1. Don't report bugs here. Report them in the BUGS section!
2. Remove all other mods and check if your issue still happens. If it doesn't, figure out which mod is the problem before posting.
3. Please include your SMAPI log (see https://log.smapi.io ). If your issue is multiplayer related, post the logs of all players.
4. Include a proper description of what you were doing, what you expected to happen and what happened instead. Try to be as detailled as possible, so I can actually figure out what went wrong and how to fix it.
5. I do not offer support for SMAPI on Android. I don't have SDV on Android, so cannot debug issues, and the official SMAPI doesn't support Android. Report bugs with Android to the person who made the SMAPI port you are using.
Since I get overwhelmed with messages and requests, I will delete without comment: - Any bug report that is just a one liner without any useful information. - Any bug report posted here instead of the BUGS section. - Any bug report without a SMAPI log. - Any bug report with a SMAPI log full of other mods. - Any bug report involving SMAPI on Android.
Sorry for this. But I can only help you, if you help me. Thanks for your understanding and cooperation!
There seems to be a non-insignificant number of people who struggled downloading the correct mod version (2.0.0-beta) for Stardew Valley 1.5.5+. I thus have moved the mod version 1.9.6-beta for Stardew Valley pre 1.5.5 into the "Old Versions" category. If you are still on 32bit SDV, that's where you want to look. If you are playing with the newest version of the game, just download the newest version of the mod.
Important note: SMAPI support on android, from what I can tell, is currently limited to non-existent as of May 2023! The current SMAPI loader seems to be in beta stage and the author does not make any guarantees that all mods will work. This post is stuff I learned as an android player in 1.4, and will likely still be relevant when mod support for android comes around again. I no longer play on android, so I cannot update this down the line. So do not interpret this post as a sign that there is android support right now--it is just information for the future!
Now for the tips (some spoilers ahead):
The high amount of monsters that spawn in higher levels might make your game lag, which could be challenging if you play with auto-attack turned off.
With the thorny bushes, I had trouble getting the iridium axe to auto-select when I had tap to move and auto attack on. If this is your preferred control style, either temporarily switch to a different one or just use bombs. I personally prefer bombs because it can be annoying to do a control method I'm unaccustomed to in a high-pressure situation, but you do you. (Btw, I couldn't get the axe to auto select for anything but chopping non-fruit trees, so if you want to get hardwood or something you might struggle.)
In a similar vein, you may have a hard time passing to the next level with tap to move on because it doesn't register that you've touched the edge. This can be worked around by briefly changing to a joystick control option.
I STRONGLY recommend going into the config.json and changing the minimum walking speed that frightens the unicorn. There is no way to walk at a speed below 3 on mobile without being slimed or something (tipsy doesn't cut it). I tested it out, and even with a joystick the best you can get is moving at speed 5 in short bursts. This is the only thing I know of that is impossible to do the "real" way on mobile, so as far as I can tell the only way is to modify the file.
The obelisk menu to select a level was sometimes offset for me, making some or all of the numbers outside the clickable area. I fixed this by quicksaving and restarting the app, which for some reason recentered the numbers when the save was reloaded.
And as a final note, if for some reason you're playing android sdv 1.4, the compatible version of deepwoods is 1.8.3-beta.
Comments locked until I have updated the mod for 1.6. Bombarding me with "pls fix" "when done" doesn't make me faster, it just stresses me. Chill, people.
I have question - is that mod have any relation with quest named something like spring donation (to obelish in deep forests?) quest appears randomly when leaving cabin and duplicate itself over and over =(
Hello, I found a good material in that mod and would like to make a custom npc. I'd like to use Deepwood keywords and Max's hut, can you please allow me? If you allow me, I would like to make it and distribute it at the Stardew Valley Naver Cafe in Korea :)
Thank you for asking! If I understand correctly you would like to use the character sprites in this mod to create a custom NPC. I am sorry but no. These are exclusive to this mod and intended for a character that I am working on who will be in a future update.
