. The author prefers not to have a bunch of redundant update alerts for the same page & uses that instead.
(Could just omit it vs invalid ID, though.)
(that & there's going to be a sub-file ID system soon, but yeah, just how it is currently
)
But I guess if you omit it it shows up as DEBUG rather than TRACE... fewer confused users that way is an advantage lol
That actually seems kind of weird, in a way 
You have a point lol
"there's an error with this update key" vs "there isn't an update key", the latter seems more innocuous
Maybe Pathos could change that in 3.6 too
reverse image search didn't find it, so I'm guessing it's on the Naver forum somewhere? (not familiar with using that myself though)
i cant find on naver
i think ive seen that on nexus before
It's a config option from Seasonal Japanese Buildings! https://www.nexusmods.com/stardewvalley/mods/3947
i dont see a config in the file?
that's generated after you run the game with the mod installed at least once
oh right i forgot that lmao
mod authors don't usually package config file with the mod for that reason (also could be troublesome if they update and include the config file, because it would get rid of yours when you install the update)
In darker times your Windows json files might not work on Linux/Mac and vice versa, too...
Tile coordinates were evil ๐
whew, found it https://github.com/Pathoschild/SMAPI/issues/423
Rectangle | Windows:
"{X:1 Y:2 Width:3 Height:4}"
serializing 4 numbers as an invalid json object inside a string, sure
(invalid by the current scheme, at least)
@outer turret I actually didn't have Stardust Core. Weird. I'll try it again having now downloaded that. Thanks
That fixed it, haha. Thanks @outer turret
Half the time I don't troubleshoot immediately because this is all on my phone and it's a process haha.
@urban briar fri did, seems to work, although fyi I think some of your titles are rotated 90 degrees
(sorry for double ping, I posted on the wrong channel)
@royal arrow thanks for helping others out on my mod page!
I really need to clean up my mod ._.
!log
Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
!reset
See https://stardewvalleywiki.com/Modding:Player_Guide/Troubleshooting#Reset_your_content_files for instructions on resetting your game files! You may also want to check this list of XNB > Content Patcher conversions (https://stardewvalleywiki.com/Modding:Using_XNB_mods#Alternatives_using_Content_Patcher) to see if there are already replacements for any XNB mods you may have been using :)
Ok I verified all the files. I will try again thanks!
hey, i'm experiencing a problem with artisanal soda makers where it... i think shifts the code of all my crops, so now everything that collected in my junimo huts (crops) turned into completely different items (different crops or even artisanal goods)
It worked! Thank you @naive drum
JsonAssets dynamically creates the IDs for custom crops and items, and currently doesn't check Junimo Huts for custom crops/items when reassigning IDs in response to a new pack being added. SpaceChase is looking into it.
ahh, okay thank you!!
I've got the oasis! It's beautiful. Am tempted to customize my own.
https://www.nexusmods.com/stardewvalley/mods/4916 who's greenhouse
it also modifies the cellar too, so it becomes super huge
i think i can fit 400 casks in that cellar
@dire fractal you're welcome! And I think for the crops regrowing, a config file that lets users individually select which crops regrow would be relatively simple to implement o:
The greenhouse I use isn't very elaborate, and I actually removed the cellar it added for my own use, so it's even less elaborate xD https://www.nexusmods.com/stardewvalley/mods/3464
Did you post a description of the issue you were having already, Shadow Fox o: ?
!log
Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
https://smapi.io/log/5c18e9cf31f848cc8b252abdb2aed579
Not sure how to fix the error reported in smapi but it was caused by editing warps in Tiled
I did the warps correctly which I tested successfully but at some point the map just broke
Anyone?
Anyone know of any good mult-player mods? (to increase the number of players)
Unlimited Players mod
Social Tab Patch for Unlimited Players mod
EightCorners farm mod
Always On Server for Multiplayer mod if you want ppl to be able to access anytime
The host player runs the mod on their computer. It automates their daily activities when not playing
Although I guess you could spin up a virtual machine and run a host server from a different steam account, so that none of the human players were the host and all on equal footing

Probably overkill for most users lol
hehe yeah
Interesting idea
I don't like the concept for me personally. The idea of working 8 hours and coming back to a different month is cringe >_>
I could see it being useful if you wanted to run a serious competition with separate wallets or something
Yeah. Lotta applications tbh ^_^
Would be nice if there was an auto take down feature. Like run server for x hours then shut down
Say I'm heading to bed and friends wanna play a little longer
Ooh yeah
Or like "run until this date in-game then close"
Say you finished your last regrow harvest of a season and there's still a couple days left...
Mod crashed when loading asset 'Maps\Farm_Fishing'. SMAPI will use the default asset instead. Error details: StardewModdingAPI.Framework.Exceptions.SContentLoadException: The content manager failed loading content asset 'assets\farm.tbin' from SMAPI\daisyniko.survivalisland. ---> System.Exception: Unable to load map with file path 'C:\Games\Steam\steamapps\common\Stardew Valley\Mods\[CP] Survival Island\assets\farm.tbin' ---> System.Exception: The specified Tile Index is out of range
Does SMAPI have a file path length limit? Windows native limit is 260 characters and this is only 86 so it seems doubtful... but the out of range is interesting. Just thinking out loud
89*
exactly, logofe. That'd be sweet
it's just weird because it was all working at some point
I went with oasis in the end and cleaned it up a bit. Could i make a warp between cellar and greenhouse? That should be possible yes? (Not that I have cellar yet but still!)
@signal copper sounds like a missing tilesheet... you downloaded DaisyNiko's Tilesheets?
!log
Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
Ohhhh @signal copper I just saw you opened the maps yourself in tiled and edited them
That's what caused this
Ask in #making-mods-general they'll know the quick fix (I haven't used tiled before)
@outer turret ooooh is it a massive cellar then, that spans from the greenhouse to the farm house o: ? Even if it's not, it should be possible, but idk how you'd implement it. Would you need a 2nd way into the cellar?
you could just add a warp
adding a visual door so it doesn't feel like you randomly warped in would be better for the experience, but just a warp would do it
My favorite greenhouse mod is the Spacious Greenhouse one.
Slightly bigger than vanilla for a nice 6-sprinkler layout, and gorgeous seasonal window
Quick question about using mods. If I am using mods, do players on multi joining my game need the same mods installed? I assume yes, but haven't really delved into mods ever
in general every player needs the same mods installed. The exception are purely aesthetic mods, which would only appear on the machines it's installed on
It's not 15x15, which my current greenhouse mod is, but that seasonal window is compelling! 
Thanks, Chronicler
!mpmods
See https://stardewvalleywiki.com/Modding:Player_Guide#Do_mods_work_in_multiplayer.3F for details on how mods work in multiplayer. :)
More detail there ^
yep I wish more greenhouse mods add shortcuts to the cellar, makes it really quick for my characters to go from one place to another
especially when I use farm maps where the greenhouse is far away from the farmhouse
@fair vessel you'd mentioned UI Info Suite doesn't work on Android. Was the only substitute you had Billboard Anywhere? I can't recall if you'd mentioned something else for Android
Yeah I try to replace the UI info suite functions piece by piece. Billboard Anywhere, Level Up Notifications, Daily Tasks Report (buggy with zoom level graphics but otherwise works well), NPC Map Locations... and LookupAnything for checking my heart levels or skill points
Ok, thanks! Someone commented on UI Info Suite that it wasn't working, so I wanted to provide some alternatives 
hi, so
I'm mining in the sskull caverns and sometimes when I head to the new floors, everything just goes black
the music and ambience sounds is still there, but nothing is loading in
I noticed a lot of errors from the content patcher animation mod, but that can't surely cause it, right?
https://smapi.io/log/93f559235c6448a99c87651e6dfd5593
even then, how can I fix these errors? there's a lot of them
Try disabling BetterSkullCavernFalling mod, I've heard it can cause the black screen issue
It might be an interaction with the CPA mods
huh... I'll try that
ty
idk much about modding, so this may sound stupid, but
how would animating items affect the skull caverns?
You have the animated mining pack, so there are rocks and ores that are animated
It's possible that the BSCF mod changes something that makes the animated stuff try to load too early and fail
Ha don't thank me yet, wait and see if my idea works first ๐
yea, hopefully
this has happened 3 times already
one on a really good run as well :(
If it always happened when you jumped into a pit, then my guess is probably right
hm the last time it happened when I walk down a ladder though
but let's see how this is gonna go
the cpa error is still there
oh no
D:
do you know what the error is even sayig bte
not really no
Apparently CPA can have problems if you place any items on the table in your farmhouse, don't know if that's related
๐คท
Ah yes, I just found other ppl have the issue too
It happens after you jump into a pit, the next time you take a ladder will be black screen
my log https://smapi.io/log/a5e431718f0f48199247070da3b9109e
my issue is my mods uninstalled themselves
Do you use a mod manager?
ah
yea, I jumped down 3 pits already
and took the ladder next
everything is all good
thank you so much again @fair vessel
The log you posted is from January @warm elbow
I think you might have just ran the game through the vanilla .exe, make sure you run it through smapi
Also once you get it working, there are errors with some of your mods that can be fixed by downloading missing mods. And some of your mods are xnbs or outdated.
anyone know what mod might be spawning these stumps?
