I was wondering if the money bag is still supposed to be worth 1,000g? I'm playing on the frontier farm map and my money bags are only selling for 250g. I can't figure out if there's an issue with my game or if the SDV expanded wiki is wrong.
Nope I left it as the default option. Is there a way to double check what it's set to and modify it if it's set to the wrong profit margin?
*Editing to add I downloaded the Profit Margins mod, the description of that mod says 1.0 is the default profit margin value. I opened the config.json file for that mod to check mine and it was set to 1.0. I also opened the save file in notepad and searched for <difficultyModifier> and that was also set to 1. So my profit margin is correct, but the sell prices aren't.
Hi, FlashShifter, and whoever might read this. I saw a comment or a guide on how to go to Junimo Forest if you were on Joja route, which made me think, is there a way to make a town develop on the Community Center route? Because I want a Community Center and the develop town in the same time
Setting the relevant events as seen would probably be the most straightforward way to do that, but it does trigger npcs' late Joja route schedules and dialogue, enables the event that adds razor trout, and allows you to get the event that sets the grove warp to the Emporium (though I think that Junimo Woods takes priority inside the grove.) And things might be a bit weird with regards to Joja Mart and the Movie Theater.
If you're fine with that, then grab the Event Repeater mod, load your save, and put "inject event 5553210" and "inject event 5553213" into the smapi console.
If you want to undo the map, schedule, and dialogue changes at some point, then put "eventforget 5553210" and "eventforget 5553213" into the smapi console and sleep. This won't affect any changes made after events that require those events to be triggered, though. (eg, if you met the requirements to catch razor trout, you'll still be able to catch it. And the Emporium warp might still exist. If those are bothersome, then forget events 1056732 and 908091, too. EDIT: and 5553214 since that's a requirement for those events.)
Hi, thanks for the reply. So, if I want to make the town look developed like Joja route, I must accept the changes it followed? That makes me think twice before that.
if I put eventforget command line, the map will change back to normal, like before I use inject event?
(Nexus really is going to be difficult with all my comments today, lol. Trying again. Sorry if this posts twice.)
It's not the only option. It's just probably the least buggy one.
You could edit MapPatches.json to change the FromFile for the town load from "Assets/Maps/Locations/Town.tmx" to "Assets/Maps/Locations/Town_Joja.tmx"
But npcs whose schedules rely on the map being a non-Joja map (eg, anyone who stands by the pond) might break their pathing and walk into the void. And additional map patches that check whether that event has been triggered or not will use their non-Joja versions, which might clash with the terrain.
Entering Joja Emporium will still trigger some Joja-only content, though. (Like the razor trout, the Joja version of the Aurora Vineyard quest, and the Joja Emporium warp.) Speaking of, I should add one more event to the list of events to eventforget: 5553214
Ah, I see. I'll try it out. Then again, thank you.
Edit01: I'm sorry. It's not related to the topic, but how do I start the minecart quest in Frontier Farm? Baes on wiki, it said "To start quest: Player must have visited the woods at least once, completed Spring of Year 1, and be an Adventurer's Guild member.". But it's 10th Summer Year 1 and became member already and the quest isn't start yet.
A week needs to pass after repairing the vanilla minecarts.
If you have the Lasting Conversation Topics mod, you'll be waiting a lot longer. (The conversation topic for repairing the vanilla minecarts has to run out.)
Olá, acabei de baixar o mod e tenho uma pergunta. Tenho um save no dia 26 da primavera do ano 1 e queria saber se posso colocar a fazenda da fronteira nesse save ou só funciona se criar um novo save?
You can use the Easy Farm Switcher mod to swap to it. But you won't have the fruit trees the map comes with. (But saplings come up in artifact dig spots on that map sometimes.)
Being at the end of the season is great timing for using that. (Normally, Easy Farm Switcher turns your crops and trees back into seeds/saplings, so it's best to do it when the seasons are changing anyway.)
