#archived-modded-support
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My daughter loves trying to find all of the npcs and talking to everyone, lol
theres also lasv which is Lunna? I think the name is, which is like another 5-6 npcs I think
especially when she first saw the bulletin board calendar and the birthdays š
Also I recommend for anyone who uses the Kim NPC, if you get her, donāt delete her without making sure all of her files are gone. She bugged out a couple of saves because of that.
Yup! Was about to mention the Lunna mod, lol
like, spring day 1 has morris summon a demon to try to destroy pierre's shop (lucikiel), and spring day 2 has morris's birthday which almost guarantees his 2-heart event where he tries a friendly greeting to pierre, gets rejected, and is confused (sve)
lol
Lunna is good too ( though I literally went fishing and went :WHAT? as my fishing mod just was like 'Not these fish' and defaulted and it was weird
āNice job breaking it, Morrisā š
Is the Boarding House compatible with all of these together as well?
@wary plaza yes!
@fading shell We are working on Interactions š
@heavy sail Kim bugged out my 30 hour save lol
I need to be careful and make sure I donāt just download and bulk install again
man i thought most mods were overpowered but now i realised the truth, actually the player is too underpowered
Jeez... I made her and even I donāt know the problem with that.
also, andy (sve) lives next door to the abandoned bride (independent npc), and her intro event is her screaming loudly in pain, to the point all vanilla npcs comment on hearing her scream. meanwhile, andy casually gifts me strawberry seeds.
there's also uh, shadow cove and uh the aquarium, though the latter I'm not sure has many npcs
I would go to one mod, find out it works well with like 2-3 other mods, and then I find out those mods work well with another 5-7 mods....next thing you know I have like 15-20 mods open at once
Jeez... I made her and even I donāt know the problem with that.
@heavy sail omg you're exnotic
š
yeah, i am
you could try deleting Kim from the intro quest string list in the save file? I'm not sure if the game actually cares much about that
it's near the top and very easy to find
@wary plaza it's a slippery slope until you end up with 500+ mods lol
I made a bad decision downloading 800 mods... I donāt even wanna touch my save since 1.5 came out.
I do love the amount of mods
is using grandpas farm or immersive farm needed to fully experience stardew valley expanded?
Thatās why Iām trying my hardest to go one mod at a time this round. For mods that need 5-7 other required mods (like ppja) or have 5-7 mods that work well with it (in case of the npc mods we already mentioned in here), Iāve been using notepad++ to keep track of everything
I also have a separate āInstalledā folder for when Iāve actually installed and had a successful boot up with the game.
But sometimes it getting the game to 'look a certain way'.
SDVE 's creator says that "Grandpa's Farm" is the 'canon map' for them.
Immersive is a MASSSSSSSSSIVE map (great for multiplayer, but they both replace the 'standard' farm' so...
send help itās hard to control this mess 
@fading shell big is an understatement lol
That way I know which mods Iāve already installed.
XD immersive is too small for me with how many machines, crops, and animals i usually run
I like the new beach farm but if there's a lot content tied to the other maps
The only reason I pick the if2r farm is because itās geared for multiplayer since I plan on playing with my daughter.
there seems to be some kind of extra decrepit building
yeah, there's a quest to rebuild it
@last wasp yeah thanks i am gonna keep trying to see what's wrong with mine
Also huge word of advice for multiplayer, not all mods work with it.
Before I found out of about sde, I would pick the four corners farm since it was s compilation of the vanilla, river, forest, and mountain farms.
enter that building, and robin should come to you with the quest
what's it for? does it exist in the other maps in expanded anyways?
Is the decrepit building on my if2r farm grandpaās shed?
it's "grandpa's shed", and it exists in sve only.
I remember seeing a line in the config.json about grandpaās shed
it's useful, is all i will say about what it's for
does it exist in all maps in sve?
I want SVE but idk if I should get it š
I know itās in the if2r farm. Not sure about the base sve farm or the grandpaās farm though
i know if2r and grandpa's farm. i'm pretty sure about all vanilla maps, but i'm not 100% sure
i'd be surprised if it wasn't on vanilla maps with sve installed
I read somewhere that grandpaās farm is a modified river farm. If thatās the case, is there a way to have grandpaās farm replace the river farm selection box in the character creator?
ill try it out and report back i spose, im installing it now
There is a way, but if Grandpaās farm doesnāt have a config for what it changes, I donāt think you can change it without doing some code editing. The reason I say āifā is because I donāt use SVE and wouldnāt know.
figuring that out is higher than my paygrade of mod-user, but it could be suggested to flash
Speaking of which...turning on the minecarts for if2r is definitely helpful, lol
What DOES the antisocial mod do?
Also yeah climates of ferngill is the last mld im waiting on an update for lol
besides possibly breaking everything and starting over is there a possibly easy way to figure out what broke the beds when you move them in my game?
i'm guessing it takes somewhat complex npcs off the social tab, and allows them to be non-giftable
From what I can see it enables modders to add in 'non friend' NPC's so shopkeepers without other dialogue
^
Ooooh alright
I donāt have any mods yet that use the antisocial mod but I installed it anyway because of the annoying message in my smapi.log š
I named my cat Gus without thinking and now i get a "could not parse schedule for NPC "Gus"" error and i regret it every day of my life
XD that message gets replaced with something like "oh, the anti-social mod already loaded. alright, no need for ad hoc setup here"
lol xD
Thatās probably because Gus is a cat and sets his own damn schedule šš
how does a cat ruin a schedule- 
catās arent npcs 
Oh wait...the game thinks his cat Gus is the npc Gus
I think its because they have the same name and it tries to treat it as such
So itās trying to apply the npc Gusās schedule to the playerās cat š
So it tries to parse Gus's schedule, but in relatiom to the cat
Lmaoo
but cats dont have schedules
this doesnāt make any sense and Iām literally a modder
i for one, would love a saloon run by a cat, and i'd actually buy alcohol from him XD
My thinking is that that's the problem. It has the same name as an NPC so it tries to pull "Gus" but since he's a cat, he has no schedule to parse, thus the error
The way the game parses pet names and NPC names, it wouldnāt clash. Maybe his scheduleās just broken.
I named my cat Sam and it was all fine.
It only started giving the error when i got the cat though? Strange
Maybe ill post the smapi log 9n a bit
the bar stools are basically round cushions on top of cat scratch posts
i know i've named my farmer sebastian a couple of times, and there was no error with npc sebastian >.>
yeah thatās definitely strange 
a light dusting of catnip on the food
It doesn't exactly effect anything as far as i can tell? But then again im not usually seeking Gus out
oh that reminds me...I need to create a throwaway save file just so I can get the joja achievement and then promptly delete that save
lol
@wary plaza Mood
tuna as the main dish 
Fun fact, catnip (valerian) is used in a lot of sleepytime teas because it has mild sedative properties
ugh, even with sve's new content for joja, and seeing the man behind the dick that is morris, i still can't bring myself to get that last achievement
Valerian? As in valerian steel? š¤Æš¤Æš¤Æ
right, so catnip tea instead of food spice XD
Kind of want to plant valerian for the cat colony in my neighborhood, but it also attracts flies
Thatās like the lamest catch 22
Also i was wrong, catnip and velerian are different plants, but both of them affect cats and make them go nuts, AND both of them have sedative effects on humans
Catnip is specifically Nepeta cataria
Thereās other alternatives like silvervine which Iām pretty sure has pretty flowers on it. BUT no idea if it attracts flies. However this is off topic of using mods š
True trie pfft
unless....weāre talking about adding using said plants to the game as a mod
Big brained
loophole achieved š
grandpas shed still exists if you use beach farm btw š
I mean, we were talking about a cat saloon too 
Replaces Gus with a cat
Thatās be #making-mods-general then š I canāt remember if I finished the catnip plant for Fruits and Veggies

fixed š
You should become a lawyer with all these loopholes and workarounds you're finding
lol
Letās not keep trying to find loopholes. If you want to make a mod that adds these #making-mods-general if you want to discuss the plants take it to one of the off topic channels. 
Idk what to do about this, itās really hard to try and update all of this for 1.5
Yeah no problem! Was mostly joking ^^
I have no advice for you except godspeed my friend
No worries and my apologies! Was just having a bit of fun. Iāll stop now and be more mindful in the future 
Thanks! Chatās quiet now but it picks up later in the day.
yup!
I got 3 pings here while I was away, I'm popular now? 
@heavy sail i am curious what led to 800 mods though
So I noticed that some of these mods are not exactly local co-op friendly.