Hey
Does anyone know about an issue
where the SVE Greenhouse doesnt repair
(The animation of the junimos repairing was in the old location of the greenhouse and it's not repaired. There's no error message in the log/console)
If i interact with it nothing happens (beside from the message "It's grandpa's old greenhouse")
https://github.com/FlashShifter/StardewValleyExpanded/wiki/Troubleshooting#greenhouse-doesnt-get-repaired-if2r have you checked this @random lion
Not really
Unfortunately im not smart enough to read a description

Oh well thanks
will give it a try
Weeeeelll
as it seems
I didnt have all of the files
Cause i thought they were dupes
Thanks @shy orbit 
no problem, good that it got solved
PeepoPog
@shy orbit if you haven't tracked those stumps down yet, you could check your log to see if any FTM packs are spawning things in "Woods"
I'm not aware of any that actually do, though 
@warm elbow a lot of people have reported Steam clearing games' launch options (e.g. when updating games or steam), it seems like a random bug on their end...
not seeing much advice to prevent it, basically just "copy them back in & write them down somewhere if it keeps happening"
i found two mods that spawn stuff there but they don't have large object spawns enabled so i don't know
probably something else then, though you can set smapi to "VerboseLogging": true, if you want to see individual FTM spawn logs to make sure
(also I just tested the new item type in the woods to make sure it's not broken, but yeah, seems fine)
is there a Mod that I can use to Punch Pierre in the Face?
Hey guys, just joined here. Trying to figure out... how in the world to get this mod to work. Is there anyway around who can offer some help?
What's the issue?
This is the mod I am trying to use, but its... in like 19 parts without any clear instructions.
Are you using the XNB or cp version?
Or if it has them, I am missing it.
Yeah, I use that mod
The download format is weird
Do you have content patcher installed?
Yeah doing that now.
Ok, got that installed. How do I enable achievements off that? (Using steam.) Downloading Content patcher now.
adding the SMAPI installer's launch option text will make steam run SMAPI, which should make the achievements and overlay work
(see the instruction links here, if you haven't)
https://stardewvalleywiki.com/Modding:Player_Guide/Getting_Started#Install_SMAPI
Do you want to play Stardew Valley with mods? This guide is for you!
Thanks Esca-- Ok. I have both SMAPI and Content Patcher installed. Content patcher is now in the mods folder of SDV. Whats next?
Download the cp version of the mod, and extract it i nto the mods folder
Is that the only file I'll need of the 19 he has posted?
It should be... but it looks like it isn't. It only contains files for about a dozen of the characters or so ๐ค
I didn't have much luck finding a "complete" version of those portraits, though this version seemed newest (with seasonal clothing changes): https://www.nexusmods.com/stardewvalley/mods/5494
(There's an updated version of Seasonal Anime Portraits available here https://www.nexusmods.com/stardewvalley/mods/5494 as an alternative! It's an addon to Seasonal Outfits https://www.nexusmods.com/stardewvalley/mods/2449)
(hmph)
seems like that pack has errors in its file...the comments talk about how to assemble one, but I'd recommend just replacing it with the seasonal version
Yeah it seems some of it worked.
Ok, so just fully uninstall that mod and go with seasonal?
it is loading, but yeah, some of the patch instructions aren't formatted in a way that CP can read
yep
(it seems like Leah specifically might have loading issues, but you could check her first, it be a non-harmful warning)
I guess that worked, even if it has far less portraits and they don't look as nice. A damn shame that first one can't be simplified into one working file. Thanks for the help all the same.
not really no
Apparently CPA can have problems if you place any items on the table in your farmhouse, don't know if that's related
@fair vessel wuuuuut o: is it related to Custom Furniture at all? I have both, and I have problems setting custom furniture on tables in my farmhouse o.o
I dunno. I just read that it freezes all the other animations if you do
huh, ok. I don't have any animated furniture, but I do have non-working animated junimo scarecrows. they're supposed to jump up and down but they don't :/ someone in the comments section said they had this issue while they have installed the medieval craftables, even if the scarecrow replacement provided by that mod is disabled (I even commented out the scarecrow edits and still, no dice). I'm in the same boat, but I haven't done my due diligence and tested it without medieval craftables installed, mostly because I'd rather have non-animated junimos and medieval craftables, than animated junimos without medieval craftables ๐ถ
omg nuuu. I tested it anyway, just to see, and removed medieval craftables. the animated junimo scarecrows do their little hop. it IS medieval craftables D: D: D: I don't understand how, even after commenting out the scarecrow edits in medieval craftables, that mod still impacts o.o
Hi everyone, can I ask for help with an error log here? My game keeps hardcrashing during the night between Summer 28 and Fall 1 before it can save. https://smapi.io/log/0c53fbca6b14491eac3f8624f3be2ac0
Yes, this is the place to ask! ๐
yay! hope you're having a good day btw
It's going alright, I hope yours is too! Is this log from just loading the game, or did you load the save?
loaded the save, played the day of the 28th, went to bed
It's strange that there aren't any errors in your log. Were there any errors in-game?
no, the first two times it hard crashed before the save, and this latest one after I removed the mods I saw highlighted in red, it just froze
which mods did you remove?
yeah we need the log from when it hard crashes to see where the error is
Dynamic nighttime, weather illnesses, and lunar disturbances
okay, I'll try it again
Yes, put those back, try it again, and then get a new log
Does load order influence CP and CPA packs the same way?
Because if medieval craftables is loading after the junimo scarecrows, maybe it overwrites the animation connection
I'm not sure, but gwen's craftables starts with [CP] while the junimo scarecrows starts with [CP-A], so gwen's craftables is first alphabetically. does that mean it loads after or before? I always get those mixed up
I'm testing adding a z in front of gwen's craftables, let's see if that does the trick
Gwen's should be loading first then (as long as they're in the same folder)
Although I wonder if punctuation can be counted on to sort the same way inside smapi as inside file browser lol
Even when I put a z in front of gwen's craftables, the junimos do not jump :c the only thing that's worked is removing gwen's craftables. they edit the same tilesheet, likely in incompatible ways :c
Try changing scarecrows to [zCP-A]
testing it now o:
@spring tendon I saw someone with a similar issue who was stuck at end of winter. I suggested something to them but they never tried it, so I don't know if it will help but -
Can you use your file explorer to search your entire Mods folder for any file named spring_outdoorsTileSheet.png?
If you find any, let me know what mod folder it was in.
hey I'm back. I tried it but it isn't hardcrashing now, it's still just freezing, but I have a new file in the error logs folder
i'll look for that file
they still don't jump, but the icon for scarecrows in the crafting menu (in inventory) jumps for a few seconds after loading a game, and then it stops, while the placed junimo scarecrows don't jump at all
(also, nothing in the SMAPI log)
/Users/katherinebienvenu/Library/Application Support/Steam/steamapps/common/Stardew Valley/Contents/MacOS/Mods/[CP] A Toned Down Stardew Valley/assets
actually there are five files with that name
5?
yeah this can't be good
If that's the only mod that has them, try disabling it (change the folder name to start with a . )
Could be a long shot, I don't know enough about tilesheets to be sure how they're supposed to go ๐
Is the jumping in crafting menu new Lenne?
ohhhh, I figured it out, Elle's Seasonal Buildings has a bunch of options
Yea I saw that one other time besides just now, which gave me hope, til I ran outside the farmhouse and saw the placed scarecrows not jumping lol then I checked the crafting menu again, and the scarecrow wasn't jumping anymore
:c
It seems like they're loading properly then for some reason, but just freezing later. Very strange.
Maybe... does Gwen's reload assets every time you switch from indoors to outdoors? I think her sprites have snow & no snow variations for winter...
O_O
yes, there are separate snow/no snow variations for winter (currently in-game it's summer though)
If there's a config to use the no snow sprites everywhere, maybe give that a shot
I misspoke, I remembered snow-related options for the chests, this feature isn't toggle-able in the config though
okay I tried taking out toned down stardew and elle's seasonal buildings and it was able to save and progress to the next day.... very weird, it was fine for an in-game week before that
This is the related code in the content.json. Maybe I can just comment it out altogether, but also check for other "IsOutdoors" o:
Update: there are a lot of 105 "IsOutdoors" checks...