Hi! I found a bug with the Frontier farm and the NPC Map Locations minimap, not a big deal though. If you have the farm installed, it causes the minimap to not move while on any of the game's farms. Uninstalling the Frontier farm fixes it.
(Nexus being a pain again. Sorry if this double-posts)
It looks like it's due to a patch in Frontier Farm that isn't checking to make sure Frontier Farm's your active farm map.
I'll add it to the list of things to forward to Flash if he doesn't see it here. In the mean time, to bandaid fix it (though, not perfectly; Frontier Farm's mini map isn't perfectly accurate, but I tried to get it to line up at least somewhat decently), go to [CP] Frontier Farm, open content.json, find the patch right under
//Changes player icon position on frontier Farm
(I would have copied the whole thing, but I'd have to redownload Frontier Farm to do that.)
(Extra blank lines added because Nexus sometimes adds invisible special characters if you copy/paste the entire thing. So when highlighting, make sure you don't highlight the blank lines.)
And for the patch right under that one, add an extra line after the Target line, and put this on it:
(Guess Nexus being difficult is carrying over to today; sorry if this posts twice)
Some minor changes to either SVE or to the other mod can be made to make them work together, if you want.
You can comment out SVE's load of the maps (or add "Priority": "Low", to those map loads). Most of SVE's interior map loads are in the MapPatches.json file under "Interior Map Loads".
Or you can change the other mod's map loads to "Action": "EditMap", instead of "Action": "Load",
However, there are some interiors where SVE does need its version of the maps. Off the top of my head, those are Blacksmith, ArchaeologyHouse, ScienceHouse, WizardHouse, ManorHouse (if playing on Grandpa's Farm), and JojaMart. I'm probably forgetting a couple.
**Привет, мне нужна помощь :(** Я установил мод Frontier Farm. Он отображается в настройках мода (где можно настроить его параметры) и указан в меню модов. Но когда я создаю нового персонажа, он не отображается в доступных вариантах фермы. В качестве теста я попробовал добавить Grandpa's Farm, и он работает.
Not sure where to post this, but there is a bug happening in the mines. I narrowed down the mod causing the problem to the Stardew Valley Expanded mod. I have tried deleting other mods and testing whether they fix the bug happening and they were not the issue. The bug fixed itself when I removed the Stardew Valley Expanded mod and its accompanying mod files that it needs to function.
When in the mines, minecarts no longer have coal in them. I don't think the satchels full of coal are showing up at all either. The main issue is that the wooden platforms that are normally full of clusters of barrels and boxes are empty. They don't show up on the wooden platforms anymore, and the clusters don't show up when there would normally be these clusters.
Forgot to mention, I have photos, but I am unable to post them here.
afaik, the only parts of the mines that SVE touches are the monsters. I don't think it touches objects spawned inside or interactable tiles.
This might be a dumb question, but this isn't about minecarts and barrels in spots you've already looted? Asking since those don't respawn in the mines. (They do in the skull cavern, but not the mines.)
You know what? I am incredibly stupid, yes this is about the barrels and minecarts in the mines. Let me try to finish going through the mines though, because I can't remember if it was happening on new floors I haven't visited yet or not.
Hii! Love this mod, I just wanted to ask; for the Frontier farm, is there any way to turn off the rocks and ore deposits that spawn in the area in front of the farm house every morning? I noticed some also spawn in the backyard area in front of the pet house and the path coming from town, it's getting to be a bit of a pain to remove them every day. I tried to set ore spawns to false in the content json but they still spawn in huge groups every morning after I clear out the area. If the only way to stop them from spawning is the typical plots and paths that's fine, I just wanted to know if I had another option :)
(Nexus is being difficult and not letting me reply, so trying again. Hopefully this doesn't post twice.)
That's not supposed to happen. My guess is that maybe you have an FTM content pack for another farm mod that isn't checking to make sure it's the active farm map.