Yeah local coop broke a bunch of stuff
easy 'this looks neat, adds' and this, and this, and this
Probably a lot of JA and furniture packs, @ neperooni
one word: more
@heavy sail mood. I have like..130 i think
Was playing local co-op this past weekend and whenever my daughter viewed the friendship tab, the favorite gifts tooltip from whatever mod caused the tooltip to appear on both my half of the split screen and her half of the split screen
The Context-Sensitive Gift Cursor mod?
it also caused the same npc to appear in two different seasonal outfits even though her and I were right next to said npc
Wasnāt sure if it was that or some āfull ui infoā mod? Canāt remember the name of it off the top of my head š¤
There have been changes to UI code as part of 1.5, so that's probably why. If you provide your log and that description of the issue on the mod page, the mod author could address it
Huh, I didn't think UI Info Suite told you about gifts people like, but I've not used any of the updates
UI Info Suite causes an exp pop-up to appear above your character though, right?
Ohhh sorry I missed when you see the tooltip
I feel like I should change the Prismatic Rune sprite from Prismatic Weapons. It isnāt all that attractive, it looks more like a rainbow stick than a crystal.
Your daughter saw it in the friendship tab 
The Gift Cursor shows it while you're hovering over the actual NPC.
Do you have Gift Taste Helper? https://www.nexusmods.com/stardewvalley/mods/229
Thatās actually neat and seems a bit less cluttered in terms of mods overwriting other mods.
Oh ya it's bomb, I'm a fan lol
Not sure? Iām on discord mobile at the moment. The tooltip displayed like a long list of items when she was scrolling through each npc on the friendship tap
Yeah, I should definitely change it. After making a quick decision with UB3R, I know what iām gonna do today š¶āāļø
The same list would appear on my screen in relation to where her ācontroller cursorā xy position was
There was a never ending spam of ## exp pop-ups appearing above both of our characters too while in local co-op.
Wasnāt sure if it was the experience bar mod or something else
I have since started over with installing mods though.
Huh, oki I shouldn't played the "do you have X mod" game, my apologies lol could you share log of the issue? Has your daughter also started over?
@royal arrow does the artisan shop mod clash with garden village?
I don't see why it would?
Considering how I deleted the save and started slowly rebuilding my mod library one by one this time, I unfortunately do not have any logs I can provide at the moment š
@royal arrow idk I'm kinda dumb so I thought it would mess up custom shops haha
You did help remind me about a small typo regarding this mod add-on though...
Cause it has a machine shop
Does anyone know why many new items added by Artisan Valley and Fruits and Veggies would be showing up as different items between players?
I need to remember to make a comment stating that there is a missing space in the mod folder structure
For example, the host plants Roses, but it shows on my end as being Wine Yeast.
@wanton idol c u t e !
ikr!!
hey guys i just posted my first mod, it's a greenhouse mod and i'd love to see some people give it a whirl: https://www.nexusmods.com/stardewvalley/mods/7406 thanks!
That face accessory reminds me of the Glitch from Starbound, lol
Depends on how Garden Village does its thing. I don't use it so I sincerely don't know. I could always add a disclaimer on the mod page to use caution with Garden Village, although, if Garden Village does add a machine shop and you're already using it, not sure why you'd need Artisan Equipment for Sale o: ?
"Farm Expansion 3.3.0 because its DLL couldn't be loaded." Does anyone know what DLL means?
Dynamic-Link Library. It's like executable code that isn't meant to execute on its own, but rather be run by something else. In this case, the compiled code of a mod usually winds up in the form of a DLL.
dll files are basically the library file that contains the code the mod runs off, right?
How could I fix the issue?
If the dll couldnāt be loaded then I would guess the dll is missing outright or it ended up corrupted from like a botched download or something. š¤·š¼āāļø
I'm not sure. You could try reinstalling it, but that's just the "did you turn it off and on" guess
^ pretty much, unfortunately lol
I would double check the zip file for the mod and maybe redownload it again?
Also, did you check the compatibility list to see what it says, since it is a C# SMAPI mod?
!compat
See https://smapi.io/mods for a list of mods updated for the latest versions of SMAPI and Stardew Valley. :)
I have that tab open on my laptop at home right now with the broken, abandoned, and obsolete filters unchecked.
I meant that for erin, but I'm glad you're also using it 
When I discovered that site, my modding life changed
lol
Even then, I only really use it if the smapi log parser spits out an update link, lol 
It also works as a mod recommendations list
because it lists all the SMAPI mods, those are basically all gameplay mechanics mods
Is there a way to manually enable a mod to work with gmcm? Or is that something the mod author has to do with the gmcm mod author?
I feel like it could be a simple json edit but Iām not 100% sure on that
Content Patcher mods should work automatically with GMCM now
If it's a C# SMAPI mod, there's coding involved and I am only a humble contentsmith so idk how to do it
what does SMAPI use now then? It seems C# is like a legacy version of SMAPI or something?
Nono, C# is the language the game is coded in, and therefore all code mods also use C#
SMAPI is also written in C#
It's bomb for mod authors when framework mods are made, because those are written in C#, but they allow humble contentsmiths to write mods using only json files (like Content Patcher)
I should have clarified. I know C# is a programming language, lol š
When you said āIf it's a C# SMAPI mod, there's coding involved and I am only a humble contentsmith so idk how to do it,ā it sounded like the current version of SMAPI was written in a different code. Thatās why I thought C# SMAPI was a legacy version of the mod or something. My bad!
All good! No the distinction is "written in code" versus "it's json files" haha
We should clarify that more o.o
ah okay that makes more sense now
š
So it seems c# can read json files without having to actually know c# then?
huh, this seems strange: challenging cc bundles requires minerva's harder cc bundles >.>
Does anyone know if it's possible to change the community center from randomized to default without having to start a new farm?
Hey, does anyone know if this works for 1.5? https://www.nexusmods.com/stardewvalley/mods/1682?tab=description
I don't think it is possible unfortunately, but if someone figured it out please share š
First thought would be to see if thereās an entry in the save file you could possibly edit.
Have you checked the compatibility list?
!compat
See https://smapi.io/mods for a list of mods updated for the latest versions of SMAPI and Stardew Valley. :)
I've been scannign the save file and cant seem to find anything that relates
Another thought is that you might not be able to if the game automatically randomizes the pool of everything at the start of the game instead of randomizing at the moment of getting said reward, you know?
no crows has been working for me so far
Cheers
If itās the latter, then you could theoretically change it in the middle of the game since the cc bundle hasnāt been randomized yet
I'm not sure if this is a question asking how the code works, if it is, that is sadly out of my wheelhouse lol
But framework mods like Content Patcher and Json Assets are written in C# and have formatting so that people who don't know code can use the framework to make content packs, which are typically json files
If that makes sense?
Wait, I might be not understanding something properly
Does the randomization only apply to rewards?
The randomization applies to the required items in the bundles as well
ah okay. So then json is coded in a user-friendly fashion then? Iām probably unintentionally overthinking it though š š
Ok well thanks
there was one bundle mod updated/released this morning, if you want something different
Youāre probably right. For some reason I was thinking rewards instead of the cc bundle requirements.
Although now that you mention it, I know it definitely applies to what the required items in the bundles are. I dunno if it also randomizes the rewards O:
has not played 1.5
That does sound odd, can you link it o.o?
If you want you can maybe try this?
Navigate to the āappdata\roaming\stardewvalleyā (check spelling) folder where your save file is located and make a back up. Do whatever mod changes you want to try regarding the cc bundles and see if it can correct itself on the fly.
i've looked at the page description, and into the content files and neither say anything about needing minerva's bundles, but smapi skipped it saying minerva's bundles were required >.>
I will try something to that effect
one sec lemme download and take a peek at the manifest.json, but that shouldn't be the case 
odd, it loaded for me earlier
the reason I was asking was mostly because I wasn't sure how Minvera's Harder CC bundles would interact with this new feature
(unrelated but I'm not a fan of how often nexus logs me out to then ask me if I am indeed still me and if so, click continue lol)
maybe because it takes a day for challenging bundles to make changes, and i've had minerva's bundles until now
Somebody have an idea why I cant open my inventory?
probably errors, tbh. that's what happens to me most of the time that's an issue
!log
Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
can you share your log? none of the manifest.json files mention requiring minerva's bundles o.o
I did notice this in the modās FAQ section btw:
`"How can I reset the community center bundles?"
This is possible with a SMAPI console command. Please Note that this will have lasting effects on your save game, if you save your game after resetting the bundles. The command is:
debug resetjunimonotes
This console command might also lead to some display errors based on your previous save game, but you should be able to finish the bundles again.`
damn i just exited, give me few minutes XD
that's fine, you don't need to load up again to get a log!
unless you like, played several days and the log would be HUGE
Do you think people will make mods that will 'create sides' from pulled crops without the use of a seed maker?