"Action": "EditImage",
"Target": "TileSheets/Craftables",
"Patchmode": "Overlay",
"FromFile": "assets/Chest/{{Chestoption}}/snow.png",
"ToArea": { "X": 0, "Y": 704, "Width": 96, "Height": 32 },
"When": { "season": "winter",
"IsOutdoors": true,
"NotReplaced:Chest": false },
Late but CPA requires CP so CPA packs will always load after CP packs
Any tips on aligning JA packs between ppl on co op? We seem to have the same ones but downloaded separately and they dont align.
(I'm getting ice cream instead of cotton)
If only it worked like that in real life
i don't know if the load order of the packs affects it, but if it does, having the exact same folder structure might help?
@outer turret spacechase has said that JA sorts items alphabetically before assigning IDs, so if you have the same mods, I think they'll generate the same way.
If you're sure the mods match, you might have some IDs already assigned on those saves? Deleting the JsonAssets folder next to your save files might fix that. (Not a great idea if you already have JA items in-game, though.)
Deleting the JsonAssets folder next to your save files might fix that
*** TRIGGERED ***
(Make sure your mod versions match too!)
Unless you're trying to fix stuff, that's gonna break things.
His save maybe. Mine was a fresh co op farmhand. I might see if he can send me a zip of all his files.
I'm actually not sure how JA does IDs in coop, since the saves would only exist on the host's side
The save data is only used for ID fixing when you load the game. Since the client doesn't have pre-existing data, it doesn't need any save data
Also if my melauca tree reads as a marshmallow fluff tree to the host, what will it produce?
I'd guess it produces whatever the host's game thinks it will & sends farmhands the ID, but I haven't really played around with that netcode
though if the ID it picks is something else on your end, maybe it'll be melauca produce after all 
it'd sync some object stats but the ID (or rather, what the ID represents) would depend on who's looking at it
Ok, so, I basically have a pc for a week and a half. Please tell me how to get mods on Stardew , I'd Really Appreciate it, thanks!
Detailed instructions here! https://stardewvalleywiki.com/Modding:Player_Guide/Getting_Started
Do you want to play Stardew Valley with mods? This guide is for you!
Ah, thank ya!
im trying to install smapi but it says this no matter what i do Oops! You're running Stardew Valley 1.4.5, but this version of SMAPI is only compatible up to Stardew Valley 1.3.36. Please check for a newer version smapi even thou i do have it
what version of smapi are you trying to install?
the newest one
(what's the version number and where're you getting it, though?)
https://smapi.io/ 3.5.0?
Hi I'm having trouble with TMX Loader! I don't really know what's happening 
Log: https://smapi.io/log/0c5554d20b65423bb96331bab16701f0
yes
!reset
See https://stardewvalleywiki.com/Modding:Player_Guide/Troubleshooting#Reset_your_content_files for instructions on resetting your game files! You may also want to check this list of XNB > Content Patcher conversions (https://stardewvalleywiki.com/Modding:Using_XNB_mods#Alternatives_using_Content_Patcher) to see if there are already replacements for any XNB mods you may have been using :)
(that's for Arknir)
try removing save anywhere and see if it still gives the same error
ok thanks so much!
considering the version i linked 3.5.0 requires 1.4.1 (which is newer than the 1.3.36 max compatability you're referencing), i think you have the wrong file somehow (for silent)
hmmmmm ill just uninstall and reinstall for now
@bold gust did you accidentally unzip the downloaded smapi file into the game folder? This messes with the installation process and the newest smapi might not have installed.
Unzip it literally anywhere else and run the installation .bat again and it oughta work
for some reason even when i reinstall it it says its this version when i go into the files
Wait, is that your Stardew game that's out of date?
no im pretty sure its not
i have it updated
like is there even a way to check for updates?
When you run Stardew Valley on the menu screen, and click on the ? in the bottom right corner, what number shows up in the veerrrrry far left corner?
lemme check
Should show v1.4.5 if you're up to date
yep it says 1.4.5
(I'm not sure what the file version in details refers to
)
(but it's not the same as game version)
yeah idk wtf is with this
the details in stardew valley.exe dont say the right version so smapi wont register the right version
yes
Change your Steam launch options to be empty
already tried that
What happens when you run it not through Steam?
same thing
๐ค
So, Im in a cutscene constantly walking into a wall, any ideas?
This is very puzzling.
Could it be possible that you have smapi (or the game) installed n two different places?
@turbid surge probably incompatible mods, at least one changed a map and the other has a cutscene scripted for the old map
What cutscene is it?
!log
Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
A cutscene from a Magic mod, walking into wizard tower with SVE installed, so maybe that changed the tower a bit?
im pretty sure i only have one thing of smapi and stardew
Yeah probably :/ unless someone somewhere has made a patch for them to be compatible
Maybe a walk through walls mod for a quick fix? If that exist?
SilentDash I came across someone once who accidentally had installed Stardew Valley twice, on different drives
i only have one drive
(NoClip mod. sure, could be worth a try)
Ill check it out, Thanks!
the details in stardew valley.exe dont say the right version so smapi wont register the right version
this is not the same as your game version, SMAPI already knows you have 1.4.5
Are you using a mod manager by chance? Can you take a screenshot of the error window, with folder you're installing from on screen?
The noclip mod worked! Just thought I would share!
Bless Pathos for updating that to work during events ๐
Ooh, yes. @bold gust I found one other instance of someone with the same problem, and it turns out they had tried to install SMAPI using a mod manager (vortex). Smapi has special install instructions you have to follow.
You didn't include the stuff around it though, like where it's being run from
steam
Download and reinstall SMAPI https://stardewvalleywiki.com/Modding:Installing_SMAPI_on_Windows#Option_A:_use_SMAPI.27s_installer
ive done that multiple times
Can you show us a screenshot of the folder where you unzipped the smapi download?
Can you please show a screenshot of the last screen of the installer, that says it is successfully installed?
(don't forget logofe's request ๐ )
i un zipped it in the download folder
Can you show us the folder? We're just trying to see the context surrounding the installer you're running.
better fruit trees is throwing so many red errors in my game but still works fine.. but i got scurred so i'm uninstalling it for now ๐ฉ

Sad
Sorry about that. I'm pretty busy in general but I'll see if I can get an update out sometime. No promises unfortunately 
Heyo can someone give me a rundown of what happens when you date Oliva and Victor at the same time in SVE? The wiki doesn't say anything about it, the only video I can find on it has really annoying commentary, and I don't wanna do it in game but im hella curious
||They both awkwardly call out the player and they lose many friendship hearts from both of them.||
Oh thank you! Can that be prevented with a rabbits foot similar to the group heart events?
Rabbits foot mechanic is a hard coded element. I could do something differently though for Victor and Olivia... say an event thatโll trigger before ||they call out the player|| if they have that item in their inventory.
This feature has been requested a bit... Iโll look into implementing it in 1.11 ๐
Thank you so much! For explaining that to me and making such a wonderful expansion. Have a nice day/night : )
Thanks!
yep
is there a mod to slow down time?
where do I put these mods ? same folder? https://www.nexusmods.com/stardewvalley/mods/1839?tab=description
they have .xnb file
I downloaded the content patcher but idk how to use it. i just extract it but there's no install program
@rare quest FYI, the rabbits foot is not hard coded and should(?) be straightforward to implement for Olivia and Victor. It's just two separate events, the first one listed has an added precondition i 446 to check for the rabbits foot in inventory, and each has a precondition check for having not seen the other version of the event.
@urban pawn , mods dont have an install program. SMAPI is the mod leader, which is why it has an install program
so I just have to copy paste the content patcher on the mods folder?
what about the .xnb file
As I said, download the one that has CP in its name
Xnb mods are different and not reccomended, as they replace game files
Ok, Ill check that out. Some of the "updated mods" aren't actual updates so its weird. But ill see what I can do. Thank you!
Deleting extended minecart seemed to fix that particular crash. Thank you!
Np dude/tte
Does anyone know if this mod is compatible with SVE? https://www.nexusmods.com/stardewvalley/mods/6227
seems like by reading that mod's description
Yeh, I'm not sure if SVE changed anything related to Spouses.
Yup, thanks for the help.
how do I use the mods btw? I got the timespeed suggested by @naive drum
yeah I had it but IDK how to lower the speed of the game
Uhhhhhh there should be a menu or a config file
ahh yeah
got it
press p
I bought this game few months ago and gave up because there is so much to do with so little time on this game
Use
You can press the buttons in-game:
N: freeze or unfreeze time. Freezing time will stay in effect until you unfreeze it; unfreezing time will stay in effect until you enter a new location with time settings.
