This mod is currently unmaintained. It IS NOT updated for 1.6.
I've decided to step back from Stardew modding for the time being, due to general burnout, which I already felt during 1.5.6, and has only gotten worse with the 1.6 release. Who knows, maybe I'll come back to modding this game one day, but for now, it is what it is.
If you're interested in maintaining the mod (just updates, bugfixes, compatibility patches, but maybe new features too?), let me know via a NexusMods DM, or on the Stardew Valley Discord server, or a Discord DM (my handle is @shockah) - I plan on giving mod page edit access to anyone interested, and also switching all DP to the maintainer.
Underrated mod, it was really fun to see what the new season will bring up. I hope it gets picked up by someone to maintain it. Anyway, thanks for the fun I had during 1.5!
i was kind of sad that this mod wasn't planned on getting officially updates for 1.6 but its fine modders have life's to and burn out is not best . I'm glad that Shockah made the mod to begin with :D
Hi, I just saw your post about taking a break from modding. I want to say thank you for making mods for as long as you did, I’ve never done it but I’m sure it’s difficult and very time consuming. While I hope you continue to make mods one day since you made amazing mods, such as “Season affixes”, I’m happy that you’re taking time for yourself and I want to make it clear, take as much time as you need, and if you decide to not come back at all, that’s okay too! You’re human, people can’t expect you to make mods (or update them) forever. I wanted to take some time to write this since I saw on discord that some people were giving you a hard time for not updating mods, and it really annoyed me that someone was giving you such a hard time for making a decision that’s best for you, and what you need. In all, thank you for being an amazing modder for stardew valley. I hope this shows that at least some people understand why you’re taking time away, and you don’t have to feel bad for doing what’s best for you.
I see in another comment that's the working on getting it fixed for 1.6, any idea when that will be finished? I can't live without my season affixes 😿😿😿
Prior to the 1.6 release, I had it fully working on the modding alpha. I still have to check if any of the new content clashes with it in some way, and I still need to try fixing a potential compatibility issue with MARGO (even though MARGO isn't updated yet). Unfortunately, I'm gonna be busy for about 1.5 weeks now, so I probably won't be able to update it for this long.
You wont have to worry about margo. that update is far in the future and requires a huge rewrite and content changesbaccording to the author. He mentioned this on github.
MARGO won't be updated in 2024, the creator said the mod needs to be fully rewrite from scratch because of 1.6 and that would be a ton of work they also said because of this they are are not enthusiasm to get started. ( check: https://github.com/daleao/modular-overhaul/issues/184 )
SMAPI log parser 19:45:40ERROR季節詞綴Could not patch method Boolean answerDialogue(StardewValley.Response) - the mod may not work correctly.Reason: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.InvalidProgramException: Common Language Runtime detected an invalid program. at Interop.Ole32.CoTaskMemFree(IntPtr ptr) --- End of inner exception stack trace --- at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor, Boolean wrapExceptions) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at MonoMod.RuntimeDetour.Platforms.DetourRuntimeNETPlatform.GetMethodHandle(MethodBase method) at MonoMod.RuntimeDetour.Platforms.DetourRuntimeILPlatform.GetIdentifiable(MethodBase method) at MonoMod.RuntimeDetour.Platforms.DetourRuntimeILPlatform.Pin(MethodBase method) at MonoMod.RuntimeDetour.DetourHelper.Pin[T](T method) at HarmonyLib.MethodPatcher.CreateReplacement(Dictionary`2& finalInstructions) at HarmonyLib.PatchFunctions.UpdateWrapper(MethodBase original, PatchInfo patchInfo) at HarmonyLib.PatchProcessor.Patch() at Shockah.Kokoro.HarmonyExt.TryPatch(Harmony self, Func`1 original, IMonitor monitor, LogLevel problemLogLevel, LogLevel successLogLevel, HarmonyMethod prefix, HarmonyMethod postfix, HarmonyMethod transpiler, HarmonyMethod finalizer) in C:\git\Stardew-Valley-Mods\Kokoro\HarmonyExt.cs:line 64
Hello, red word error in smapi after updating module, is there any way to eliminate it, module works fine
[Season Affixes] Could not patch method Void communityUpgradeAccept() - Season Affixes probably won't work.Reason: Nanoray.Shrike.SequenceMatcherException: ForEach operation expected at most 3 occurence(s), but found 4. at Nanoray.Shrike.ISequenceMatcher`3.ForEach(SequenceMatcherRelativeBounds bounds, IReadOnlyList`1 toFind, Func`2 closure, Int32 minExpectedOccurences, Int32 maxExpectedOccurences) at Shockah.SeasonAffixes.InflationAffix.GameLocation_communityUpgradeAccept_Transpiler(IEnumerable`1 instructions, MethodBase originalMethod) in C:\git\Stardew-Valley-Mods\SeasonAffixes\Affixes\Neutral\InflationAffix.cs:line 373
So i set it to NOT have affixes day 1, but it gave me options, anyway, and froze the game... Could you make it always ignore day 1 automatically. Ps. My settings are for daily affixes.
