Tool SMAPI: Stardew Modding API

Discussion in 'Mods' started by ClxS, Mar 6, 2016.

  1. Kit Ballard

    Kit Ballard Tentacle Wrangler

    gah. you people and your high speed interwebz T~T gif.. so... big D=

    I jest. Yeah, I got a data capped net, but eh. Can't drag everyone with me =p

    Looking good. Maybe this will push me to look into maybe making my own lil plug ins.
      Superior_s likes this.
    • Zelnite

      Zelnite Big Damn Hero

      v38.6 gets me a bit of slowdown tho i don't encounter any error, i installed again the v38.3 :)

      anyway thanks for updating the API! xD
      • Zoryn4163

        Zoryn4163 Big Damn Hero

        I'll do some performance checks and see if I can improve anything.
        • SuccuIncu

          SuccuIncu Scruffy Nerf-Herder

          I tried to launch the smapi 0.38.8 on 1.0.6..
          I tried to install net 4.5 but it said It is already part of the system..
          I don't really understand what I should do..
          Can anyone help me?
          Thank you..

          [19:15:42] Validating api paths...
          [19:15:44] Critical error: System.IO.FileNotFoundException: Could not load file or assembly 'Microsoft.Xna.Framework.dll' or one of its dependencies. The specified module could not be found.
          File name: 'Microsoft.Xna.Framework.dll'
          at StardewModdingAPI.Program.ConfigureSDV()
          at StardewModdingAPI.Program.Main(String[] args)
          • ClxS

            ClxS Pangalactic Porcupine

            Very odd. I'd assumed that installing Stardew would automatically install that requirement. Are you using the Steam or the Gog version?
            • SuccuIncu

              SuccuIncu Scruffy Nerf-Herder

              GOG version..
              and don't mind me..
              I just reinstalled and restarted my laptop and then everything just went smoothly...
              sorry to bother you..
              something must have went wrong when I installed the game..
              • ClxS

                ClxS Pangalactic Porcupine

                Not a problem! Glad it works now :)
                • SuccuIncu

                  SuccuIncu Scruffy Nerf-Herder

                  Keep up the good work... :D
                  and thanks for helping meee... :)
                  • Genn Faol

                    Genn Faol Scruffy Nerf-Herder

                    Unfortunately, mods like the ones that let you raise your stamina and health are still Storm-only, and I can't really imagine playing the game without those. Sucks that certain people felt the need to pressure others into accepting the inferior alternative.
                    • Zoryn4163

                      Zoryn4163 Big Damn Hero

                      If you mean your max health and max stamina that has been a feature in SMAPI since... the beginning.
                        Superior_s likes this.
                      • Genn Faol

                        Genn Faol Scruffy Nerf-Herder

                      • Zoryn4163

                        Zoryn4163 Big Damn Hero

                        Superior_s likes this.
                      • jumpstartgunner

                        jumpstartgunner Space Hobo

                        Does this mod work with the latest version of API??
                        Because I can't seem to even get SDVMM to ever recognize it.
                        • Genn Faol

                          Genn Faol Scruffy Nerf-Herder

                          The reason is pretty much meaningless; because of this conflict there will be plenty of mods that are only available for one or the other until it's all resolved, to the detriment of the players. Can't really blame mod authors for not knowing what to do when there's no clear news on what's happening.
                            Shadow123367 likes this.
                          • OrSpeeder

                            OrSpeeder Phantasmal Quasar

                            I decided that I will only support my mods for stable versions of SMAPI, that are the most backwards compatible with existing mods, to avoid crazyness.

                            This mean now 0.38.6

                            I ask modders and users to refrain from updating to newest experimental SMAPI unless you really want to do experimental work.
                              Superior_s likes this.
                            • ClxS

                              ClxS Pangalactic Porcupine

                              Yeah it's a tricky one. A lot of updates are coming in fast because there's a lot of changes that needed to be made.
                              I suggest mod developers target the latest version for obvious reasons. It's the version I'll be ensuring compatibility with when major API changes occur. The changes made to 0.39 are all minor enough.

                              For users, sure. I suggest holding off until the mods you want have updated. If a mod hasn't been updated, maybe ask the mod creator to do it :). (Politely! Please don't hound people)

                              However I've got a suggestion on how to make 0.37 mods compatible with 0.39. Give me a minute whilst I test it!
                                Last edited: Mar 23, 2016
                                fimbulvetr and Superior_s like this.
                              • ClxS

                                ClxS Pangalactic Porcupine

                                Making 0.37 mods compatible with 0.39

                                Hi Everyone!

                                So 0.38 brought a few big changes to how mod loading work. Mods are now stored slightly differently, they are now stored in their own separate folder, like this:

                                Unfortunately this means mods will not work due to the change.

                                The good news is that you can manually make this fix and most mods should then work in 0.39.

                                First things first:
                                1. In your mod folder, you'll have loose mods like this:

                                Make a new folder for each mod, and copy the mods files into it, like this:

                                Now go into one of the new mods folders, you'll need to create a new file called manifest.json. You can do this by right-clicking in the folder, and going to New > Text Document, and renaming this new text document to manifest.json.

                                Now, open the manifest.json file in a text editor and add the following:
                                  "Name": "<ModName>",
                                  "Authour": "<ModAuthor>",
                                  "EntryDll": "<Mods DLL name. i.e., Sprint.dll>"
                                And the mods should now work. Sorry it's a bit of a pain in the butt. New versions of mods should already provide this file, but this is more just to support mods which haven't/wont update to the latest version. Let me know if you have any problems.

                                As for 0.38 mods, whether they are compatible depends on what features they've used. If they used the new configuration class introduced in 0.38, they possibly wont be. If they didn't, they might work as is.
                                  Last edited: Mar 24, 2016
                                • SasuraUchiha

                                  SasuraUchiha Cosmic Narwhal

                                  Just renaming a txt file to manifest.json doesn't work for me... The name of the file is just manifest.json.txt then... Do you need an extra program or something for it to work? Even with Notepad++ it won't work...
                                  • hihi427

                                    hihi427 Tentacle Wrangler

                                    The name of the file should be "manifest.json" not "manifest.json.txt"
                                    • lord676

                                      lord676 Void-Bound Voyager

                                      you need to install xna framework 4.0 just like me

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