, speed up time by one second per 10-game-minutes. Combine with Control to decrease by 100 seconds, Shift to decrease by 10 seconds, or Alt to decrease by 0.1 seconds.
. slow down time by one second per 10-game-minutes. Combine with Control to increase by 100 seconds, Shift to increase by 10 seconds, or Alt to increase by 0.1 seconds.
B: reload the config settings from file.
There you go
Does anybody know if Flower Valley works with SVE?
@dire fractal yes, I use it with no issues ๐
does growing trees instant on the cheat or not? i tried it but didn't work.
instant crop harvest works though
@nocturne hemlock thanks! ๐
@urban pawn which mod are you using? I've used CJB Cheats Menu for that and it's a different hotkey than growing crops instant
I usually have my mouse hovering over the tree i want to insta grow, it's a bit touchy for me
^ that too, placement is very specific
I want to show every mods i placed HAHA
sec
im sorry, maybe later i wanna play some dotes. ๐
there you go
@royal arrow
any good mods I missed? let me know
Automate
what does it do
If you place a chest beside a machine it will automatically use the items and produce things like jelly
Numerous machines connected can operate using one chest
Its so convenient
maybe i can do it later. I just restarted the game because my first experience is so stressful hahaha
Its not stressful if you take it slow
Also donot use cheats menu too much you might feel guiltt
i installed the PPJA mega pack and a bunch of other mods but i cant seem to buy the seeds from Fruits and Veggies from pierre. the seeds/plants do exist ingame since i can see them in the item spawner mod. looked through all the post on the nexus but could not find the awnser. the seeds from other mods (Freshmeat and farmer to florist, ArtisanGoods) show up just fine. also not seeing any errors in the SMAPI cmd thing. does anyone have any idea how to fix this so that they show up? (sorry for posting again, thought it belonged in another channel)
does anyone know if using different dialogue mods for the same character will work? kinda like mixing the 2 together?
if they both modify the same entries you will only see changes from the one that loads last. and if they both replace the whole dialogue file then they are not going to work together at all
!log
Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
@solid owl
how can i tell if its replacing/changing vanilla dialogue or if its adding new dialogue?
assuming it's a content patcher mod you can look at the content.json if it uses load or edit
Can you also unpack the vanilla dialog to see if it uses the same condition (particular season, day, heart)? You'd have to compare the files, but Notepad++ has a compare feature
oh sorry, i misunderstood the question i think
!modrecs @urban pawn
@urban pawn Check out https://gist.github.com/Pathoschild/b608892d3e60bd25d0eea71ca7584649 for a list of mods recommended by Pathoschild! They're all compatible with the latest versions of SMAPI and Stardew Valley on Linux/Mac/Windows.
If you're looking for other mods to install
i installed the PPJA mega pack and a bunch of other mods but i cant seem to buy the seeds from Fruits and Veggies from pierre. the seeds/plants do exist ingame since i can see them in the item spawner mod. looked through all the post on the nexus but could not find the awnser. the seeds from other mods (Freshmeat and farmer to florist, ArtisanGoods) show up just fine. also not seeing any errors in the SMAPI cmd thing. does anyone have any idea how to fix this so that they show up? (sorry for posting again, thought it belonged in another channel)
@solid owl maybe some will show after a certain season some of those are seasonal
Some are also progression locked, not showing up until later years for example.
But also @solid owl, if you can post your log like Vibel / Governor linked, that'll help us
(I think most of them are progression locked, now that I think of it
)
yeah, but some of them should still show up
You can get a ton of seeds in the first year though
yeah some of them are progression locked, but theres def some that should show up first year
this is it right?
(Yeah, I was just noting because a lot of times when people go to the shop and see "what, no zucchini? no beet? NO X?" it's a combination of season and year and just expecting there to be lot more think none of them are there.)
nah i looked it up because i though maybe everything was locked behind time, but on their github it shows the one i should be seeing spring year 1
the garden village mod moves the seeds to the garden village shops, though for that i think you have to replace some files in fruits and veggies... unless the garden village mod changed the method in recent releases
the purpose is to declutter vanilla shops (they get pretty crowded with PPJA packs)
yeah there were optional files in that one that i moves to where they should be
for the seeds to show up in those shops
but they werent there either
i will reinstall veggies and the shops real quick just in case
did you check both of the seed shops?
both... oh boi here we go its gonne be something dumb now lol.
one sells flowers only and the one next to it the other stuff
i saw the flowers one, you mean that shed thing behind it then i gues? out of all things its gonne be that that i did wrong lol
1 second i will check
there are two shops on the register inside the flower shop
the second is right to the one that sells flowers
omg they are there, thankyou for helping with me being dumb it seems
i would have never found that lol
nah, it's easy to miss out, i did it too
It's all good!
honestly though, thanks for the really fast help
np
Vibel it sounds like you know the garden village mod well o: I believe there's a mod that allows you to walk to it. How accessible / convenient do you think it is? I've wanted to try it, but I also got used to running to Pierre to grab all the seeds o.o
there are two mods that let you walk to it actually, the walk to the desert expansion and the walk to garden village mod. the latter just adds warp from the bus stop map to the shops and back and it's probably shorter trip than to pierre's, the first adds some additional stuff and the trip is longer, but the shops should be very accessible still
Oooooh cool, thanks!
Up to 282 mods. xD My game is going to take so long to load
I'm in the same boat around 290-something mods. I've even gone through them to see if there's any I can remove, but nope
most of mine are CP or SMAPI mods, but I do also have some JA, BFAV, STF, PFM... I just have a lot lol
idk how to use the content patcher
I just copy pasted the extracted file on mods folder
I download almost all of the quality of life mods on the link but some have errors on it
forgot which ones I deleted the ones that have errors
This is the getting started link, have you looked through it? It covers the basics https://stardewvalleywiki.com/Modding:Player_Guide
Do you want to play Stardew Valley with mods? This guide is for you!
If you got rid of the mods that have errors and you're ok with it, then you can go forth and play. If you wanted to use those mods, you can put them back, load the game, and then post your log here so we can try to figure out what the problem is
!log
Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
^ you use that to upload your log
the content patcher one
let me update my logs
I recently added these from content patcher thing
Content Patcher itself is a mod, and there are mods that are dependent on Content Patcher to work
stole the exact words from my mouth o.O
If the mod you tried to install is dependent on Content Patcher, then it looks like it didn't install properly
If it's not dependent on Content Patcher, it's possible you have come across an XNB mod
all mods go to mods folder? does some files insert it to other folders ?
I encountered XNB mod
I had error earlier
i deleted it
Ok, don't use the XNB mod then, there could be a Content Patcher alternative, but you have to search for it, see link below
!xnb
XNB mods often break the game and are not recommended. See https://stardewvalleywiki.com/Modding:Using_XNB_mods for more info (and a list of Content Patcher alternatives), and https://stardewvalleywiki.com/Modding:Player_Guide/Troubleshooting#Reset_your_content_files to fix problems caused by XNB mods. For mod creators, see https://stardewvalleywiki.com/Modding:Editing_XNB_files for help unpacking & editing them (including for use with Content Patcher).
You should try and stay away from xnb mods, as those require you replacing actual game files^
let me try opening the game
I have help on the cheat spawn trees
i had it on numpad 1 by default
it wont let me spawn trees
is there a condition where I can spawn trees?
I think I got it zzzzz haha need seeds same with crops @__@
I'm finally experimenting with mod groups (https://stardewvalleywiki.com/Modding:Player_Guide/Getting_Started#Can_I_have_different_mod_groups.3F )! I'm having a hard time figuring out if I need to follow the Windows or Windows (steam) directions I: only because while I do have steam, the Windows plain instructions look like they would be right o.o
I launch the game through SMAPI (and I'd added the launch options to steam for it)
After staring at it longer, I think I will follow the Windows plain instructions
Do you want to play Stardew Valley with mods? This guide is for you!
It just depends if you want the game to launch from Steam or not - either will work as far as launching SMAPI with different sets of mods, but one will tell Steam to do it, and the other will just be as if you had run StardewModdingAPI.exe directly from the game folder
In that case...steam it is o:
So, interesting issue here. I've got a magic mod. It seems everytime I change my spells, then go to sleep for the night, the game crashes. Whenever I save(save anywhere) its fine and reloads but reverts my spells back to what they were, then if I sleep, everything is fine. Interesting situation. Smap.io says its compatible. Any ideas?