So after yesterday I got SMAPI working! It worked all of yesterday. But now I got this when I booted up
this is in the minerva's harder CC bundles FAQ?
which is all sorts of...wuht
Nope.
that error typically means manifest.json files have gone missing
š¤
can you check the folders to see if they have manifest.json files?
If they don't, it's at least easy to correct, reinstall. Although, idk how they went missing 
for the people that use seasonal garden farmhouse v2 (https://www.nexusmods.com/stardewvalley/mods/6005?tab=files&file_id=32585), are you able to get the exterior to work? i just get the vanilla exterior
that's why I was like "maybe it's Vortex quirkiness" lol
when you say exterior, do you mean the rooftop garden?
yes, as im not sure if theres an actual exterior to the house itself-
I don't think this replaces the exterior of the house, that may be another mod
but the rooftop garden has specific install instructions on the mod page, did you follow that o: ?
I was referring to the āChallenging Community Center Bundlesā mod, lol. I also searched the requirements drop-down section, the description in the files section, and the file contents preview, the bugs section, as well as the first page of posts and did not see anything mentioning that the Minerva mod was needed either.
i installed the mod for 1.5 but it doesnt include TMXL map for the rooftop garden, so i also downloaded an older version that does have the TMXL folder, but im not sure if it unlocks at the second farmhouse upgrade or the third
Oh you're right, there is no TMXL component in the latest version 
I actually still have Minerva's mod installed still, and it didn't overwrite the randomized option
RIGHT i was looking in all the folders 
Iām working a half day today and tomorrow, and working from home Thursday (off on Friday), Iām leaving work right now to head home. Time to get hyped for rebuilding my sdv mod folder š
gasp DustBeauty the mod author is here 
Did I forget to include the rooftop?
perhaps o: it doesn't seem to be there
Itās just a sky colored rooftop š
lol but the garden part is missing :p
ļæ¼I blame Morris. Damn Joja company š
Does anyone know how to get a CP mod that replaces a single entity (such as outdoor lamps) to take precedent over an entire craftables replacement (such as Starblue Valley)? I'd love to not entirely turn craftables off in Starblue, and just have the lamps replaced
i think so 
Right now it...merges them š
oops, ur rights, thanks for figuring it out.
w-wait, what you mean merging them o.o? frankensprites?
I was gonna say, dependencies, but it honestly depends (harharhar)
yeah, it loads both the lamp from Starblue and the new one at the same time and it looks like a weird franken-lamp š¬
probably one of those uses overlay lol
Curious about how I can use multiple [MG] mods together but I can only use one mod for npc outfits? Is it because npcs use a spritesheet or something? š¤
There isnāt a lamp setting you can set to false in the Starblue config? Or maybe just delete the lamp png from the new file? Not sure if that second option is even viable though to behonest
Different frameworks work in different ways
anyhoo, if you wanted to try adding a dependency, it'd go like this:
We have mod A and mod C. Because SMAPI loads mods in alphabetical order, mod A will load first, and mod C will load after, which means mod C "wins" and its changes overwrite mod A.
If you want mod A to overwrite mod C, we need mod C to load before mod A, so mod A loads last, and mod A wins.
In this case, we need to add a dependency in the manifest.json file in mod A, so that it depends on mod C. This ensures mod C loads before mod A. As Kyrinia had put it earlier, winner needs to depend on the loser.
The wiki on manifests is here https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Manifest
No, lamps are lumped under the "Craftables" config, so if I want custom lamps I have to turn all Starblue craftables off š¦
Or maybe create an āoverrideā folder for the new mod with Starblueās lamps?
Isnāt that a thing you can do? Or am I confusing that with just recolor mods?
https://smapi.io/log/a0a6577f76b148a58b306c75faffb79a finally my log. i also noticed it was specifically the ppja forage pack component of the challenging cc bundle mod. so perhaps the bundles would be fine, but the forage component would not >.>
But basically CP mods are all targeting the same assets. It's like painting a wall - you can't put a coat of red paint then a coat of blue paint and still see the red. The last coat of paint you apply will be the one reflected. While I'm pretty sure More Grass extends the tilesheet and randomly picks from that.
been using SDVMM2 and it worked but after closing it and reopen it stopped loading mods.
ah okay. That makes sense then explaining how More Grass works.
Thanks! I will give that a shot
does anyone know how to edit tractor mod so it cuts down trees?
Isnāt that mod outdated now? I thought the nexus page description mentioned that? š¤
Thatās in the tractor mod config
ah thank
ye the Tractor mod page on nexus has a link to the readme that includes details on the config
You can enable a lot of features that are normally defaulted to off for ābalanceā reasons.
like you can apparently toggle on the tractor summon to work before you have the tractor š
haha yup! You can also use it to attack monsters and make it shoot like a slingshot š
b-but I'm doing a pacifist run.
this sounds like it'd be super cool with Cropbeasts though lol
@royal arrow Adding the dependencies worked perfectly, thank you so much!
That would be neat actually. Have a tractor reskin that makes it look like an offensive agricultural mech?
you're welcome! 
also welcome to the art of "tweaking mods to play nice together" lol
if you don't do it, definitely add this to the mod ideas github list lol https://github.com/StardewModders/mod-ideas
It could even be seasonal
if I was at all a pixel artist I'd be on this 
@wary plaza the one from ken28 is -not being worked on anymore- but OkaMoez uploaded a new one.
i hope this isnt a dumb question, but how do i get to the rooftop for the seasonal garden farmhouse?
I'm having an issue where my bed is missing the top right corner and I'm unable to move it. I saw a post on reddit about this last week, but now I can't find it. I imagine the issue is being caused by a mod, but I'm not sure which one. Does anyone know what to do to fix this one?
First thing that comes to mind is seeing if the smapi console while still in game is reporting any errors when moving your bed around?
did DustBeauty reupload already? If so, I'd imagine there's a door or ladder to it somewhere but I'm not sure
If you have any furniture mods, start removing those lol
It doesn't look like it, but I do notice that it's seeing all the new places as "unknown location" I have the latest Smapi, so what's up with that?
!log
Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
I don't have any furniture mods
Thatās because NPC Map Locations is only partially updated for sdv 1.5 and sde 1.12.2
Ah, got it.
Crop Transplant Mod has been updated, and works perfectly as a replacement for TreeTransplant!
https://www.nexusmods.com/stardewvalley/mods/2594
Yeah I get the same debug spam. Totally harmless and mildly annoying ocd-wise at best, lol
Unofficial update for fishing overhaul. Wont have time to test if for a bit, but its exciting
I noticed that last night. I was bummed when I saw the error, lol
Glad to know thereās a hotfix for it now
I'm also getting things that say stuff like "String/BatteryHint"
oooh someone earlier had that issue, lemme see how they fixed it
String/BatteryHint? Is that something to do with the wall module inside the tunnel that needs a battery?
It's in one of the new locations. With Willy
Ok the other person tried a reset, and also, if you have Mermaid Replaces Mariner, remove that
!reset
See https://stardewvalleywiki.com/Modding:Player_Guide/Troubleshooting#Reset_your_content_files for instructions on resetting your game files! (This doesn't affect your save 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 :)
What kind of āfile formatā is XNB and how does it different from CP content packs? š¤
I do have that one, even the CP version is broken?
XNB is the game file format. so like if you go into Stardew Valley > Content, you'll see XNB files
Depends on how Garden Village does its thing. I don't use it so I sincerely don't know. I could always add a disclaimer on the mod page to use caution with Garden Village, although, if Garden Village does add a machine shop and you're already using it, not sure why you'd need Artisan Equipment for Sale o:
@royal arrow I use it for the flowershop and bakery
with the 1.5 update, seems yes
I'm looking at the Garden Village files now btw
Gotcha, thanks š
Ok, thanks
the machine shop for garden village sells crafting recipes at certain hearts with the merchant, and copper and iron bars normally
oh it doesn't sell actual machines, only recipes?
correct
Artisan Equipment for Sale sells the actual machines, based on certain hearts with the town shop owners
OBAMOOSE WE MIGHT BE OK
The mod that adds a Cooking skill hasnāt been updated yet, correct? I noticed in the images on the nexus page for it that it also showed a š² for itās icon in the Skills tab.
(I'll still take a peek at the mod files)
the machines in the shed are, by lore, used by the next door artisan goods shop XD
so they're not for sale
I love the concept of Garden Village but I want it all and wanted to be able to walk to it and warp to it without needing the bus, and sadly, the choices were "walk to it or take the bus, warping doesn't work with walking to it" lol
How can I tell if a mod is compatible with 1.5?
