SMAPI
.NET Runtime
SMAPI | .NET Runtime | |
---|---|---|
202 | 610 | |
1,628 | 14,177 | |
- | 1.6% | |
9.0 | 10.0 | |
about 24 hours ago | about 15 hours ago | |
C# | C# | |
GNU Lesser General Public License v3.0 only | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
SMAPI
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First time modding
I already looked at all the basic troubleshooting plus the steps recommended on smapi.io log parser, but I am still having the red error messages.
- downloading mods for xbox game pass version
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I can't make SVE and other mods properly.
So turns out the strict-mode smapi is a separate installer, it's on nexus below the regular version. Either download the regular version from nexus (the first file at the top) or the version from smapi.io, they're the same. You're welcome!
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I've been playing this game for years and this is the first time I see this bug. I reentered the coop and they were still there. I went to sleep and the same thing. I closed the game and again, still there. It is bugging me so much to see those eggs there like wtf!
Also just for easy reference, here is the link to the instructions for installing SMAPI (the framework upon which all of Stardew modding exists, pretty much).
- Hello guys, so I downloaded the smapi 3.9.5 and cjb cheats menu 1.33.0-4-1 i dont think i did it right. after installing the smapi this showed up
- Playing on PC, ready to add mods, taking recommendations.
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I need help (again) I have a problem with this letter it causes a cut scene were the wizard (or witch) would give the player magic seeds i need help finding what mod adds this so i can redownload the required mods
Download and reinstall SMAPI: https://smapi.io/
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How to install portraits and dialogue?
Alright, looks like this is a Content Patcher mod, so there's a couple things to install first. I'm not sure how much the video walked you through. First, install SMAPI. This is used for pretty much all stardew mods I know of, so you may have already done this. https://smapi.io/ Then, install Content Patcher, by dropping the unzipped file into your Stardew Valley/Mods folder (there's install instructions on the page for SMAPI and CP). https://www.nexusmods.com/stardewvalley/mods/1915 Then, download the mod(s) you want. Unzip them if needed and put the folders in Stardew Valley/Mods. Make sure you changed the game client on Steam to SMAPI, I think the install wizard tells you how to do it, or look at step 5 here: https://stardewvalleywiki.com/Modding:Installing_SMAPI_on_Windows Then everything should be working!
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East Scarp Location
Send us your smapi log, maybe there’s some issues with mods
- modding with gamepass
.NET Runtime
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The search for easier safe systems programming
.NET has explicit tailcalls - they are heavily used by and were made for F#.
https://learn.microsoft.com/en-us/dotnet/api/system.reflecti...
https://github.com/dotnet/runtime/blob/main/docs/design/feat...
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Arena-Based Parsers
The description indicates it is not production ready, and is archived at the same time.
If you pull all stops in each respective language, C# will always end up winning at parsing text as it offers C structs, pointers, zero-cost interop, Rust-style struct generics, cross-platform SIMD API and simply has better compiler. You can win back some performance in Go by writing hot parts in Go's ASM dialect at much greater effort for a specific platform.
For example, Go has to resort to this https://github.com/golang/go/blob/4ed358b57efdad9ed710be7f4f... in order to efficiently scan memory, while in C# you write the following once and it compiles to all supported ISAs with their respective SIMD instructions for a given vector width: https://github.com/dotnet/runtime/blob/56e67a7aacb8a644cc6b8... (there is a lot of code because C# covers much wider range of scenarios and does not accept sacrificing performance in odd lengths and edge cases, which Go does).
Another example is computing CRC32: you have to write ASM for Go https://github.com/golang/go/blob/4ed358b57efdad9ed710be7f4f..., in C# you simply write standard vectorized routine once https://github.com/dotnet/runtime/blob/56e67a7aacb8a644cc6b8... (its codegen is competitive with hand-intrinsified C++ code).
There is a lot more of this. Performance and low-level primitives to achieve it have been an area of focus of .NET for a long time, so it is disheartening to see one tenth of effort in Go to receive so much spotlight.