!log
Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
Does anyone know where I can get just a fresh copy of the Virtual Keyboard mod? Nexus did not appear to have it. And, I know it goes with some other mod, but I just could not find it. Thank you.
I think you need to just reinstall SMAPI 
Ohhh, it was with that? No wonder I could not find it. Thanks @restive zodiac
Have any of you use the Automate mod? It is awesome... Always wanted to save time collecting stuff, and making stuff.
It's pretty sweet!
@turbid surge Is that with the crash? It doesn't look related to Magic
Yeah, now, I could build a bunch of sheds, put Diamond-making Crystalariums in them, packed together like sardines, and just collect the diamonds from one chest. What a time saver.
I once had a big shed with a crystalarium + chest for each geode (and the remaining corner for quartz, as I was mass-producing it for crystal paths for Faster Paths usage), and was working on another big shed full of furnaces and a single chest for mass smelting.
But furnaces are kinda expensive in bulk so I never finished it
Yeah thats the most recent crash @fast river
Theres another one with me testing the magic thing
Went and specfically changed my spells then slept and crashed
It says there was an error warping a NPC, which magic doesn't really do
Specifically, warping a character back to their home at the beginning of the day
Try removing jungle temple and city bus, that's just a demo pack that's going to cause problems in actual play
jungle temple and city bus. Ok Ill try that out
Safe to just remove it from mods folder?
Yep
Ok thank you!
(I also notice you have Save Anywhere installed, I would try without that too.)
Really? Save anywhere is the only thing thats been stopping me from losing days and days
But i Removed Jungle Temple and City Bus and then I will try it. If it keeps crashing I will try removing save anywhere
Okay! I was just glancing at mod list from bottom to top and stopped at first one I noticed that could theoretically do some weird things ๐ I think the bus area is edited in such a way that it shouldn't prevent, say, NPCs from being able to leave (like I think it just adds the warp, doesn't overwrite anything), but it seemed possible. The last time I checked the Secret Woods still overwrote some stuff and made it impossible to leave once you got in, but NPCs don't go there so it shouldn't affect that part at least.
(Save Anywhere is probably fine on its own, and with SMAPI mods specifically checked for compatible with it, but weird stuff can definitely crop up with it, so it's usually the first one to be disabled when testing.)
With Jungle Temple and City Bus gone, it seems to have worked for now. Gunna keep an eye on it
Thanks for your input. I really do appreciate it!
@restive zodiac I got one more thing for you:
Is there a calendar mod that allows me to use the calendar in my home on Android?
@turbid surge yeah, I had to dump Jungle Template also, a while back.
Hm, does Billboard Anywhere work as long as you assign a VK key? https://www.nexusmods.com/stardewvalley/mods/492
Can't we already save anywhere with SAVE ANYWHERE? Never saw the point to that one.
PC only saves when you sleep
Let me take a look, thanks.
@restive zodiac ohhh, and I play mobile... Ok, makes sense.
@restive zodiac yeah, but it is useless in Android
Oh, I didn't know that.
Ok, that billboard mod looks like it should work
Well, I never figured how to use it on Android besides just bring a decoration.
Maybe I need it on my toolbar and then use a virtual right click .. IDK
Yeah I'm not sure, sorry! I don't have it on Android yet, so I would have just assumed long press or some other common interaction means. At least there are mods ๐
Oh, well it has to be hanging up on the wall for it to work
Naw, understandable
See, I thought so... Yeah, these mods are great, and I can mod mods, too, when needed. Maybe some day I will create a fully working complete virtual Keyboard mod.... If I get the ambition.
Or, maybe, I just add a bunch of stuff to the existing one.
Thanks, again! @restive zodiac
Good luck!
I know Billboard Anywhere works on Android (logofe mentioned they use it) but idk how they make it work
Custom Crafting Stations is out ๐ Thank you Chronicler Cherry!!!! @tall vale
https://www.nexusmods.com/stardewvalley/mods/6293
I'm just so pumped to make a working florist table for Farmer to Florist (for my own personal use)
But then, where does it end O: maybe I'll finally get Artisan Valley and add all those machines to a separate crafting station! (for my own personal use)
heeeeeeey im back with more map issues B)
this time its just not showing my farm correctly, i have the immersive farms 2 and its showing the default farm on the map
so does anyone know why this could be?
I'm for sure gonna make complicated recipes for assembling parts
!log @small cargo
@small cargo Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
I wonder if it's possible to create a recipe where the ingredient is a bigcraftable and you get to disassemble it
I think someone did make something like that (getting link)
Dismantable Craftables https://www.nexusmods.com/stardewvalley/mods/3687
How about multiple output crafting?
It implements it differently from what you were suggesting though o.o
@small cargo I think the key to your issue are these errors here:
Multiple patches want to load Maps\Greenhouse (Immersive Farm 2 Remastered > Load Maps/Greenhouse #1, UpgradedGreenhouse > Load Maps/Greenhouse). None will be applied.
Multiple patches want to load LooseSprites\Fence1 (Seasonal Fences > wood iron gate, Stardew Valley Expanded > Load LooseSprites/Fence1). None will be applied.
yeah im actually trying to figure the greenhouse one out. i doubt the season fence mod is actually doing any harm, my bet is its the greenhouse
Also, does Immersive Farms 2 replace a specific map? Like, forest / wilderness / etc.?
i just dont know how to fix that unfortunately
aa
yeah, Immersive Farms 2 replaces the default farm map
it adds a couple places, but its part of SDVE
For the greenhouse, you have IF2R but you also have Upgraded Greenhouse. So you may have to get rid of Upgraded Greenhouse I:
oh wow dismantle craftables looks cool
but even so, that would only be the greenhouse. you're saying the whole farm isn't been replaced properly 
pridefuljam the seasonal fence one is just ifr2 using its own fences, imo I would turn off the fences in the config options so I can keep my seasonal fences but either way its just aesthetic
wdym it doesn't show on the map. . . ?
let me log in and take a screenshot
Side note, you also have a folder in your Mods folder you don't need: "SMAPI 3.5.0 installer because it contains files, but none of them are manifest.json."
If you're referring to the in-game map, that depends on what version of NPC Map Locations you have
there's optional files for SVE in NPC Map Locations, you need those
... that makes so much sense
i didnt even think about that mod effecting the map like that
ok im gonna try replacing that mod and we'll see how it goes
You can use both PFM and CCS on the same BigCraftable right?
yep!
(I said that very confidently but I believe I saw Chronicler Cherry saying it would, let me search in #making-mods-general) if it's a custom one, you'd need to add it via JA, but if it's a vanilla one, you can refer to it in both. and worst comes to worst, test it out with 1
you technically can, i did test that. right click would bring up the menu, left click would still allow normal PFM function
Wood and Iron for Weld recipe, then input the Weld object into the welding machine to create another object
Dreams really do come true 
WAIT NOPE
because it's not a machine! the crafting station can be both a crafting station and PFM, Chronicler Cherry clarified in #making-mods-general
so no, it wouldn't work with PFM
what's not a machine?
the crafting station o:
( also would this be more #making-mods-general )
@small cargo IF2R comes with its own greenhouse (mostly because of the hacky way it has to move it). To use a custom one with it, you have to place the map in IF2R's overrides folder https://github.com/FlashShifter/StardewValleyExpanded/wiki/Troubleshooting#custom-greenhouse-interiorsexteriors-if2r
Oh that makes sense! I actually tried having a custom greenhouse but I think I turned it off because it moved the greenhouse into the water. Next time Iโll remember that though
@tired brook I just updated from a CP 1.11 beta to 1.14.1 and one of my patches isn't working anymore. Specifically
"Format": "1.14.0",
"DynamicTokens": [
{
"Name": "DummyToken0",
"Value": "0"
},
{
"Name": "DummyToken16",
"Value": "16"
},
"Changes": [
{
"LogName": "Test rectangle tokens",
"Action": "EditImage",
"Target": "Maps/springobjects",
"FromFile": "Penny_Spring_Indoor.png",
"FromArea": { "X": "{{DummyToken0}}", "Y": "{{DummyToken0}}", "Width": "{{DummyToken16}}", "Height": "{{DummyToken16}}" },
"ToArea": { "X": 32, "Y": 48, "Width": "{{DummyToken16}}", "Height": "{{DummyToken16}}" },
"AnimationFrameTime": 5,
"AnimationFrameCount": 4
},
/* ... */
]
}
I'm getting [19:17:03 WARN Content Patcher] Can't apply image patch "spacechase0's Test Pack > Test rectangle tokens" to Maps\springobjects: the source area is invalid: Width is not ready. in my log. Do dynamic tokens not work in patches anymore?