Thank you for your answer! I have one more question, is that okay? It's my first time interested in mods, so I'm a little confused with the terms, so I'm asking you one more time... (sorry.) Does "Character Sprite" include "Deep Wood"? If not, I only want to use the Deep Wood keyword! I thought I'd need permission because the conversation will include content about your mod :)
What are the stones with the indentation in them? Are they the obelisk? How do we work them? There is no documentation anywhere for this, that I know of.
Also, is there anything we can edit in the files to make ores spawn in the deep woods? Kinda "meh" to go there unless you need wood or mushrooms.
1. On the description page of this mod, under the first headline "What's in the current update (3.1.0-beta)?" you will find your answer.
2. Theoretically yes, through the config file by adding ores as extra foreagables. Practically this is broken due to a bug, and won't work until the next update.
Compatibility note for Stardew Valley Expanded, and advice for other SVE players [edited because I just figured out what I was doing wrong]: this is SVE's fault more than this mod's, but there's a late game heart event (spoilers ahead) that basically renders shadow brutes and shamans unkillable. Obviously this isn't great for successfully clearing infested levels! I found out the hard way that removing the "brute" section from the DeepWoods config made the mod simply replace it next time the game ran, and didn't actually stop shadow brutes from spawning; what does seem to work is setting the minimum level in that section to something way higher than I intend to go.
In short: set the MinLevel under "Brute" to 999 and it should work fine. Just wait until the heart event in question if you want the challenge before then.
(This post originally held a request to make the infested clearings' monster rates configurable, because I was editing the file wrong before and didn't realise that the spawn rates are covered by the standard config settings - whoops)
((And as a long-time player and enjoyer of this mod, thanks so much for keeping it updated! I'm excited to see what the upcoming changes will bring.))
The only condition for which shadow attacks get disabled in a level is either: The level name starts with "UndergroundMine", which DeepWoods levels do not. Or: The level name is in a whitelist, which DeepWoods levels can't be, because their names are randomly generated. The whitelist is default empty, and needs to be filled by other mods. It's highly unlikely that any other mod fills SVE's shadow attack levelname whitelist with DeepWoods level names.
I can't debug other mod behaviour. If you genuinely see SVE behaving differently, that would be a bug, and you might want to report it, so FlashShifter can have a look.
Btw, you can easily check in your SMAPI log if SVE disables shadow attacks in DeepWoods levels or not. SVE logs the following whenever it disables shadow attacks in a level: Disabled all attacks for {shadows} Shadows at location: {location.Name}
[edit: I just checked, and the line you quoted doesn't show in my log when I visit the mines or another area either]
...and in my experience, it disables the ability to harm shadow people everywhere, including an SVE-specific area heavily occupied by shadow brutes and shamans. I can tell you that I couldn't clear any infested levels before stopping shadow brutes from spawning on them - they'd just stand there ignoring me (which they've only done since that heart event) and apparently able to take infinite amounts of damage, which looks like the SVE-intended effect.
I can get you a clean smapi log if you like [edit: linked in the next comment] - my last one's got a whole load of mods in it. This could still be an SVE bug, though it's not registering as an error - but let me know and I'll take it there instead!
Just rechecked with only DeepWoods, SVE (including Grandpa's Farm), and the necessary framework mods - it's still an issue, brutes are still unkillable in infested levels and I don't think there were any other mobs left when I gave up and closed it (if I recall correctly the SVE creator had to update the mod to make infested mine levels completable too), and there's no "disabled all attacks" line in the smapi log that I can find, though it might be worth noting that I didn't complete the day + let it save. Here if you want it: https://smapi.io/log/f84f4257d16f44c195b321519514d562
If this isn't a bug on either mod's front, I'm honestly fine having to tweak the config! Just embarrassed I did it wrong the first time.