There doesn't seem to be any notations about it in some of the popular ones.
We canāt just add a warp option in the CBJ Cheat Menu by editing the warps.json? š¤
if it's a code mod, you can check the compatibility list. Otherwise you're relying on mod description / comments / wisdom of this chat
!compat
See https://smapi.io/mods for a list of mods updated for the latest versions of SMAPI and Stardew Valley. :)
Here's my log for the broken bed: https://smapi.io/log/2db5ff489ed94690a709a3d3264ff6e9
Oh thanks!
I wanted to walk to a spot and warp there, I told you, I want it all š
The compat list says the cooking skill from the author's site is up to date
there is in fact a mod to add a CJB warp to it lol
Even though its from January for 1.4
like a totem warp?
like "walk to this spot in the map and poof! you're there"
but still have the option to walk to it, via Walk to the Desert
the reason it's not possible has to do with NPC pathing so I let that go >.>
You would need a ātransition mapā you can walk around in connecting it then, huh?
@royal arrow woohoo no conflicts! If I'm not mistaken the mod author wants create a whole map with multiple towns and points of interest
That just sounds like pure awesomesauce, lol
Obamoose I see you š
Looking at the mod files, most machines are only machine recipes, and I searched a couple of the vanilla machines, didn't see them
but I will update the mod description and say "Obamoose was kind enough to test this with Garden Village and reports no conflicts"
yus this sounds very exciting! 
I'm the resident compatibility checker lmao
good because I'm more "if I don't use the mod, I'ma not worry about it, folks can test and report back >.>"
so I do some testing, but not all the testing š
I want ALL the (immersive) NPC mods and ALL the new (immersive) location mods and I'm willing to do ALL the (immersive?) testing lol
ye see, this would require knowing things about maps and pathing so I'll file that under "maybe I'll get to it, likely will just let it go and use the CJB warp" lol
Obamoose, what's your nexus username? can't find you š
nvm found you!
Hmm, when I remove all my mods, the bed disappears.
So at least I can be sure the issue is with a mod š
But which one? hmm
the strategy is to add them back until the issue happens. Could do 5 at a time, to speed it up but still keep it narrow-down-able o.o
Hey uhm just wanting to ask is Stardew Valley Expanded usable now with the new patch?
I usually go by alphabetical order š
either type could honestly be the culprit, depending on what they do
bed thing is almost always some variation of furniture mod
Wait a minute, I think I guess which one it is.
okay be back later. I should actually drive home instead of getting distracted by this channel and just sitting in my work parking lot šš
yes, we will still definitely be here once you're šļø
lol
Haha! Knew it.
The Cooking Skill mod says to use the latest version from the dev's website (in the compatibility list), but it's still only listed as 1.4 compatible.
š
don't leave us in suspense, what was it? š
It was bathroom after second house upgrade
AH yes, it's either furniture mods, or mods that change the farmhouse
for learnings
it's because beds used to be a part of the farmhouse map, and now they're not
Makes sense!
so that mod is broken now? I also use it
Now I just gotta figure out why I keep waking up at my doorway every morning lol
It would seem so
I think a lot of mods that edit the farmhouse will need updating for 1.5
I'll try to fix it myself
There are mods missing from the compatibility list. Lots of the content patcher stuff. Is that intentional?
It's worth noting that the bathroom spawns in the same place as one of the new optional upgrades
The bathroom would have to move
Ahhhh I see
Hooray! If you're curious, there's a post on the forums that mentions this issue and how to fix: https://forums.stardewvalley.net/threads/common-modding-issues-in-1-5.3199/
Hey so is Hybrid Crop Engine still necessary as a support mod?
Asking bc I wanna load up the game w/o risking a crash
Jus read the previous messages
I would like to test mods too lol
I can do it for both Android and PC
The previous messages are discussing furniture
Ah yes
Looks like the more trees mod isn't that big of deal to me know in terms of the full shipment achivement
?
Is there any mod that makes music play more often?
Arc meant earlier messages in the chat hehe
Yea lmao
Like gen chat?
Lmao
@wary plaza I did it o.o https://github.com/StardewModders/mod-ideas/issues/618
Anyways
Some messages don't show up on discord mobile š
Was jus wondering if I could test mods for Android and PC too? If that's a thing?
As I found out the island farm is one big greenhouse
Android modding very broken-ish
Hm true
No official maintainer
@proven thicket what do some of the seeds mean with "warm weather"?
Oh God the ports r pretty much screwed now
Like for mobile
I jus started learning c# today
Wish me luck
you could add something to your nickname so people know! I think occasionally mod authors do ask for testers, but honestly it could also just be trying out different mod combinations and leaving a comment on the mod pages to be like "this mod is compatible with Y, woohoo!" or "I tried this mod with Y and I got <issue>, see log here" and then include your log 
it could help, so it doesn't hurt to try it! trying out different mod combinations and leaving comments on the mod pages is a bit more direct than waiting to be contacted though
Like how Obamoose earlier just decided on their own to test one of my mods with another mod, I really appreciated it! 
When updating mods, do i just take out the old mod file and put in the new one, or is it more complicated then that?
Simon, that works!
overwriting is also typically fine, unless the mod author specifically says "HEY LISTEN, SERIOUSLY, DELETE THE OLD FILES AND THEN INSTALL THE NEW ONES" (looking at PPJA mods)
i don't want to bother but if i need help with mods is this the place to ask
David, it's no bother at all, this is the place! 
If you want to spend more time on it, create a notepad with configs @storm grove
Uhh notepad with what configs?
Some mods have configuration files so you can change things. Enable or disable certain aspects.
island, but you can also plant them in the greenhouse
Ahhh, right
If you delete the whole mod file you delete the config as well. I'm not sure if the game remembers your config though
i tried adding mods to my game but most of them didn't work i don't know if its the new update or i messed up somewhere
But since I'm using smapi, i was wondering if it was as easy as just taking out the old mod "folder" from the mod folder and putting in the new one
without the config file, it does not know 
did you set up per the getting started guide? See below
!gettingstarted
If you would like a guide to setting up mods for Stardew Valley, check out the getting started guide! https://stardewvalleywiki.com/Modding:Player_Guide
i did but let me double check everything
Hey guys, I've been playing Sdv for like a month now and I want to download the immersive characters Shane mod, but I'm a little apprehensive on doing it. If I backup my files, does that mean that if something goes wrong with the modded ones I'll loose all my progress from after I installed the mod? Again I have no idea what I'm up against so sorry if I ask dumb questions lmao
Hi Tora Blue!
I use the Immersive Shane mod, it's pretty lowkey. That mod primarily modifies dialog, events, and schedules, so removing it simply means you won't have those changes
SMAPI itself keeps backups of your saves, although of course you're able to back them up as well if you prefer
Oh okay! Usually I don't like downloading stuff from fear of ruining my game/pc, but it seems like a really normal thing to do on sdv
I hear you, modding SDV is super chill, not at all like modding Bethesda games
Well I only really want the shane mod, so if it's as lowkey as you say I'm a bit more relieved
make sure you check out the mod requirements, because I believe it requires at least 2 framework mods as well as SMAPI
(SMAPI is the mod loader btw)
it only requires smapi and a content patcher
Hey everyone! I'm using the mods "CJB Cheats Menu" and "CJB Item Spawner" - and since update 1.5 the schedules of Leah, Pam and Elliot don't work anymore. They don't leave their houses at all. Is this bc of the mods? Does anyone else have similar issues?
unless i want extra stuff then i can download more things
I have CJB Item Spawner and they still do their schedules for me
Hi, can I upload my smapi log here? My game isn't showing any recipes, even though I've spent three hours making sure everything I need is downloaded & installed correctly. It's driving me mad š¦
yes moonbratwolfie, please share the log, this is the place!
those mods don't affect schedules, something else is going on. Could you share your log?
!log
Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
Thank you! I tried to parse it on the site & it said the file was too big...
ah, in that case, you can open the log with a text editor (Notepad or Notepad++ work), copy from the very top of the log to the bottom of the first couple errors, then parse that at the site
This is the only way I can send it I think š¦
How do I get the log?
see instructions on that page
Just upping it now. I hope it's a simple soloution - all I want to do is cook & none of the recipes are there
did you see this, moonbratwolfie o: ?
right, I'm saying parse the smaller portion at the site
Ah, sure!
There's my log: https://smapi.io/log/a2709816718f49518c5199c6aaeefd26
is that from after loading your save?
Yes
Did you try to verify your game files?
yea I was about to ask, did you use any XNB mods? They would have gone into your Stardew Valley > Content folder instead of Stardew Valley > Mods folder
!reset
See https://stardewvalleywiki.com/Modding:Player_Guide/Troubleshooting#Reset_your_content_files for instructions on resetting your game files! (This doesn't affect your save 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 :)
What are XNB mods?