Now i'll have to remove it for each 1st day of new characters.
167 comments
I've decided to step back from Stardew modding for the time being, due to general burnout, which I already felt during 1.5.6, and has only gotten worse with the 1.6 release. Who knows, maybe I'll come back to modding this game one day, but for now, it is what it is.
If you're interested in maintaining the mod (just updates, bugfixes, compatibility patches, but maybe new features too?), let me know via a NexusMods DM, or on the Stardew Valley Discord server, or a Discord DM (my handle is @shockah) - I plan on giving mod page edit access to anyone interested, and also switching all DP to the maintainer.
I hope it gets picked up by someone to maintain it.
Anyway, thanks for the fun I had during 1.5!
Unfortunately, I'm gonna be busy for about 1.5 weeks now, so I probably won't be able to update it for this long.
Bee Houses produce faster depending on how many flowers there are around them.
Uoooh. Like that. Wanted to try BEE farm
19:45:40ERROR季節詞綴Could not patch method Boolean answerDialogue(StardewValley.Response) - the mod may not work correctly.
Reason: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> System.InvalidProgramException: Common Language Runtime detected an invalid program.
at Interop.Ole32.CoTaskMemFree(IntPtr ptr)
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor, Boolean wrapExceptions)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at MonoMod.RuntimeDetour.Platforms.DetourRuntimeNETPlatform.GetMethodHandle(MethodBase method)
at MonoMod.RuntimeDetour.Platforms.DetourRuntimeILPlatform.GetIdentifiable(MethodBase method)
at MonoMod.RuntimeDetour.Platforms.DetourRuntimeILPlatform.Pin(MethodBase method)
at MonoMod.RuntimeDetour.DetourHelper.Pin[T](T method)
at HarmonyLib.MethodPatcher.CreateReplacement(Dictionary`2& finalInstructions)
at HarmonyLib.PatchFunctions.UpdateWrapper(MethodBase original, PatchInfo patchInfo)
at HarmonyLib.PatchProcessor.Patch()
at Shockah.Kokoro.HarmonyExt.TryPatch(Harmony self, Func`1 original, IMonitor monitor, LogLevel problemLogLevel, LogLevel successLogLevel, HarmonyMethod prefix, HarmonyMethod postfix, HarmonyMethod transpiler, HarmonyMethod finalizer) in C:\git\Stardew-Valley-Mods\Kokoro\HarmonyExt.cs:line 64
[Season Affixes] Could not patch method Void communityUpgradeAccept() - Season Affixes probably won't work.Reason: Nanoray.Shrike.SequenceMatcherException: ForEach operation expected at most 3 occurence(s), but found 4. at Nanoray.Shrike.ISequenceMatcher`3.ForEach(SequenceMatcherRelativeBounds bounds, IReadOnlyList`1 toFind, Func`2 closure, Int32 minExpectedOccurences, Int32 maxExpectedOccurences) at Shockah.SeasonAffixes.InflationAffix.GameLocation_communityUpgradeAccept_Transpiler(IEnumerable`1 instructions, MethodBase originalMethod) in C:\git\Stardew-Valley-Mods\SeasonAffixes\Affixes\Neutral\InflationAffix.cs:line 373
Could you make it always ignore day 1 automatically.
Ps. My settings are for daily affixes.
Now i'll have to remove it for each 1st day of new characters.