Stardew Valley
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  1. simdebster
    simdebster
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    I am having a problem where dig spots around town and the desert never go away once dug up, as if you are keeping the soil tilled after digging. Running SV 1.2.33 and SMAPI 2.5.5.
    1. discordkitty
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      I came here with the same issue as I'd love for this to just work on the farm only. Further down someone commented to just use the pick axe to put the soil back to normal from an artifact dig spot. It'll work for now at least.
    2. GlassDeviant
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      It works if you restore the soil immediately, but once a new artifact spot appears on that tile you can't use the pickaxe on it, so you have to waste energy in the early game if you want to ever be able to get an artifact from that tile again. Why the mod isn't restricted to the farm only baffles me.
    3. ServerWarningDDOSattack
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      because its probably a pita to restrict in ONLY to the farm
    4. Acies33
      Acies33
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      there's an option in the config file to enable it only on the farm or the whole map
    5. aall137906
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      Where is the "config file" you were talking about?
    6. Megan139
      Megan139
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      You have to launch the game first before the config generates
    7. kalligrapher
      kalligrapher
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      The only lines in config.json:

      {
      "farmonly": false
      }
    8. Phredbot
      Phredbot
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      Change false to true

      The mod defaults to whole game. To find the config file, go to the folder where your games files are stored, open the Mods folder and look for the folder NoSoilDecayRedux. With your game not running, use a program like Notepad++ to edit config.json (or just config if your setup doesn't show file extensions), delete the word false and type in true. Don't change anything else.

      Save the file, then re-start your game.
  2. killer5647
    killer5647
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    Are you working to fix the sprinkler problem, i think it has to do with the fact that the tile has decayed if there is not a plant on it beacuse when i removed this mod and went back into the game all the spots that where not getting watered where no longer tiled
  3. Edorenel
    Edorenel
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    Does this mod work with the newest, current SMAPI version 3.2? :o
  4. salzgaard
    salzgaard
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    Soil doesn't decay anymore - great. Love it can't live without it.

    However sprinklers don't water all the spots!! If there are plants there, then yeah all spots are watered. But if there aren't plans, just tilled ground, some spots are watered and some spots aren't. It's very annoying for the start of a season and planning out new sprinkler spots one day ahead of time. Is there any fix for this?
  5. Supergato664
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    The soil doesn't decay but sometimes the fertilizer gets removed, is this normal?
  6. Alyssandra92
    Alyssandra92
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    PSA Remove this mod if playing multiplayer. SMAPI targets it as the reason non-host players can't sleep and save at the end of the day. Once removed from /Mods/, problem solved.
  7. azrulaffendi
    azrulaffendi
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    Is there any mod (or any ways) that works the opposite of this mod? I kinda wanted to have the soil to decay faster.
  8. MissMochi
    MissMochi
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    Please update to latest beta and smapi.
  9. Sempiternity87
    Sempiternity87
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    I'm receiving an error that others have received from other mods that use PyTK. It is the "Mod crashed on entry and might not work correctly" issue, and indeed the No Soil Decay Redux mod does not work. This happens on game startup. I'm on the most recent versions of relevant mods. Are there any fixes for this?
     
    [PyTK] Mod crashed on entry and might not work correctly. Technical details:

    System.NotSupportedException: Wrong MethodAttributes or CallingConventions for DynamicMethod. Only public, static, standard supported

       at System.Reflection.Emit.DynamicMethod.CheckConsistency(MethodAttributes attributes, CallingConventions callingConvention)

       at System.Reflection.Emit.DynamicMethod.Init(String name, MethodAttributes attributes, CallingConventions callingConvention, Type returnType, Type[] signature, Type owner, Module m, Boolean skipVisibility, Boolean transparentMethod, StackCrawlMark& stackMark)

       at System.Reflection.Emit.DynamicMethod..ctor(String name, MethodAttributes attributes, CallingConventions callingConvention, Type returnType, Type[] parameterTypes, Type owner, Boolean skipVisibility)

       at Harmony.DynamicTools.CreateDynamicMethod(MethodBase original, String suffix)

       at Harmony.MethodPatcher.CreatePatchedMethod(MethodBase original, List`1 prefixes, List`1 postfixes, List`1 transpilers)

       at Harmony.PatchFunctions.UpdateWrapper(MethodBase original, PatchInfo patchInfo)