I had both Legacy Farm and Ultimate Farm downloaded, removed both of them just in case since they both have FTM packs and the rocks stopped spawning. Thank you for the help! <3
Hi there! I have now killed the blue sand scorpion several times, and I can see the lamp on the ground, but when my magnetism kicks in and picks up all the loot, the lamp is not in my inventory. ARGH! Is this happening to anyone else? What do I do? No it's not in my chests nor was my inventory full. I have gone back different days to kill the scorpion again, and same issue. No lamp :( I get the other loot though like the Galdoran gem and the treasure chests.
If you download Lookup Anything, how many copies of the magic lamp does it say you have?
Back when vanilla was in 1.5.6, I had issues with certain items vanishing after being dropped, without going into my inventory. And then when I checked my junimo huts, I found those items in one of them. But that was seemingly due to the Better Junimos mod, which you don't have. I'm not familiar with all of your mods, but do any of them involve automatically picking up items of any type? (Even if it's just crops?) If so, is the lamp in a container associated with that mod?
I downloaded it and I have ZERO magic lamps. Can anyone interpret my smapi log code to see if there is a problem? Someone thought it may be something having to do with autocombat.
(Nexus gonna be difficult about all my comments today, I guess. Sorry if this posts twice)
Unfortunately, the log doesn't say when you killed something, so I can't check specifically what's going on when the scorpion dies, but the mods that keep coming up while you're in the Crimson Badlands when there are changes to your inventory are Convenient Inventory and Skillful Clothes, with the latter cropping up far, far more often. By chance, does the Skillful Clothes mod cause items to be automatically sold? If not, try temporarily removing it anyway and see if that fixes the issue. (And/or try temporarily removing Convenient Inventory. I'm doubting it's the cause, though.)
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*Editing to add I downloaded the Profit Margins mod, the description of that mod says 1.0 is the default profit margin value. I opened the config.json file for that mod to check mine and it was set to 1.0. I also opened the save file in notepad and searched for <difficultyModifier> and that was also set to 1. So my profit margin is correct, but the sell prices aren't.
If you're fine with that, then grab the Event Repeater mod, load your save, and put "inject event 5553210" and "inject event 5553213" into the smapi console.
If you want to undo the map, schedule, and dialogue changes at some point, then put "eventforget 5553210" and "eventforget 5553213" into the smapi console and sleep. This won't affect any changes made after events that require those events to be triggered, though. (eg, if you met the requirements to catch razor trout, you'll still be able to catch it. And the Emporium warp might still exist. If those are bothersome, then forget events 1056732 and 908091, too. EDIT: and 5553214 since that's a requirement for those events.)
if I put eventforget command line, the map will change back to normal, like before I use inject event?
then again, thank you for the answer
It's not the only option. It's just probably the least buggy one.
You could edit MapPatches.json to change the FromFile for the town load from "Assets/Maps/Locations/Town.tmx" to "Assets/Maps/Locations/Town_Joja.tmx"
But npcs whose schedules rely on the map being a non-Joja map (eg, anyone who stands by the pond) might break their pathing and walk into the void. And additional map patches that check whether that event has been triggered or not will use their non-Joja versions, which might clash with the terrain.
Entering Joja Emporium will still trigger some Joja-only content, though. (Like the razor trout, the Joja version of the Aurora Vineyard quest, and the Joja Emporium warp.) Speaking of, I should add one more event to the list of events to eventforget: 5553214
Edit01: I'm sorry. It's not related to the topic, but how do I start the minecart quest in Frontier Farm? Baes on wiki, it said "To start quest: Player must have visited the woods at least once, completed Spring of Year 1, and be an Adventurer's Guild member.". But it's 10th Summer Year 1 and became member already and the quest isn't start yet.
If you have the Lasting Conversation Topics mod, you'll be waiting a lot longer. (The conversation topic for repairing the vanilla minecarts has to run out.)
Being at the end of the season is great timing for using that. (Normally, Easy Farm Switcher turns your crops and trees back into seeds/saplings, so it's best to do it when the seasons are changing anyway.)
Here's my SMAPI Log.