(And sorry I don't have anything to say about the github link - I'm not a coder and not even used to navigating the site, I gave it a look but couldn't find anything helpful)
So, I hopped into the highlands and mine first to have something to compare to - the "Disabled all attacks" line does show for them, twice for each, but not for DeepWoods. But it still renders brutes there harmless and impossible to kill the same way they are elsewhere. Short video as proof, from the same session (excuse the clumsiness, my phone was the easiest way): https://imgur.com/a/bCqMmD9
How peculiar. I have no explanation why or how this could happen. I just rechecked SVE's source code, but I see nothing that touches shadow monsters, except that bit that we now know doesn't touch DeepWoods levels.
I messaged FlashShifter about this. Maybe this is by design and I overlooked smth. Will update!
Thanks for digging and providing logs and a video!
I want to really love this mod... but my god is each room overly cluttered with stuff that makes it hard to see pathing and way way way to easy to get stuck/pinned down by enemies.
It is visual chaos. I get it's suppose to be a deep, overgrown, forest but man... it's not fun constantly trying to figure out what's blocking your movement and I say that while using a mod that lets me walk through weeds.
1439 comments
Comments locked
The author has locked this comment topic for the time being1. Don't report bugs here. Report them in the BUGS section!
2. Remove all other mods and check if your issue still happens. If it doesn't, figure out which mod is the problem before posting.
3. Please include your SMAPI log (see https://log.smapi.io ). If your issue is multiplayer related, post the logs of all players.
4. Include a proper description of what you were doing, what you expected to happen and what happened instead. Try to be as detailled as possible, so I can actually figure out what went wrong and how to fix it.
5. I do not offer support for SMAPI on Android. I don't have SDV on Android, so cannot debug issues, and the official SMAPI doesn't support Android. Report bugs with Android to the person who made the SMAPI port you are using.
Since I get overwhelmed with messages and requests, I will delete without comment:
- Any bug report that is just a one liner without any useful information.
- Any bug report posted here instead of the BUGS section.
- Any bug report without a SMAPI log.
- Any bug report with a SMAPI log full of other mods.
- Any bug report involving SMAPI on Android.
Sorry for this. But I can only help you, if you help me. Thanks for your understanding and cooperation!
Important note: SMAPI support on android, from what I can tell, is currently limited to non-existent as of May 2023! The current SMAPI loader seems to be in beta stage and the author does not make any guarantees that all mods will work. This post is stuff I learned as an android player in 1.4, and will likely still be relevant when mod support for android comes around again. I no longer play on android, so I cannot update this down the line. So do not interpret this post as a sign that there is android support right now--it is just information for the future!
Now for the tips (some spoilers ahead):
The high amount of monsters that spawn in higher levels might make your game lag, which could be challenging if you play with auto-attack turned off.
With the thorny bushes, I had trouble getting the iridium axe to auto-select when I had tap to move and auto attack on. If this is your preferred control style, either temporarily switch to a different one or just use bombs. I personally prefer bombs because it can be annoying to do a control method I'm unaccustomed to in a high-pressure situation, but you do you. (Btw, I couldn't get the axe to auto select for anything but chopping non-fruit trees, so if you want to get hardwood or something you might struggle.)
In a similar vein, you may have a hard time passing to the next level with tap to move on because it doesn't register that you've touched the edge. This can be worked around by briefly changing to a joystick control option.
I STRONGLY recommend going into the config.json and changing the minimum walking speed that frightens the unicorn. There is no way to walk at a speed below 3 on mobile without being slimed or something (tipsy doesn't cut it). I tested it out, and even with a joystick the best you can get is moving at speed 5 in short bursts. This is the only thing I know of that is impossible to do the "real" way on mobile, so as far as I can tell the only way is to modify the file.
The obelisk menu to select a level was sometimes offset for me, making some or all of the numbers outside the clickable area. I fixed this by quicksaving and restarting the app, which for some reason recentered the numbers when the save was reloaded.