ACK, wrong channel again
@fair vessel YOU'RE A LIFESAVER! I had to go and comment out ALLLL the edits in Gwen's Medieval Craftables that have the IsOutdoors check in the When conditions, but once I did, the Animated Junimo Scarecrows jump up and down as they should ๐ (you asked the piercing question whether or not the mod loads the sheets again when outside vs. inside, and you were right)
Holy shit lmao IT WORKED?!
I had to comment out 105 edits, which I did in 2 big sessions lol, but yup it worked!
Now I know not to use that mod. I love my bouncy juminos
Yea people in the comments section for Animated Junimo Scarecrows commented it wasn't compatible, but now I know, it's not a quick fix, they're just incompatible unless you have that kind of time and willpower lol
I love Gwen's medieval buildings though
it's Gwen's medieval craftables o: I use both buildings and craftables, and the only one that gave me trouble is craftables
Yah. I was just saying I like their buildings mod, is all
@royal arrow you could share your edit as an unofficial alternative download - maybe @rain lava would even consider putting it on the nexus page as a flexible option for those who want to pair with incompatible mods and don't mind missing out on the indoor/outdoor craftable variants?
That's a good idea! I can try to see if Gwen would be up for it
This seems like a bug though, or at least unexpected. If editing craftables with outdoors check breaks a CPA scarecrow when it reloads, wouldn't it do that with any asset, any time it's reloaded?
I wonder if it's any different if you do the reverse and put an outdoor check on scarecrows 
Yes - I think any CP mod that reloads a sheet during gameplay will be incompatible with a CPA mod that edits that same sheet.
CPA loads after CP so everything is fine for static changes... but something in the framework(s) would have to be changed to stop those later CP reloads from messing with the animations
Any different in which sense o: like, it would suddenly start working? The mod works just fine without medieval craftables installed, it's specifically installing it that causes the animated junimos to not work. And commenting out those IsOutdoors edits in gwen's medieval craftables made them work together o.o
@fast river I'll take a look! It should still work, so I'll release a fix in the next update.
@fast river Fixed in the upcoming 1.14.2: https://github.com/Pathoschild/StardewMods/commit/8892360.
@vague flare Hi there, saw your question in #vanilla-tech-support but my answer is mod-related: I believe most people take the big screenshots via mods. I personally use Daily Screenshot, available on Nexus. Another option is Map Image Export, also available on Nexus
You can take a full screenshot of your form in the vanilla game.
uhhh where can I see the controls to press every mod i installed? ( just noticed the minimap mod i installed by pressing random key )
You can't. There's no central registry for keymappings. The most you can hope for is it being in their config files (or GMCM, if the mod supports it).
Does the game allow for, or is there a mod around that lets you change level 5 and 10 skills?
yeah
||you can pay 10,000 gold to change professions in the sewer|| in the base game; save editing is relatively straightforward for that, but I'm not sure which mods can do it if any
oh, there's just one called Change Professions now https://www.nexusmods.com/stardewvalley/mods/3989/
You cannot
I don't think there's any support for that, yeah
do you guys know what an exclamation point on an npc means?
in what context?
(if you mean in-game, I think that means they're involved in a quest you took)
Can anyone help me out with some of these issues? https://smapi.io/log/9e8ac5fc9c6349ffbe301c155604207c
@hardy wave * Updating Custom NPC Fixes with the version from the author's website might fix that mod's errors: https://spacechase0.com/mods/stardew-valley/custom-npc-fixes/
- SpaceCore errors are a known issue in multiplayer but usually don't cause problems, from what I've heard
- I'm not really sure what caused the "game" error, or if it would affect anything (most likely a mod in the "patched game code" list or a mod that requires them)
@tawny kindle yeah ingame. Maybe from the quest on billboards. thanks btw
yeah, I'd assume it's about turning in a quest item or otherwise progressing it
Ok, so all I should do is redownload Custom NPC fixes?
as far as I can tell, yeah
(though you also have two empty folders that might be deleted or mis-installed mods)
Mods\Mi's and Magimatica Country Furniture and Mods\Warm Cozy Fireplaces if you want to delete or reinstall those
I was also worried about those, my friend told me which to install and it's the same for him. Not sure if that is normal or problematic
Wait let me boot up the game and figure out if the mods that have an "empty" folder actually work. Again, my friend said they do but I'm not sure
it looks like those are just cosmetic, so it should be alright either way, but it looks like the Nexus download includes the right files
and Content Patcher's list of installed packs doesn't include them, so there probably isn't a duplicate folder 
i.e. they're probably just not there for some reason
Huh. then what should I proceed to do for the empty folders?
I just recently got all new mods so I shouldn't have doubles
they won't really cause problems, but the SMAPI errors about empty folders will go away if you delete them
you could try reinstalling them from NexusMods or wherever and see if it works this time
(they also seem to have "read this before installing.txt" instructions inside them)
https://www.nexusmods.com/stardewvalley/mods/1731?tab=files
https://www.nexusmods.com/stardewvalley/mods/1024?tab=files
for the versions I found, at least
Ok, I'll check it out, hopefully this works
@fair vessel @royal arrow Hi there. Sorry i didn't check discord in few days -> I'd have told you sooner what's up xc I know of the problem with IsOutdoors token breaking animations. It happens only if It applies changes to the same tilesheet as an animated mod. I already have changed it once as the sprinklers & crab pot i made were breaking Gervig91's animated fishes ( both are on springobject tilesheet ). I'll make alternative version without the token used as soon as i find a free minute 
@fast river Have you looked into the above at all? (asset animated with CPA not animating when CP reloads, at least in this case when CP is checking isOutdoors on location change) Just wondering if there was an alternative to authors making whole separate versions of things that don't have location checking conditions on sheets animation mods use 
is there a mod that can instant upgrade tools? I saw it on pinned post but it seems to have errors
ahhh I'm so bummed... the only phone I have is internet based, so I can't create a naver account x.x
@urban pawn There seem to be at least 2 mods for that up to date, and 1 with an unofficial patch: check https://smapi.io/mods and type "upgrade" in the search bar
If you have trouble with one, you could try uploading the error log to https://smapi.io/log and linking it here for help, though
Hey so my current mod list consists of these and i was wondering if anyone had any suggestions of more things to add as i want to make this playthrough as enjoyable as possible, thanks
Hereโs my modlist with nexus links if you wanted to look through, I love all my mods https://www.dropbox.com/scl/fi/jmpwnihcemnmyakq2n208/GenderDragon-s-Mod-List.papert?dl=0&rlkey=4iahygveocpbxwk71db6wv63t
Alright thanks
im also making a modlist but its wip atm
Checkout my modlist: https://www.nexusmods.com/users/44734342?tab=user+files
iโll look at all of these tomorrow thank yโall
in another episode of ja mishaps, my ja shoes turned to something else and i can't change it anymore. i'm gonna wear black dress shoes forever for this save file. need to remind self that i have to change out of any ja items when i add new ja packs
oh nooo
(you can delete the shoes via save editing; use something like sublime or notepad++ with linewrapping turned on because the save file has very very few line breaks)
oooh yeah i forgot save editing, will try it!
How do I set up pipes with the automate mod to empty trash cans into chests without bumping into villagers?
I gotta configure Automate to have connectors
that, and do use the non-destructive npcs mod too so that they don't break your chests constantly
where can i get smapi for stardew valley 1.4.5.145 android?
This page explains how to install SMAPI (the tool which lets you use mods) on Android. See also:
Only version 138 or less
it shows on the screenshot in the install link that 1.4.5 is required?
oh
sorry
yes, the sub-sub-sub versions
or wait, the page says "or later", doesn't that mean it should work on newer versions too?
if you install the smapi installer by zaneyork in playstore, you can get the latest version of smapi there
the playstore version is only for version 138 or less
Any good new mods?? Ive been out of it for so long
You can check the hot files o: those are mostly new
I mean, I don't want to just plug mine, because I'm biased lol (it's not in the hot files though xD)
Also, what would you classify as new then o: ? How long have you been away? (also welcome back!)
Id say, about 1-2 months after 1.4 dropped is when my PC went down
Hoo boy, I recommend checking this then. I tried to set up the filter for you, looking at mods with the most unique downloads in the last year https://www.nexusmods.com/stardewvalley/mods/trendingalltime/?BH=2
Thanks Lenne
I don't know if this is the right channel for this but when I go on Twitch to get some mods then I scan for the game in the folder I have ut in It doesn't detect it, I tried the folder with the game files and the folder with the shortcut to the game but neither worked
I didn't know Twitch has mods o: I'm used to hearing about Nexus Mods, Mod Drop, Chucklefish forums and naver.