They would have gone into your
Stardew Valley > Contentfolder instead ofStardew Valley > Modsfolder
as for what they do, they directly replace game files, which can make issues harder to troubleshoot
Well, I only ever used those 2 mods. Nothing else
Try to verify anyway, it wouldn't hurt.
I just did
I've seen some people missing content files even though they've never messed with them, so ye, it's a good troubleshooting step
Hmph, I apologise, but I am extremely dyslexic & am having trouble finding what part I should even copy, there's so much. Give me a second.
all good, take your time! 
I'm using smapi, and I was wondering if it was as easy as just taking out the old mod "folder" from the mod folder and putting in the new one.
I've not touched the configs before, so I dont think there would be any issues with those, and ill just update it via the links that the smapi CMD is sending me
There, formulated it a bit better, and thought I'd wait a bit to not overload the chat
Nope, this is overwhelming & making my brain hurt!
right Simon, that is fine! I was also noting overwriting is fine, in response to you
i checked its still not working i probably did something wrong i just don't know what
moonbratwolfie, you could also load your save again, and quickly quit after you start seeing errors, that way you get a shorter log
David, could you clarify which steps you were able to get through in the getting started guide? Also, could you elaborate on what "it's not working" means? That's too vague a description hehe
I think that might be it!
The only thing bothering me is the lack of recipes & none of the w**d stuff is there from the same creator š¦
sorry about that when i open the game some of the mods don't appear to be there i wanted to try the stardew valley expanded mod and i followed everything but the new farm layout and character aren't there
There are mods you can update. They're listed at the top of the log with convenient links. There are also 3 mods that aren't loading, see the Skipped mods section. Those error messages say how to fix the issue.
Otherwise, my follow up question would be, did you load your save, then get the log? There are usually more messages we get from loading the save, rather than only getting to the title menu and then quitting.
Ok in that case, did you follow the SVE install guide? https://github.com/FlashShifter/StardewValleyExpanded/wiki/Install-guide
I have downloaded all the newest updates for those mods & I'm still being told they need updates, I don't understand.
I'll open the game now.
Thank you š even though it's still not perfect.
I updated everything on Nexus less than an hour ago, it's frustrating.
yup thats what i followed my folder look exactly like that
oki, the farm layout is an optional file, did you note that?
yeah
oki can you share your log?
downloaded and added it
!log
Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
is the fact that my character passed out the instant they went into the Exhausted state part of the base game or is one of my mods fuckin' with it?
Depends on how much energy you had left, maybe
?
considering that you only go into the Exhausted state when you hit 0 energy... I had 0 energy.
you want me to just send the link here??
yes please
orly? I thought Exhausted state was like, as you were approaching 0
do I need to download Json Assets for the shane immersive mod?
im thinking something isn't updated
is it listed as required? I honestly don't remember
nah, it just warns you that you're getting close. if you actually hit 0, you get the exhausted status effect and get slow. it's SUPPOSED to wait until you get to -15 energy before knocking you out.
I just also have a ton of the frameworks already lol
No it isn't, but they do say this "Unzip into your Mods folder, run game once to generate config.json, and edit the config.json using any text editor."
don't rlly know what that means
you do have mods that need updating, listed at the top with convenient links. Note also the Skipped mods section. Address those and you should be good to go
oh is your confusion because the extension mentions .json? That's just a file extension type
ah okay. but what do they mean by edit the config.json using any text editor?
oh i think i downloaded them the day of the update so is that the only problem i just have to update them and i should be good
it means what it means, if you want to change the settings in the config.json file, you need to open it using a text editor. Notepad or Notepad++ would do the trick. You're not required to change the settings in the config.json though
okay okay thank you, I'm just making sure I don't mess anything up. Thanks again!
all good, you're welcome!
thank you as well ill update them and see how it goes
anyone got a decent greenhouse interior mod? I would like a more robust place to grow me ancient fruit.
I personally use Custom Greenhouse, it's simple just a bit bigger. Mouse (map guru) noted it's compatible with 1.5, and you no longer need the SMAPI component or config file
Im going to update unlimited multiplayer too when im updating some stuff. Would there be any issues since im currently using it with some friends for a playthrough?
SVE?
i use wilo's xl greenhouse, which is indeed extra large. 3 rooms, 1 for 100 trees, 1 for 100 trellis crop plots, 1 for 100 25x25 plots
stardew valley expanded
yes
if you're asking if it's SVE compatible, I'll refer you to the troubleshooting section of the SVE install github lol https://github.com/FlashShifter/StardewValleyExpanded/wiki/Troubleshooting#custom-greenhouse-interiorsexteriors-if2r
(honestly how is it that I, who doesn't use SVE, am super aware of the resources available for determining SVE compatibility :p)
i don't use IF2R though, I use grandpa's farm
for immersive farm, you just disable immersive farm's greenhouse in the config file. for grandpa's farm, it doesn't change the greenhouse interior, so you can just run your greenhouse mod as normal
The principle should still apply
cute kitten!
but also, please help spread the good word about the wonders of the SVE documentation https://github.com/FlashShifter/StardewValleyExpanded/wiki/Troubleshooting 
can anyone suggest their favorite mod to use for slowing game time down ' v '
timespeed
I believe Energy Time works (confirm with compatibility list though)
Time only moves if you are expending energy
!compat
See https://smapi.io/mods for a list of mods updated for the latest versions of SMAPI and Stardew Valley. :)
thank you!
not only can you freeze time at will, but you can also change the time tick length. it comes default with 10 in-game minutes lasting 14 irl seconds, but you can change that at any time, even in game
Hello! Could I please get some help with my TMXL error? I'm attaching my error log below, and am running this on Mac, in case that is relevant information
https://smapi.io/log/5091c014d4d34828817c0c1043f35267
Thank you!
TimeSpeed definitely.
Great, I appreciate it. Just getting back after over a year and when trying to relearn everything and schedules and such it's a little overwhelming how fast the day goes š
hi! I'd start by updating the mods that need updating. Those are listed at the top with convenient links. Your error is related to SVE and you could update SVE, so updating may fix it
@royal arrow Great thanks! I've had this error in 1.4 as well, I'll check back in if its still an issue later š
Is Automate & PFMAutomate functioning I just updated PFM Automate and it's.. no longer working
the mods worked now thank you for the help really appreciate it
you're welcome!
Can you elaborate on "no longer working"? Bit vague hehe I know animations for PFM are currently not working
@royal arrow o btw, Garden Village only has PPJA craftables if I'm not mistaken
So I think it would be compatible nonetheless and I don't deserve the credit : _ ;
lol listen, you confirmed it. I was more like "maybe, maybe not!
" you confirming made it a certainty hehe
how do i tell if level extender is working? im at level 10 for mining but it doesnt seem to go higher
I have a question for anyone using fresh meat mod from PPJA... Is there any way to disable DNA/Canning and other machines? I'd just like the meat plants to be honest...
I have items in chest, and my furance next to each other and.. the chest Furance isn't pulling say Copper Ore +Coal = Copper Bar
Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
Im going to update unlimited multiplayer too when im updating some stuff. Would there be any issues since im currently using it with some friends for a playthrough?
i don't think that mod's had an update in some time, but it's been working perfectly for my MP game
Well i was still using the version from 2019.3.5 but there is a update from 2020.2.15
not related with automate but you're missing some mods especially stardustcore and happy birthday which depends on core..
It's better to remove them for a while I guess..
huh, there doesn't seem to be anything in the log.
To clarify though, from the example you gave, it looks like it's Automate in general that's not working? Copper bar would be a vanilla thing and not one added via PFM.
I did see there's a bug report on the Automate page for local multiplayer (split screen). Are you in a similar situation? https://www.nexusmods.com/stardewvalley/mods/1063?tab=bugs
None of those are updated
You can do either route, you don't need to make the machines
So I've been playing today with one other person, and twice now they've crashed between days. I have two logs here - trying to narrow down what's actually happening. It looks like Better RNG is causing big issues? SMAPI's list has it greenlit for current version - though maybe it doesn't like multiplayer?
First Crash: https://smapi.io/log/b4217b694ce641508041a8492b01c201
Second Crash (really big file): https://smapi.io/log/988f2e2ebea34c0cb2a98ae6a0a6bdda
But I suppose you can delete the PFM part of the mod
Nope this is my personal single player farm, and it was working yesterday that I can think of
Yea I've come across a couple people that are leaving outdated mods in their Mods folder so they get notifications of the updates
The only thing I did differently was updated PFMAutomate this morning
@lapis void but im guessing you've been using the latest one then?
you could try reverting PFMAutomate to a previous version to see if that works
yeah, we use the latest with no issues!