       at Harmony.PatchProcessor.Patch()

       at Harmony.HarmonyInstance.Patch(MethodBase original, HarmonyMethod prefix, HarmonyMethod postfix, HarmonyMethod transpiler)

       at PyTK.Overrides.OvSpritebatch.DrawFix1.init(String name, Type type, List`1 toPatch) in C:\Users\David\Documents\GitHub\Stardew-Valley-Mods\PyTK\Overrides\OvSpritebatch.cs:line 153

       at PyTK.PyTKMod.harmonyFix() in C:\Users\David\Documents\GitHub\Stardew-Valley-Mods\PyTK\PyTKMod.cs:line 59

       at PyTK.PyTKMod.Entry(IModHelper helper) in C:\Users\David\Documents\GitHub\Stardew-Valley-Mods\PyTK\PyTKMod.cs:line 47

       at StardewModdingAPI.Program.LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCore contentCore, ModDatabase modDatabase) in C:\source\_Stardew\SMAPI\src\SMAPI\Program.cs:line 921

    [No Soil Decay Redux] Mod crashed on entry and might not work correctly. Technical details:

    System.NotSupportedException: Wrong MethodAttributes or CallingConventions for DynamicMethod. Only public, static, standard supported

       at System.Reflection.Emit.DynamicMethod.CheckConsistency(MethodAttributes attributes, CallingConventions callingConvention)

       at System.Reflection.Emit.DynamicMethod.Init(String name, MethodAttributes attributes, CallingConventions callingConvention, Type returnType, Type[] signature, Type owner, Module m, Boolean skipVisibility, Boolean transparentMethod, StackCrawlMark& stackMark)

       at System.Reflection.Emit.DynamicMethod..ctor(String name, MethodAttributes attributes, CallingConventions callingConvention, Type returnType, Type[] parameterTypes, Type owner, Boolean skipVisibility)

       at Harmony.DynamicTools.CreateDynamicMethod(MethodBase original, String suffix)

       at Harmony.MethodPatcher.CreatePatchedMethod(MethodBase original, List`1 prefixes, List`1 postfixes, List`1 transpilers)

       at Harmony.PatchFunctions.UpdateWrapper(MethodBase original, PatchInfo patchInfo)

       at Harmony.PatchProcessor.Patch()

       at Harmony.HarmonyInstance.<PatchAll>b__6_0(Type type)

       at Harmony.CollectionExtensions.Do[T](IEnumerable`1 sequence, Action`1 action)

       at Harmony.HarmonyInstance.PatchAll(Assembly assembly)

       at NoSoilDecayRedux.NoSoilDecayReduxMod.harmonyFix() in C:\Users\David\Documents\GitHub\Stardew-Valley-Mods\NoSoilDecayRedux\NoSoilDecayReduxMod.cs:line 37

       at NoSoilDecayRedux.NoSoilDecayReduxMod.Entry(IModHelper helper) in C:\Users\David\Documents\GitHub\Stardew-Valley-Mods\NoSoilDecayRedux\NoSoilDecayReduxMod.cs:line 31

       at StardewModdingAPI.Program.LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCore contentCore, ModDatabase modDatabase) in C:\source\_Stardew\SMAPI\src\SMAPI\Program.cs:line 921

    1. Cammerel
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      I keep getting an error too.
    2. Platonymous
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      Can you post your full SMAPI log of the error using https://log.smapi.io ?
    3. Cammerel
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      Done: https://log.smapi.io/bqFBBpV9
    4. dangwoot
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      Here's one from me as well as i'm having the same issue as the people above
      https://log.smapi.io/EcZRLHMA
    5. Platonymous
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      Those last two errors are fixed in PyTK 0.9.2. Needs the newest versions of the SDV beta, and SMAPI
  10. minervamaga
    minervamaga
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    This mod saves me so much time between seasons, I love it. My only issue is that it affects all soil in the game, both on the farm and off. So if I dig up an artifact spot, the tilled soil remains there the next day (which I assume prevents a new spot from spawning on that tile). Same with spring onions in the forest. Is it possible to add a config option to limit the effect to the farm (and farm expansion if possible)?
    1. ImNotBlu
      ImNotBlu
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      You can use a pickaxe on the ground to remove the tilled soil. It shouldn't cost too much energy, since artifact spots aren't too common.