Do you have SMAPI installed?
!smapi
SMAPI (https://smapi.io/) is the mod loader for Stardew Valley. It loads mods into the game, provides APIs for mods to use, intercepts errors, and backs up your save files automatically.
Ohh I don't have that
That's the first step, getting SMAPI
Since I use twitch for Minecraft mods I didn't think it would need one. Thanks I'll go download it
You're welcome! Also, take a look at this guide to get started https://stardewvalleywiki.com/Modding:Player_Guide/Getting_Started
Do you want to play Stardew Valley with mods? This guide is for you!
Ok thank you I'll check it out :)
Hello there, first thing first, i'm not a native english speaker, so excuse me if i do not make sense. So, it won't be a surprise, but i come with a, probably, classic issue where smapi seems to not find my game. I cannot launch SMAPI, and i cannot launch Stardew via steam with the proper command thingy. Does someone have an idea about where i'm mistaken ?
Hi Kahl! Did you follow the steps in that getting started guide I linked for Voltrune?
not by the book, i have to admit that i've installed smapi via Vortex
Oh no, SMAPI isn't a mod, it's the mod loader, so you don't install it via Vortex. See that getting started link above, it tells you how to install it, and has specific instructions depending on your OS
https://stardewvalleywiki.com/Modding:Player_Guide/Getting_Started
Do you want to play Stardew Valley with mods? This guide is for you!
Ah, from what i've read here and there i thought that Vortex would be able to handle the installation properly
Does SMAPI have a built-in mod browser like Terraria's mod loader or do I have to get them from the external apps?
hm, installation throught bat file, yes i should have noticed that, i'll give it a try
SMAPI does not have that. I mentioned earlier different websites you can go to
Nexus Mods, Mod Drop, Chucklefish forums and naver.
Ok thanks
Ok, after using properly the bat file and made the command to launch smapi through steam, i got a proper launching with the command windows. Now to install some mods. By the way, may i ask a general question about mods since i have some competent people there ?
!ask
Feel free to ask your question or describe your issue here, and someone will help if they can :)
Well, it is quite simple, i play with two friends of mine, and i would like to use some mods (tractor and automat), so i wonder if this could work on multiplayer on an already launched game, and if we all need to install the mods (and smapi of course)
I do suppose, from what i've read that the answer to those 2 question is yes, but, well, when in comes to mods, better be sure before doing anything.
Ok so if I understood you correctly: if all players have those mods installed, yes, the mods should work. I'm not sure what you mean by "already launched game." do you mean a single-player save?
Also more details on multiplayer mods here
!mpmods
See https://stardewvalleywiki.com/Modding:Player_Guide#Do_mods_work_in_multiplayer.3F for details on how mods work in multiplayer. :)
by already launched game, i mean that me and my friends are on the second year in our game, but since i think about add some objects, i suppose that it shouldn't break the whole thing
On reading mod descriptions: Automate must be installed by the host, but the farmhands don't need to install it for it to work.
For the Tractor, the mod can be installed by the host. If farmhands want to use the Tractor, they'll need to install the mod, but if they don't have it installed, there's no issues. They just won't be able to use the tractor or see the tractor textures.
Ok, got it. Yes, you can install these mods on an existing save with no issues
ok, thanks for the answer, i know that was written on the mod description, wich i'm used to read since i run 130 mods on skyrim, but...well, since i read 130 mods on skyrim i dare to say, firsthand experience is better than anything else xD
Oh, you're good! It is known not everyone reads those lol (and I've been known to gently encourage people to do so)
I've had both those mods installed for ages, so I was checking them to make sure I gave you the correct answer 
One "warning" about having automate if the other players dont is that they may accidently place machines next to chests for convienance and accidently consume items within that you didn't intend, so I'd also suggest getting Chests Anywhere to go along with automate so you can disable input/output on chests unless you intend for them to be a machine source
Ah, nice to know, that said, i'm lucky enough to play with discord in vocal mod to communicate about wich crop to make, wich bundle to focus etc, so it will help to make sure the automats are used properly ! ^^ Again, thanks for the informations
yeah, personally I use it anyway so that I can have pipelines
but that depends on how far you're trying to go with automate ๐
I also color-code my chests, and in the few multiplayer games I play, I let them know which color chest to drop supplies into
yeah, we do that as well
but that's mostly because my 5 year old isn't very good at reading and can't read the labels from Chests Anywhere ๐
I just don't have Chests Anywhere. I think it's not compatible with some of the mods I have, and I didn't want to tinker with it
I had to turn off most of it's normal features just because it felt cheaty
but you can disable accessing chests off map and such thankfully
and just use the naming and automate input/output features
i think that i'll use automat to automatise recycling (ecology for the win...or the gold, maybe), and to upgrade my casks and kegs production
yeah, it works well for those without anything advanced
in fact most of the vanilla machines in general are fine now that I think about it
it's when you get to some of the PFM machiens that you start needing to be able to get more granular
Mytigio, do you use ChestEx by any chance? You mentioned Chests Anywhere is modular, I wonder if I'd be able to set up the config so it works with ChestEx, but I saw the mod author said there's some stuff Chests Anywhere moves around that cause incompatibility
I don't, what's ChestEx?
I just got a bunch of mods that make my life easier and one that changes up the character sprites :o
I think it's supposed to be short for Chest Expanded, it allows you to configure the number of rows and columns in chests (and the fridge) so you can fit more items in any chest (and the main fridge in the kitchen)
gotcha, no I don't have that one
But all are zip files will they work
you will need to unzip them and install them into the mods folder
Ok
Voltrune, it depends if the mod is XNB or not. You want to stay away from XNB mods
!xnb
personally I use Vortex for mod management, but I'm in the minority
XNB mods often break the game and are not recommended. See https://stardewvalleywiki.com/Modding:Using_XNB_mods for more info (and a list of Content Patcher alternatives), and https://stardewvalleywiki.com/Modding:Player_Guide/Troubleshooting#Reset_your_content_files to fix problems caused by XNB mods. For mod creators, see https://stardewvalleywiki.com/Modding:Editing_XNB_files for help unpacking & editing them (including for use with Content Patcher).
Yea I prefer to manually install mods personally, because it gives me more control
SDV modding and conflicts are so simple to resolve vs something like Skyrim that I never felt I needed that level of control in this game ๐
the one thing I wish is that vortex would move my config files in and out with my mod profile
so I could adjust configs more easily
I just extracted them and got 2 json files, one PDB, and one App Extension which one do I put in the mods folder
sounds like that one might be a content pack for another mod/framework
what mod is it?
It's called Better Ranching
Just looked at the rest they are all somewhat like this
You'll come across SMAPI mods like Better Ranching, they go in the mods folder too. If a mod says to put it somewhere other than the mods folder, it's likely an XNB mod
They all said they require SMAPI so that means they aren't XNB right?
Or maybe I don't get it
yeah, smapi mods aren't xnb mods, xnb mods directly replace game files
(that's why they aren't recommended)
Oh that sounds dangerous
basically, if you come across one of your mods asking you to replace game files, go look for a content patcher version instead
eh, not dangerous necessarily, but problematic if you don't know whats going on
and compatability is nearly impossible
The governor message above about XNB mods includes links to more info, including where to search for Content Patcher alternatives
the playstore version is only for version 138 or less
@dire fractal
you need to update it once you have installed. open the app and check the install tab. i use it and it's updated to the latest version.
Hello everyone! This isn't a major problem, but I wanted to get it checked out. If you look in where it says "mods that can be updated" It says Stardew Valley Expanded twice. Is there a reason for this? What I did when I downloaded the mod was I just put everything from the extracted folder into my mods section. There are multiple versions of S.V.E. in the download folder like [FTM] SVE or [CP] SVE. Not sure if I only needed one but I just want to know. https://smapi.io/log/7581f0abf1994bb8b61d6ea8118183b4
Hi Carolina2067! It's ok if you have multiple folders with SVE in the name, if the name begins with different acronyms (FTM and CP), because those are different components of SVE
Ok, but still what should I do about it saying SVE can be updated twice?
(I was still typing
)
I don't use SVE, but I think you're getting it listed twice because 2 different components of SVE use the same update key in the manifest.json.
For example, if both the FTM and CP component have the same update key in the manifest.json, it might mention it twice.
I have two folders like this. "Stardew Valley Expanded" and "(Stardew Valley Expanded)" would that be an issue?
@restive zodiac I wasn't really sure what was causing it but I think I got an idea. It'll be tricky to solve but I might have a workaround
If you installed it correctly and updated it correctly, you should be good. Have you had it installed and then updated? Or is this your first time using it?