I know that, but I mean to have them off the crafting menu, and items out of game and only keep the meat
here I rephrased it 
Yeye, was more wondering if updating it mid playthrough could have some issues
Yeah, you can delete the PFM machines in the folder @fickle shadow
it shouldn't!
Not that i think it would have, but might as well ask
Oh! okay thank you!
š
Hi again, TMXL is unfortunately still unhappy, specifically since I downloaded the child to NPC for SVE mod
https://smapi.io/log/95a9347f657b4aae88e6edbedc3e4ff4
which do i download? The nexus download or the direct download?
for SMAPI? either is fine
@clever burrow saw you had problems modifying the config file in Child to NPC. you need to be exact with it, one extra comma or bracket and the file won't load
it should look like this:
"AgeWhenKidsAreModified": 83,
"DoChildrenWander": true,
"DoChildrenHaveCurfew": true,
"CurfewTime": 1900,
"ChildParentPairs": {
"Autumn": "Jasper",
"Winter": "Sebastian"
},
"ModdingCommands": false
}```
you can check a json file is correct by uploading it here
https://smapi.io/json
yep noticed that 
that json validator site is a lifesaver
its alright now, thank youu
Got rid of autogate and walkthrough trellis thinking maybe they were the issue - but better RNG is acting up almost immediately again:
https://smapi.io/log/a2f44c2919da4c738bb34bd137ec18bb
Any idea why? It wasn't doing this before - only once we got close to the end of spring. Now all the sudden it's throwing huge errors.
at BetterRNG.Framework.MersenneTwister.Next(Int32 maxValue) in```
Full output in log parser above.
okay so what'd I miss? 
Obviously the most important thing was what I pinged you about š„ŗ lol jk
lol
Just realized Customize Exterior doesn't work for 1.5. Game is UNPLAYABLE (Customize Exterior changed my modding life
)
Who knows though, space might update 
lol
If I have a bunch of mods installed and wanna join a friends game who has 0 mods installed am I able to just join or will they have to download the mods? Note they are hosting not me and wanna get a feel for the game first before adding mods
Depends on the mods! If it's aesthetic stuff, you can have the mods without impacting your friend
!mpmods
See https://stardewvalleywiki.com/Modding:Player_Guide#Do_mods_work_in_multiplayer.3F for details on how mods work in multiplayer. :)
Is there a crash-log that isn't error log?
my error log is clean but my game just crashed
Gotcha I just figured out I can launch the game with out the mod launcher and it will start up a vanilla game so easy fix
Did the 1.5 update make it so farmhands can marry modded NPCs now?
Yes!
Yes, would be something like SMAPI-latest
That too! Another alternative is to set up a mod group with an empty Mods folder, if you still wanted Steam achievements in this multiplayer adventure
!modgroups
See this link for how to load different mod groups: https://stardewvalleywiki.com/Modding:Player_Guide/Getting_Started#Can_I_have_different_mod_groups.3F.
Do you want to play Stardew Valley with mods? This guide is for you!
ProTip for making money with the Automate mod during Summer: Processing Hops into Hops Starters with a Seed Maker will on average give you two starters, which sells for 30G each, more than standard Hops
I thought there was a sve bug that caused the game to crash when a farmhand marries a custom npc though? š¤
mp only
The 1.5 update included some modder wishlist stuff, that might have been one
mp only? Isnāt the only way to have a farmhand on your farm though?
hullo everyone. im having a bit of a crashing issue with my game. im hoping im in the right channel? would i be able to post my smapi crash log here?
Iām not the most tech smart so I have no idea how to do that
Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
I know that it used to crash when that happened, but it was any modded NPC not just SVE
Right below my message is a link to the modgroups wiki page that walks you through the steps, it's not too bad!
I was wondering if anyone had tested it yet
Wait but that's what I mean by error log haha
i apologize beforehand that my game is a bit mod heavy. i had thought it was immersive farm related but the crash still happens without the mod (game crashes when moving towards the greenhouse). ill post the smapu real quick one sec (and thanks so much also for being willing to take a look!)
Oh thanks Ovamoose
Good to know that 1.5 actually allows farmhands to marry modded characters.
Been looking at that for a while
A LOT of people wanted to marry Sophia, haha!
Oh, some folks think it has to say crash in the file name so I was clarifying. You meant there weren't errors in the log itself even though your game crashed?
I had that happen a couple days ago, bit unnerving 
here is the smapi log: https://smapi.io/log/3838ba86880a43888f812c6b255094c5
Yes
I can't figure out why. I know it's something to do with quest frame work but log won't show me
Ugh so if i host a multiplayer game I actually have to work to get Ysabelle before them? Unacceptable
i think i uploaded the right one?
Did you check the Trace? Sometimes that has details
For the greenhouse crash specifically, there are some details here https://forums.stardewvalley.net/threads/common-modding-issues-in-1-5.3199/
...you donāt say 
!!!
i didnt realize there was a thread on that. thank you so much im off to take a read through!
You're welcome! 
t-trace?
In the parser site, Trace is turned off by default (note the red color on the Trace button)
Hello everyone, I have a question about Stardew Valley Expanded ; i'm kinda want to try it but there is one of my saves that I want to keep "basic" (without Expanded on it).
Is there a option or anything that allow me to keep a save without the mod ?
Yes there is, Alya! Modgroups 
Just dont open it
!modgroups
See this link for how to load different mod groups: https://stardewvalleywiki.com/Modding:Player_Guide/Getting_Started#Can_I_have_different_mod_groups.3F.
Do you want to play Stardew Valley with mods? This guide is for you!
Oh thanks !
Dont open the save with mods enabled.
You can set up a mod group for SVE specifically, and have a separate mod group with different mods (or no mods!)
Then make sure you load the save accordingly with the mod group you want
that's .. kinda correct.
You'll still need to not open that save on the SVE modgroup
Oh dang that is SO useful
Hence this lol
Then make sure you load the save accordingly with the mod group you want
Just make sure you dont open the save while loading mods. I personally tend to build my packs manually by sticking mods in the mod folders.
yeah, I reread that after
I said something. >_>
I'm apparently not awake, going to get coffee lol
Thanks everyone for the link and infos ! ā¤ļø
https://www.moddrop.com/stardew-valley/mods/580632-alis-flower-grass-content-patcher-edition
So the way this mod supposedly works is that I can only have one version of grass that it uses.
If I copy/paste this mod five times with each copy having its own png file, would I be able to play with all five versions being added to the More Grass pool of different grasses that it uses?
Can you link the mod?
Hi, does anyone know why I have double of each npc's on the map?
you running ui info AND npc locations or something?
I assume you're using UI Info Suite. Turn off its people tracker
updated my message with the link
I am, how do I turn it off?
Oh its okay I got it
Thank you!
From the settings menu UI Info Suite has yea
should be a hammer icon in the menu
ah nevermind, lol
Idk if it'll be as simple as copy-pasting, iirc More Grass has a specific format it needs the png's to be in? 
What does the manifest.json file do?
Hey everyone! Was wondering if someone could help me with a mod. I was wondering if there was a mod that makes it so everyone can claim the community bundles because in multiplayer only one person can claim them. Back when I played through the mod I quite liked the fact that everyone was able to take these since it's kind of annoying that everyone puts effort into them but only one person can grab the goods :D
See here https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Manifest
Tl;dr it's what tells SMAPI "here is X mod with its requirements, please load it"
Does anyone know if the NPC child for SVE mod requires fussing about with maps? I'm thinking thats the source of my issues
https://smapi.io/log/af4f62bccfce44fabbdd59186fa54fe2
Is that the unofficial update?
I'm guessing nobody knows why BetterRNG is causing issues?
A nvm log shows it is
The child to NPC standard is, the NPC Child for SVE hasn't been updated at all
@split lance The author says it should work
@unreal stratus Hmmm, okay! I had this error before the update as well, so i had assumed it was related to this mod and not the update. Thank you!
@split lance Remove Kids Treehouse 1.0.0
@unreal stratus WIll this not effect the pathing of the children?
Oh, thought it was a standalone. The author also uploaded a standalone version
Sec lemme delve in deeper
thank you š
Hey fellas, to use Artisan Valley do I actually need the all of the contents of the PPJA Content Pack Collection, or are some of them optional?
Because I've managed to play with it well enough without fantasy crops or meat mods
but they're listed as necessary
I think the mod description specifies which are actually required and which are optional, but the "Requirements" tab thing on nexus lists them all. There should be a note regarding which are optional though?
