Is there a step I'm missing? I elected to allow dangerous commands and allowgamedebug in config.json and the tilde key works (it shows information), but none of the other keys do anything different than the main game.
I've searched the comments here but no one else seems to be having this problem other than one person, who said it works after changing locations. Changing locations doesn't work for me, either.
EDIT: Never mind, it works. To offer further clarification via an example, I hit '~' and then 'm' in my farmhouse. This brought up the map, and I then pushed 'm' again to get rid of it. I then changed screens, and as soon as I did I slept and the season changed.
I had previously pushed the button and expected it to work immediately (after leaving my farmhouse), but it only works as the screen changes. If you hit debug and then one of the keys and it doesn't immediately take effect, whatever you want to do is "active," and you need to change screens after hitting the key for it to actually take effect.
Glad you got it working! Yep, some of the keys might conflict with regular game keys or work in unexpected ways. That option just enables the game's raw debug features as-is; usually it's better to use mod features instead since they'll be more player-friendly.
Is this mod required to use the debug commands not listed by active mods when you type "help" into the console? Like the ones on this wiki (https://stardewcommunitywiki.com/Modding:Debug_commands). I tried to save my progress when my screen froze recently by using some of these and SMAPI said there was "no output."
Nope. The debug commands are added by the game itself, and the Console Commands mod (included with SMAPI) adds the debug console command to use them. The 'no output' message is often normal; the debug commands are meant for quick testing by the game developers, so they often don't return output even if they worked.
P.S. I just loaded my game after that mishap and it seems like it did work after all! I can remember hearing the $ sound that plays during the sleep/save scene, but my farmer was frozen along w all other visual elements.
This mod doesn't affect player movement, you can still move around fine while the debug overlay is visible. Are you trying to do something that the normal in-game movement doesn't allow?
You can install Lookup Anything and enable 'datamining mode' in its configuration; then it will show all the internal field values for the things you lookup in-game.
I set AllowDangerousCommands to true to use the skip day, but when I press 'P' nothing happens. Sorry for dumb question but should I use ~ + P for it to work? I'm new to this sorry
Edit: Nevermind, for it to work I should change locations. Thanks for the mod btw!
I have an idea how to fix that, but unfortunately most new mod updates compiled on PC won't work on Android until it receives the Stardew Valley 1.5 update too.
This is the latest version of Mobile 1.4.5.147 SMAP version is 3.7.5 newer.Is an older version of debug mode unavailable?I'm so sad. It's coordinate verification mode.I needed it. Thank you for your answers.
Older versions are available (see 'old files' on the Files tab), but unfortunately they probably have the same error. An Android modder would need to recompile the mod for the Android version of the game.
Hello, I can't use Debug on Android. It'll prompt the error. Here's my journal. Can you look at it, please? Thank you. Https://smapi.io/log/ 53765aeb39cf4a629f2cff27deb10411
Hello, no, if you use it, it will prompt an error and a red letter appears. This is my log.?https://smapi.io/log/e4b3af891de1409c826dcdbcbbfd6ac1? I don’t know if it can be used. The following paragraph is the red letter?This mod failed in the Display.Rendered event. Technical details: Failed loading type 'StardewValley.Minigames.AbigailGame': System.TypeLoadException: Could not resolve type with token 010000b6 from typeref (expected class 'StardewValley.Minigames.AbigailGame' in assembly 'System, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089') at System.Collections.Generic.LargeArrayBuilder`1[T].AddRange (System.Collections.Generic.IEnumerable`1[T] items) [0x0005e] in <715c2ff6913942e6aa8535593b3ef35a>:0 at System.Collections.Generic.EnumerableHelpers.ToArray[T] (System.Collections.Generic.IEnumerable`1[T] source) [0x00033] in <715c2ff6913942e6aa8535593b3ef35a>:0 at System.Linq.Enumerable.ToArray[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00018] in <715c2ff6913942e6aa8535593b3ef35a>:0 at Pathoschild.Stardew.DebugMode.ModEntry.DrawOverlay (Microsoft.Xna.Framework.Graphics.SpriteBatch batch, Microsoft.Xna.Framework.Graphics.SpriteFont font, Microsoft.Xna.Framework.Graphics.Texture2D pixel) [0x00006] in <ac55d36a359a4862a8d40cbf0fa35805>:0 at Pathoschild.Stardew.DebugMode.ModEntry.OnRendered (System.Object sender, StardewModdingAPI.Events.RenderedEventArgs e) [0x0001e] in <ac55d36a359a4862a8d40cbf0fa35805>:0 at StardewModdingAPI.Framework.Events.ManagedEvent`1+<>c__DisplayClass16_1[TEventArgs].<Raise>b__2 () [0x0000b] in <9727a06cec0b40f99ad779a1ef8d9013>:0 at StardewModdingAPI.Framework.PerformanceMonitoring.PerformanceMonitor.Track (System.String collectionName, System.String sourceName, System.Action action) [0x00008] in <9727a06cec0b40f99ad779a1ef8d9013>:0 at StardewModdingAPI.Framework.Events.ManagedEvent`1+<>c__DisplayClass16_0[TEventArgs].<Raise>b__0 () [0x0006c] in <9727a06cec0b40f99ad779a1ef8d9013>:0?
48 comments
Is there a step I'm missing? I elected to allow dangerous commands and allowgamedebug in config.json and the tilde key works (it shows information), but none of the other keys do anything different than the main game.
I've searched the comments here but no one else seems to be having this problem other than one person, who said it works after changing locations. Changing locations doesn't work for me, either.
EDIT: Never mind, it works. To offer further clarification via an example, I hit '~' and then 'm' in my farmhouse. This brought up the map, and I then pushed 'm' again to get rid of it. I then changed screens, and as soon as I did I slept and the season changed.
I had previously pushed the button and expected it to work immediately (after leaving my farmhouse), but it only works as the screen changes. If you hit debug and then one of the keys and it doesn't immediately take effect, whatever you want to do is "active," and you need to change screens after hitting the key for it to actually take effect.
Like the ones on this wiki (https://stardewcommunitywiki.com/Modding:Debug_commands). I tried to save my progress when my screen froze recently by using some of these and SMAPI said there was "no output."
If the game has already frozen, the command probably won't work though.
P.S. I just loaded my game after that mishap and it seems like it did work after all! I can remember hearing the $ sound that plays during the sleep/save scene, but my farmer was frozen along w all other visual elements.
You can also configure the mod to use a different key if needed, either by editing the config file or using Generic Mod Config Menu.
Edit: Nevermind, for it to work I should change locations. Thanks for the mod btw!
Debug Mode 1.12.3 I used it.
Https://smapi.io/log/ 53765aeb39cf4a629f2cff27deb10411