To update SVE you have to delete all its previous folders because the mod author has changed the file / folder structure a lot, so you can't just overwrite the files / folders
I have used SVE before, but that was a while ago. So I just first installed it for this mod set. I have not updated it yet, so let me go check that out.
Ok, so I recommend doing an update by deleting all the folders you have related to SVE now, and installing it again.
See the install guide which is on the github wiki along with FAQs and troubleshooting steps for common issues: https://github.com/FlashShifter/StardewValleyExpanded/wiki
Ok thanks! ๐
So I updated all the mods I needed updated, let's hope that this works! :0
Yay everything worked! I still need to update one of the mods, but so far no red text ๐
well, eeer, i'm back, i'm currently testing 3 mods with my friends, Automats, Tractor, and Loved Labels, but it seems that none of them are active on the game. Smapi is installed and run apparently well (i have a smapi windows and stardew valley run smoothly), my mods are installed and enabled on vortex, and i've checked that my friends have exactly the same config
Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
I may be wrong, but from what i see on those logs it seems my mode are not "active" or "detected"
Yea it looks like you don't have the mods (Automate, Tractor, and Loved Labels) in the Mods folder, otherwise the log would list them
hm, my bet is that the vortex installed the mods on a different spot than where smapi search it
Yea, if you're sticking with Vortex, I'm not sure where it puts the mods, but for SMAPI to load them, they need to be in the Mods folder. Perhaps you can configure Vortex to put the mods in that folder? I don't use Vortex, so I'm not sure. Hopefully someone else here can speak to it
Yep, Vortex does put there in another file (probably to preserve your modset if you need to reinstall)
I think Vortex also does it to allow for separate mod profiles?
probably, and Vortex refuse to install mods in the game file, wich gonna be a problem
Oooh there's a guide for modding Stardew Valley using Vortex! https://wiki.nexusmods.com/index.php/Modding_Stardew_Valley_with_Vortex#:~:text=To begin%2C open up Vortex,to confirm your active game.
sweet !
it seems that in this guide the fact that smapi and Vortex works with different files is non existent
Well I gave you the wrong info earlier so I apologize, apparently there is a way to install SMAPI through Vortex, per that guide. You can also install it outside of Vortex, but need to do some extra steps to get them to work together:
"You can also download the file manually and add it into Vortex from the toolbar in the Mods tab or by dropping the file into the bottom of the Mods tab."
indeed, well, let's give it a try (fun fact, when my friends installed smapi, it popped on their vortex smoothly)
(Don't forget to deploy mods after you install them! At least I think that's how that works
)
hm, so, now steam cannot launch SMAPI xD ahhhh, Modding !
Did you configure steam with the launch options?
(also yes. My SO often points out I spend more time getting mods to work together than actually playing the game in question)
Is Lumisteria around? I'm having a small issue with one of their mods
I don't know if they are around, but if you describe your issue, someone might be able to help
I have their Flower and Plant set but it requires a dependency I can't seem to find.
Yep, i've used some launch option, but if that used to work with a "locally" installed SMAPI, with a "vortex" SMAPI it does not work (mainly because of the path it seems, i'm working on that at the moment)
and since smapi is not in the game file, it cannot find the game exe, seems strange that the guide have nothing about that
Amariel34, which dependency are you unable to find? From the mod description, it needs SMAPI, Custom Furniture, and Content Patcher
The manifest says it needs a mod with the ID "lumisteria.flowerandplantsettilesheet" I don't want to remove it in case the mod looks odd otherwise
Ohhhh ok. Let me look a little more
Thanks. ๐ I looked at their nexus profile but didn't see anything
Do you have both of the mod's folders, the [CF] Lumisteria Flower And Plant Set and [CP] Lumisteria Flower And Plant Set Tilesheet?
Ohhhh. Didn't think I needed the CP one
Yea you need both 
Lol it's ok, I can see why you'd think that, but the CP folder is the one that has the tilesheet
well, i can launch SMAPI, but as i feared it cannot launch Stardew valley since it's not in the game file, that's quite strange
What's the change to "Immersive Farm 2 Remastered", the changelog only mentions Version 1.10.10 Updated the SVE code manifest, allowing compatibility with other mods using anti social NPCs.
Ok, so, one of my friend have a functionnal config, using vortex as i do etc, but in her case, even if the file for the mod is not in the game file, the mods are installed in the game files, probably some kind of "copy" depending the profile used... so, it must be something concerning the way vortex deploy the mod files ... if someone have a clue
I'm not very familiar with Vortex - I know @rancid badger uses it and might have further commentary... (Sorry for ping ๐ )
i'm definitively sure that the issue is the mods in staging folder is not deployed in the mod folder of the game, but i can't seems to find why (quite strange, since i have no such issue on other games)
(Did they deploy the mods after installing them?
)
(yep, but i just found something, i'll run some tests)
(nope, i thought that it was a staging folder path issue, but no, still no mods in my mods game folder, wich is the issue)
Hi @proven sierra ! Could you send a screenshot of your Vortex mod list? I'd be curious to see if there's anything different about the way it's listing statuses. I'm not familiar with Vortex-installed SMAPI (as I'm on Linux and that doesn't work for me anyway), but that shouldn't make a difference for actual mod deployment
@rancid badger here it is
seems that the deployment button have some kind of alert
Ah. What message do you get from it?
nothing, but it's color is not normal as you can see
and when i click on it i do not see the progression bar, i know that i have only 3 little mods, but it should appear, even for one sec
If you click on Open and choose Open Game Mods Folder, I imagine that you just see Console Commands and Save Backup listed?
yep, exactly, so i'm quite sure that it means that the deployment is not done
Usually there would be error or status notifications under the bell icon at the top right
i have always 4 notification concerning some redundancy on my skyrim but i'll check just in case
...oook, there is some kind of elevation thingy
seems like nexus suddenly need some right that it does not need when modding skyrim or anything else
Frack ! That was that ! with the elevation done, the deployment run and so does de mods !
Seems like when you add new games on nexus you need to re-give it admin right or something like that
Yeah, it's because directories with applications installed in them tend to be marked as protected by Windows
So it explain the whole thing
So my game still gets blackscreen when i try to sleep in my save(at the end of the year), please ping me with any info, im gonna try to see if i can find what causes it
Basically, SMAPI need that the mods are installed in the mod files, but vortex refuse to do so, so when you deploy mod with vortex, it use the mod from your staging files and "copy" those in the mod file of the game, so SMAPI can use it
So i needed to make sure that smapi is able to detect the game, and that vortex make the deployment properly, what an adventure !
!log Kookiey#8009
@grizzled oracle Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
no error shows up on the log a few people already looked but ill send it again if you want
Looks like you have several updates to do. I would back up your existing save (https://stardewvalleywiki.com/Saves#Find_your_save_files) to have something to revert to if a save goes through without all your mods or something, then try the following (testing to see if you still can't save between each step. Obviously if step 1 fixes it, you don't need to do the rest :P ):
- Update everything that can be updated.
- Temporarily remove or disable (renaming with a
..in front of the folder name) a few select mods to see if they are either causing issues or have a conflict - Advanced Location Loader, Mega Storage, Farm Expansion - Temporarily rename your entire mods folder to confirm that saving works without any mods at all
- In a new mods folder, add back half your mods. If it still doesn't save, remove half of those, half of those, etc. If it does save, add half the rest. Once you get it to save, post a new log so we can look at what's left.
Adding back mods in groups is a pain, because many will have dependencies on one another. I'd start with major frameworks - Content Patcher, Farm Type Manager, spacecore, JSON Assets, Mail Framework, Producer Framework, PyTK, TMXL, so that you can add packs in groups after confirming the frameworks alone work. @grizzled oracle
Thanks i tried updating didn't work but ill try again since i have a few new updates
has anyone here downloaded Yet Another Dog Mod who can help me? https://www.nexusmods.com/stardewvalley/mods/1853?tab=posts
I recommend also including a description of your issue there ^ (you can edit your post)
so im removing mods too see what works but wont it crash my game since i have stardew valley expanded?
It won't crash your game, especially if you do it like I suggested.
If you just randomly remove mods, you'll have problems, but probably still won't crash. I don't really recommend doing it that way, though.
So i removed many big mods it worked i think its MegaStorage my custom farm,advancedlocationloader, or farm type manager. but i have a problem
Looks like you just randomly removed some mods and removed one that provided tilesheets for another. There is a reason I suggested an order :P
You don't have the SVE CP pack which provides tilesheets to the TMXL pack
Try fixing your SVE install and see if new errors pop up because of that working again 
oh i got it, i just forgot a file
If the errors stop but the save breaks again that would be another way of finding out I guess ๐