//Question:
- How do I find out my current SMAPI mod Load Order &
- How do I manipulate the mod order so I can better control what overrides what
!log
Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
@ Zeffy for your first question ā¬ļø
Im pretty sure mods load in the order they're listed in your mods folder, arent they?
probably not
@ Zeffy for the second, you'd need to add dependencies if you didn't want the load order to be the default, which is alphabetical order
None in game at the moment
@narrow egret * For those who do not want the entire PPJA collection, you need Fruits and Veggies, More Trees, Mizu's Flowers, and More Recipes at a minimum.
You might have an issue if the kids go to the treehouse
I don't use the two you listed and so far things are okay
Oh so i guess i had the minimum by accident, sick nasty
@unreal stratus Children aren't old enough to wander yet
@ Zeffy if you wanted to try adding a dependency, it'd go like this:
We have mod A and mod C. Because SMAPI loads mods in alphabetical order, mod A will load first, and mod C will load after, which means mod C "wins" and its changes overwrite mod A.
If you want mod A to overwrite mod C, we need mod C to load before mod A, so mod A loads last, and mod A wins.
In this case, we need to add a dependency in the manifest.json file in mod A, so that it depends on mod C. This ensures mod C loads before mod A. As Kyrinia had put it earlier, winner needs to depend on the loser.
The wiki on manifests is here https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Manifest
yeah I think they understand not everyone wants meat crops and magic fruit
Oof. Looked into the code for fishing behavior and basically, it looks like a lot of custom cases for locations :\
I wanna say remove the mod until it gets fixed officially?
Before they turn into npcs?
I shouldn't have updated Teh Fishing Overhaul to work, because just about all the 1.5 fishing additions won't work
But I only really want to see what fish I can catch and what fish I'm currently catching tbh
Can someone help identify what is causing an error in running the game: https://smapi.io/log/43349c851969484a9423a6b59562d252 ?
try running as administrator? and double check that your game folder isn't set to read only
How do you run as admin through steam? It was working yesterday...
I guess my more particular question is what is alphabetical, are the folders in the mods directory considered first?
ie; If in my Mods folder I have a folder called QoL Mods and within that folder I have Lookup Anything which opens to the manifest
And after the QoL Mods folder I have Tubular Graphics > [CP] Elle's Dirt...
Does LookupAnything load first in this case then Elle's Dirt?
Or are all Folders Names that have a manifest looked at, then sorted by alphabet, then loaded in that order?
if you sort your Mods folder by name, that order. so things with [ are loaded first before things without [
Hmm. I hadn't played in a while, and reinstalled when 1.5 was released... At some point in the past I must have been using a mod for multiple pets, but I don't even remember what it was called. Now I have 2 cats and a dog that all spawned on top of each other and seem to be stuck. Any idea what I might need to do to reduce it back down to one pet?
Oh...the folder "Stardew Valley" seems to be in read-only in the properties...but I'm not sure how to change it, since there is no option to do so as far as I can see...not sure how it would have changed from yesterday. š¦
That reminds me of FasterPaths, I think I saw a similar image in the bugs for that mod
although it does take into account frameworks. For example, [CP] Elle's Dirt is a content pack for the framework mod, ContentPatcher (CP). Therefore CP has to load before Elle's Dirt can, since it needs the framework mod first.
Right but in this case [CP] Elle's Dirt is nested in Tubular Mods
and LookupAnything is nexted in QoL Mods
So Alphabetically it's QoL -> then -> Tubular
// I'm asking cus I want to sort my mods better but I'm not sure what would mess things up
if you wanted to know more of the nitty-gritty though, definitely get your log and poke through that
Adopt 'n Skin?
I believe that only added multiple pet variations, not multiple pets in general
that's fair, the example you listed here is correct. Nesting mods definitely can put a wrinkle in tweaking load order. What I've said so far assumes you're not nesting mod folders
(Adopt n Skin does let you have multiple pets. That's the "adopt" part.)
no, that's much too new.
what does it look like in this window--
yeah, I bet that's it, it even mentions the error.
Ahhh nevermind. I think I got it to work (error isn't ocming up anymore). I did not know you could unmark the box "read-only". Pfff--- thank you.
Ah okay! so the alphabetical order is based on just folder names, in the entire Mods Directory I thought they had some kind of special relationship to manifest files 
holy shit challenging community center bundles updated
the special relationship part is in the case of manually adding dependencies, and also the "ContentPackFor" bit (idr if that's the exact wording). That last one is what I was referring to in my example about CP and Elle's Dirt
Okay - so we uninstalled BetterRNG - figured that was logical right? It's throwing errors - get rid of it - continue on until we find a fix or just get used to playing without it.
Well now that BetterRNG is gone, it's throwing out a whole NEW batch of errors:
https://smapi.io/log/73f8cb83b7ef474f831923cd4c05c46d
at StardewValley.GameLocation.seasonUpdate(String season, Boolean onLoad) in C:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\GameLocation.cs:line 14012
at StardewValley.Game1.setGraphicsForSeason() in C:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 10225```
Got chya š
I've been wanting to put all my dependency mods in a folder called [Dependencies] just to make sure they do infact always load first
Yeah as Lenne said it's marking them as a dependency in the manifest that actually guarantees that.
Provided they are listed in the manifest.json for a mod as a Dependency, then they are
aha, another data point! we had two of those seasonUpdate errors in MP yesterday, let me take a look
The folder name is less reliable and could potentially change even at some point, where SMAPI will always handle actual dependencies automatically.
@elfin patrol can you try without deep woods, please?
Sure, we can. Will the save freak out if we load without it?
nope, it should be fine!
DeepWoods is the only relevant shared mod between you and the two other people with the same error yesterday afaik, so i'm gonna guess removing it will solve your error
will report back soon
(adopt and skin should still be working fine as well)
Ignore me:
**Known Issues
**The pets will all spawn in the same outdoor location and get stuck to each other. This problem can be fixed with the Pet Spawn Location mod.
lmao
yeah, pet spawn location will probably solve this problem haha
but if you install MA (buggy, outdated), A&S or the new mod, you can get rid of the extra pets with console commands in any of those mods
Ok so uh, my plan is to get the craft master, full shipment, and gourmet chef achievements, and then install the rest of PPJA.
You can move the kitchen???
because Cola from Even more recipes still doesn't have a recipe
can i get the log thing plz
i'm just gonna make the recipe coal and sugar, until there's alegit recipe
Line 17 and Line 18...how come there are two āIsColoredā: entries?
Is the PPJA collection gone? I cant seem to find it never mind im stupid
@keen moss
just wanted to again thank you so much for directing me to that thread. figured out it was the emu that was causing the crashes. granted now my greenhouse is placed directly in the river (on my immersive farm map) but that can be dealt with (hopefully) later. at least my games no longer crashing. thank you so much again!!
you're welcome! 
The emu that was causing the crashes? As in the animal emu? šÆ
uh no.. the modding utility
yea I laugh
oh š š¬
I think it's Entoarox Modding Utility (EMU)
So yeah waiting for those 3 cheevos
the modding community has a lot of fun with acronyms~
!log
@gentle glen Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
yeah that utility. im getting a floating greenhouse out of the deal but hey location location location...
had a misunderstanding the other day when someone said KIM and I thought they just decided to all caps the name of the custom NPC Kim. Turns out they meant Karmylla's Immersive Maps (KIM). Very different lol
lol
Kola nut + sugar + carbonated water?
yeah sure
heck if youāre going that route you might as well name is Coala, lol
ty
im thinking that when i get to where i can move the greenhouse (if ive been reading the news on 1.5 correctly) ill worried about moving it from where its placed into the river then. right now it just looks odd but since i cant go into it yet anyway, meh.
@lapis void Day rolled past to summer with 0 issues once we removed DeepWoods
Iām surprised there isnāt a farm editing tool to manually change your farm around.
you're using SVE right? There's something in the SVE troubleshooting section of the github about greenhouse in your water https://github.com/FlashShifter/StardewValleyExpanded/wiki/Troubleshooting#double-greenhouses-greenhouse-drawn-in-default-location-in-the-water-if2r
What do you want to move?
Like a 2d version of MCEdit or whatever that external world modding tool is called
aha, as i suspected! thank you! i'll try to get my friends to run a test with just DeepWoods so we can report it, the author needs logs with only DW installed
Someone was talking about a greenhouse in an area with an inaccessible entrance
it was me. my greenhouse is placed directly in the river. but as my game would crash anytime i walked in the direction of the greenhouse, that was more my worry than anything else. seeing where the greenhouse is right now though makes me chuckle and pun about waterfront property. but as was also suggested ill take a look at sve troubleshooting page š
Ah that's the Immersive Farm bug
But combining this mod.