It looks like it's due to a patch in Frontier Farm that isn't checking to make sure Frontier Farm's your active farm map.
I'll add it to the list of things to forward to Flash if he doesn't see it here. In the mean time, to bandaid fix it (though, not perfectly; Frontier Farm's mini map isn't perfectly accurate, but I tried to get it to line up at least somewhat decently), go to [CP] Frontier Farm, open content.json, find the patch right under
And change it to:
//Changes player icon position on frontier Farm
{
"Action": "EditData",
"Target": "Data/WorldMap",
"When": {
"FarmType": "FrontierFarm"
},
"TargetField": [
"Valley",
"MapAreas",
"Farm",
"WorldPositions",
"Farm",
],
"Entries": {
"MapPixelArea": {
"X": 0,
"Y": 55,
"Width": 102,
"Height": 44
},
},
},
(Extra blank lines added because Nexus sometimes adds invisible special characters if you copy/paste the entire thing. So when highlighting, make sure you don't highlight the blank lines.)
And for the patch right under that one, add an extra line after the Target line, and put this on it:
"When": {
"FarmType": "FrontierFarm",
},
If you're playing on anything else, it should work.
Some minor changes to either SVE or to the other mod can be made to make them work together, if you want.
You can comment out SVE's load of the maps (or add "Priority": "Low", to those map loads). Most of SVE's interior map loads are in the MapPatches.json file under "Interior Map Loads".
Or you can change the other mod's map loads to "Action": "EditMap", instead of "Action": "Load",
However, there are some interiors where SVE does need its version of the maps. Off the top of my head, those are Blacksmith, ArchaeologyHouse, ScienceHouse, WizardHouse, ManorHouse (if playing on Grandpa's Farm), and JojaMart. I'm probably forgetting a couple.
**Привет, мне нужна помощь :(** Я установил мод Frontier Farm. Он отображается в настройках мода (где можно настроить его параметры) и указан в меню модов. Но когда я создаю нового персонажа, он не отображается в доступных вариантах фермы. В качестве теста я попробовал добавить Grandpa's Farm, и он работает.
Not sure where to post this, but there is a bug happening in the mines. I narrowed down the mod causing the problem to the Stardew Valley Expanded mod. I have tried deleting other mods and testing whether they fix the bug happening and they were not the issue. The bug fixed itself when I removed the Stardew Valley Expanded mod and its accompanying mod files that it needs to function.
When in the mines, minecarts no longer have coal in them. I don't think the satchels full of coal are showing up at all either. The main issue is that the wooden platforms that are normally full of clusters of barrels and boxes are empty. They don't show up on the wooden platforms anymore, and the clusters don't show up when there would normally be these clusters.
Forgot to mention, I have photos, but I am unable to post them here.
This might be a dumb question, but this isn't about minecarts and barrels in spots you've already looted? Asking since those don't respawn in the mines. (They do in the skull cavern, but not the mines.)
That's not supposed to happen. My guess is that maybe you have an FTM content pack for another farm mod that isn't checking to make sure it's the active farm map.
https://smapi.io/log/5890c6f5110d4d7ab3c7b9cd5c32bdd3
Back when vanilla was in 1.5.6, I had issues with certain items vanishing after being dropped, without going into my inventory. And then when I checked my junimo huts, I found those items in one of them. But that was seemingly due to the Better Junimos mod, which you don't have. I'm not familiar with all of your mods, but do any of them involve automatically picking up items of any type? (Even if it's just crops?) If so, is the lamp in a container associated with that mod?
Unfortunately, the log doesn't say when you killed something, so I can't check specifically what's going on when the scorpion dies, but the mods that keep coming up while you're in the Crimson Badlands when there are changes to your inventory are Convenient Inventory and Skillful Clothes, with the latter cropping up far, far more often. By chance, does the Skillful Clothes mod cause items to be automatically sold? If not, try temporarily removing it anyway and see if that fixes the issue. (And/or try temporarily removing Convenient Inventory. I'm doubting it's the cause, though.)