And as a final note, if for some reason you're playing android sdv 1.4, the compatible version of deepwoods is 1.8.3-beta.
quest appears randomly when leaving cabin and duplicate itself over and over =(
I'd like to use Deepwood keywords and Max's hut, can you please allow me?
If you allow me, I would like to make it and distribute it at the Stardew Valley Naver Cafe in Korea :)
It's my first time interested in mods, so I'm a little confused with the terms, so I'm asking you one more time... (sorry.)
Does "Character Sprite" include "Deep Wood"?
If not, I only want to use the Deep Wood keyword!
I thought I'd need permission because the conversation will include content about your mod :)
Also, is there anything we can edit in the files to make ores spawn in the deep woods? Kinda "meh" to go there unless you need wood or mushrooms.
2. Theoretically yes, through the config file by adding ores as extra foreagables. Practically this is broken due to a bug, and won't work until the next update.
In short: set the MinLevel under "Brute" to 999 and it should work fine. Just wait until the heart event in question if you want the challenge before then.
(This post originally held a request to make the infested clearings' monster rates configurable, because I was editing the file wrong before and didn't realise that the spawn rates are covered by the standard config settings - whoops)
((And as a long-time player and enjoyer of this mod, thanks so much for keeping it updated! I'm excited to see what the upcoming changes will bring.))
You can see the relevant code here: github/SVE/DisableShadowAttacks.cs
The only condition for which shadow attacks get disabled in a level is either: The level name starts with "UndergroundMine", which DeepWoods levels do not. Or: The level name is in a whitelist, which DeepWoods levels can't be, because their names are randomly generated. The whitelist is default empty, and needs to be filled by other mods. It's highly unlikely that any other mod fills SVE's shadow attack levelname whitelist with DeepWoods level names.
I can't debug other mod behaviour. If you genuinely see SVE behaving differently, that would be a bug, and you might want to report it, so FlashShifter can have a look.
Disabled all attacks for {shadows} Shadows at location: {location.Name}
[01:00:55 TRACE Stardew Valley Expanded] Applying Harmony patch "DisableShadowAttacks": postfixing SDV method "AdventureGuild.killListLine(string, int, int)".
[edit: I just checked, and the line you quoted doesn't show in my log when I visit the mines or another area either]
...and in my experience, it disables the ability to harm shadow people everywhere, including an SVE-specific area heavily occupied by shadow brutes and shamans. I can tell you that I couldn't clear any infested levels before stopping shadow brutes from spawning on them - they'd just stand there ignoring me (which they've only done since that heart event) and apparently able to take infinite amounts of damage, which looks like the SVE-intended effect.
I can get you a clean smapi log if you like [edit: linked in the next comment] - my last one's got a whole load of mods in it. This could still be an SVE bug, though it's not registering as an error - but let me know and I'll take it there instead!
If this isn't a bug on either mod's front, I'm honestly fine having to tweak the config! Just embarrassed I did it wrong the first time.
(And sorry I don't have anything to say about the github link - I'm not a coder and not even used to navigating the site, I gave it a look but couldn't find anything helpful)
You can enable verbose logging by editing the smapi-internal/config.json file. The file itself contains instructions for how to do that.
So, I hopped into the highlands and mine first to have something to compare to - the "Disabled all attacks" line does show for them, twice for each, but not for DeepWoods. But it still renders brutes there harmless and impossible to kill the same way they are elsewhere. Short video as proof, from the same session (excuse the clumsiness, my phone was the easiest way): https://imgur.com/a/bCqMmD9
I'm guessing that makes this an SVE bug?
I messaged FlashShifter about this. Maybe this is by design and I overlooked smth. Will update!
Thanks for digging and providing logs and a video!
It is visual chaos. I get it's suppose to be a deep, overgrown, forest but man... it's not fun constantly trying to figure out what's blocking your movement and I say that while using a mod that lets me walk through weeds.