Tree Transplant
Crop Transplant
You can move A LOT
part of the community is a godsend when there's like 80 npcs in the game
can it move bushes? like the bush blocking the entrance to another mod? (not sure if naming the mod would be consider spoilery in case theres an event that removes the bush)
(and with Crop Transplant you can move trees, if you turn that on in the config
)
oh, Destroyable Bushes may be the one you need for the bush
Don't bushes regrow though?
oh o.o nvm lol
Until Reset Terrain Features is back, no bushy wushy ;_;
Thereās a mod that slows down in-game time so it doesnāt tick 10 minutes at a time so quickly, right?
idk if it's working yet, PJRamaglia, but something Time Speed
If your farm map is up to date (either IF2R or IF2) your greenhouse should not be in the river. The troubleshooting guide for that problem is obsolete in 1.5. Did you switch farm maps mid save?
I could use the āFreeze time indoorsā and āFreeze time in caveā CJB Cheat Menu options for the time being then? š¤
yes you could!
no. everything is fresh. when the update (and the patch) came out i completely uninstalled everything and wiped out my mod folder and then started new.
Can you share your log? https://smapi.io/log
um sure. should i generate a new log? because the one id posted way up earlier was the crash log
(The summary is that IF2 variants of maps used to erase original greenhouse and draw custom tiles elsewhere to fake "move" the greenhouse, so any later edit to the greenhouse tilesheet would make it visible again, e.g. building recolors. 1.5 both made the greenhouse a movable building and added an initial starting position map property for modders to use, which both maps make use of, so they are no longer throwing a sheet over the greenhouse and pretending it isn't there, but actually moving the building.)
The log I found after scrolling an eternity awhile seems to have been crashing from EMU, is it still crashing, or...?
that is the old log. when si(lenne)tnight helped me figure out emu was the crash issue
here is the new one https://smapi.io/log/32fcfcae3ee64edb960e86bace3a1c7f
no crashing this time but now is the waterfront greenhouse
Okay so I think I figured out how to have all five versions added to the More Grass "pool" instead of just being forced to pick one version of this mod:
I edited each content.json so it will only load that specific version's png file.
sorry for all the scrolling. i was hurrying to get out of game real quick and generate the new log
Could you post a screenshot of your full farm map and share it here?
(There's a little camera button at the bottom of the game's options menu.)
I also made sure that the assets subfolder within each [CP] folder only contained that version's png file and none of other four variants.
Oh sorry, you don't have to leave game to get a log! SMAPI is always scrolling away in the background
sure gimmie a lil bit to get back in game! and okay now i know for next time hehe
Is there a way to have the SMAPI console window stay open after exiting the game?
Maybe but I don't think so; can you explain why you need it to ?
I love the new mod @pliant chasm
I could be wrong but I'm pretty sure some of my mods (dont change map or anything) are causing forage materials to glitch, like I only see one or two a day. Yesterday I found blackberries broken in a place I hadnt been that day
"You can now have different kitchens in different places! "
eh...no reason really. Just more a very minor preference thing. I know I can keep the console window open after exiting the game with MultiMC, lol š¤·āāļø
What does this mean?
If you have the kind of error SMAPI isn't able to intercept, you could run it from a terminal.
What is the context? (is this a mod description?)
That's like saying "You can grow different plants with different seeds!" lol
From Elle's new mod.
Without knowing what you're quoting, I would assume they are talking about the new kitchen standing spot property.
what if I wanted different kitchens in same areas? or same kitchens in different areas? š¤
so guys, i have a query
activates MySQL portion of my brain
what are some good texture replacement mods that are working rn?
Can content patchers cause forage items not to spawn?
In 1.5 the cabin maps are no longer used, so people that edited cabins and farmhouses separately would now see the farmhouse edit be global (unless they specifically checked location which Elle is now)
actually wait nvm
A Toned Down Stardew seems to be working fine!
So does Adopt and Skin work with 1.5??
I'm using this one: https://www.nexusmods.com/stardewvalley/mods/4705
@brittle citrus we need content. You can post a log
Daisyniko's works almost prefectly but I think I saw one missing texture the other day
I'm loving the non-vibrant look it gives the game
Helllooooo my modding compadre's how's everyone doing
do you know if that works with sve?
Yes!
OOOOH
Like this? https://hastebin.com/tuvutenayo.sql
I'm using it in my mod folder right now actually




tadaaaa @royal arrow and i confirmed that the seasonal texture error spam in multiplayer is indeed from deep woods: https://smapi.io/log/83f6a08d2f0541a89fbe96b8fc8ac93b lenne is it time for a quote about this :P
Hello!
!log @brittle citrus
@brittle citrus Can you upload your SMAPI log to https://smapi.io/log (see instructions on that page) and share the link here?
I'm ready 
ooh, nice mods :D
huh it looks so small in that pic but im learning all sorts of thigs today lol. never took a screen of my farm before!
I'm not finished either š
This is what I was wondering - the debris in wrong places all over means that even if you intended to start fresh with this farm, at some point the game was saved using the standard farm (or some other layout), probably because of trying to figure out the crashes. This is why the greenhouse is not in the right place - it's stored in the default position.
If your multiplayer game is crashing on season change (i.e. when sleeping on Spring, Summer, Fall or Winter 28), try removing DeepWoods temporarily. A bug report has been made to the author and a fix should be up soon. It's safe to remove the mod during a playthrough!
I need to check a thing to see if moving it from console would work
also seriously thinking we need 2 separate quote indexes now
one for "using mods" and one for "making mods" lol (I'm more worried about finally reaching the character limit in Discord š)
hopefully this one will be pretty temporary 
Ah thanks, here it is https://smapi.io/log/6256944925714809bd2291b985391e43
hmm. well this is just my 'test' farmer. whenever i do anything in game thats an update or a major mod redo i make a test char first to test and run through before i go ahead and 'officially' play the game.
New quote added by LenneDalben as #5275
Well, try it on a new save.
I just froze my laptop trying to manually figure out the discord message character limit
š¤£
It's 2000.
should i delete my test farmer and that save and start again? might that fix the greenhouse?
i mean... ive done that before 
You don't have to delete anything, just start a new farm.
what seems to be the problem, @brittle citrus ?
oh cool! thanks!
nothing in your log suggests that CP is messing around with forage
the quote for the CC bundle issue for people playing in non-English languages is now obsolete right? SMAPI 3.8.1 now fixes that o:
yeah it does!
might have to force close Discord now š
Well first of all, there is a huge lack of forageable items spawning, like two a day. Yesterday I found forageables as drops where I hadn't been that day, also (not sure if this is a glitch but) I had a preserve jar and now its gone, an acorn replaced it
lemme see if there are any others that can be removed
New mod? Oh, updates, haha thanks 
Can you move kitchens now? Or am I misunderstanding the description?
hi elle 
5266 can be removed now too since bonster's updated, we can just go back to the old "delete and reinstall completely"
I say silly things in changelogs all the time, how dare people actually read them!
ah, right. It showed up in 'updates' and assumed it was new. :P 

omg is that the Elle?! š³
i think we don't need 5083 either! farmhands should be able to marry custom NPCs now
I'm just glad I'm not doing this https://cdn.discordapp.com/attachments/678284714829807636/764554561380679690/Metric_New_Crops.png
@unreal stratus you can have different options for the farmhouse kitchen, cabin kitchens, and island kitchen now, that's all. I can re-word it :P
How do you have a chest that fits so many items like that?
I can't think of anything, maybe try verifying your files @brittle citrus and try warping around for a day or two
!reset
See https://stardewvalleywiki.com/Modding:Player_Guide/Troubleshooting#Reset_your_content_files for instructions on resetting your game files! (This doesn't affect your save 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 :)
(i think kitchens CAN actually be moved now though, if you edit your farmhouse map)
No need, I'm an idiot. š
senpai noticed me 
the spouse kitchen standing spot can be moved, so farmhouse mods can move the kitchen around too!
I removed this and the others, any other ones or are we good o: ?
i think that's it?
Too late!
I have always been bad at explaining things so that one's on me, no worries
Okay, it is simple to move buildings from the console, so if someone was mid-save and had a (ruined) greenhouse in the river, it would still be easy to fix without a save edit.
(I say ruined because if it were fixed, they could just move it with Robin :P )
@pliant chasm, just wanted to share that my 10-year old daughter absolutely loves the old skin mods and new skin mods I added to my game :3
awwww that's so nice to hear thank you
š
is their an updated version of crab net?
!compat
See https://smapi.io/mods for a list of mods updated for the latest versions of SMAPI and Stardew Valley. :)

hi