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Airline keeps mistaking 101-year-old woman for baby
It's an interesting "time is a circle" problem given that a century only has 100 years and then we loop around again. 2-digit years is convenient for people in many situations but they are very lossy, and horrible for machines.
It reminds me of this breaking change to .Net from last year.[1][2] Maybe AA just needs to update .Net which would pad them out until the 2050's when someone born in the 1950s would be having...exactly the same problem in the article. (It is configurable now so you could just keep pushing it each decade, until it wraps again).
Or they could use 4-digit years.
[1] https://github.com/dotnet/runtime/issues/75148
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The software industry rapidly convergng on 3 languages: Go, Rust, and JavaScript
These can also be passed as arguments to `dotnet publish` if necessary.
Reference:
- https://learn.microsoft.com/en-us/dotnet/core/deploying/nati...
- https://github.com/dotnet/runtime/blob/main/src/coreclr/nati...
- https://github.com/dotnet/runtime/blob/5b4e770daa190ce69f402... (full list of recognized keys for IlcInstructionSet)
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The Performance Impact of C++'s `final` Keyword
Yes, that is true. I'm not sure about JVM implementation details but the reason the comment says "virtual and interface" calls is to outline the difference. Virtual calls in .NET are sufficiently close[0] to virtual calls in C++. Interface calls, however, are coded differently[1].
Also you are correct - virtual calls are not terribly expensive, but they encroach on ever limited* CPU resources like indirect jump and load predictors and, as noted in parent comments, block inlining, which is highly undesirable for small and frequently called methods, particularly when they are in a loop.
* through great effort of our industry to take back whatever performance wins each generation brings with even more abstractions that fail to improve our productivity
[0] https://github.com/dotnet/coreclr/blob/4895a06c/src/vm/amd64...
[1] https://github.com/dotnet/runtime/blob/main/docs/design/core... (mind you, the text was initially written 18 ago, wow)
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Java 23: The New Features Are Officially Announced
If you care about portable SIMD and performance, you may want to save yourself trouble and skip to C# instead, it also has an extensive guide to using it: https://github.com/dotnet/runtime/blob/69110bfdcf5590db1d32c...
CoreLib and many new libraries are using it heavily to match performance of manually intensified C++ code.
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Locally test and validate your Renovate configuration files
DEBUG: packageFiles with updates (repository=local) "config": { "nuget": [ { "deps": [ { "datasource": "nuget", "depType": "nuget", "depName": "Microsoft.Extensions.Hosting", "currentValue": "7.0.0", "updates": [ { "bucket": "non-major", "newVersion": "7.0.1", "newValue": "7.0.1", "releaseTimestamp": "2023-02-14T13:21:52.713Z", "newMajor": 7, "newMinor": 0, "updateType": "patch", "branchName": "renovate/dotnet-monorepo" }, { "bucket": "major", "newVersion": "8.0.0", "newValue": "8.0.0", "releaseTimestamp": "2023-11-14T13:23:17.653Z", "newMajor": 8, "newMinor": 0, "updateType": "major", "branchName": "renovate/major-dotnet-monorepo" } ], "packageName": "Microsoft.Extensions.Hosting", "versioning": "nuget", "warnings": [], "sourceUrl": "https://github.com/dotnet/runtime", "registryUrl": "https://api.nuget.org/v3/index.json", "homepage": "https://dot.net/", "currentVersion": "7.0.0", "isSingleVersion": true, "fixedVersion": "7.0.0" } ], "packageFile": "RenovateDemo.csproj" } ] }
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Chrome Feature: ZSTD Content-Encoding
https://github.com/dotnet/runtime/issues/59591
Support zstd Content-Encoding:
- Writing x86 SIMD using x86inc.asm (2017)
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Why choose async/await over threads?
We might not be that far away already. There is this issue[1] on Github, where Microsoft and the community discuss some significant changes.
There is still a lot of questions unanswered, but initial tests look promising.
Ref: https://github.com/dotnet/runtime/issues/94620
What are some alternatives?
SMAPI-Android-Installer - SMAPI Installer for Android
Ryujinx - Experimental Nintendo Switch Emulator written in C#
Ui-Info-Suite - Mod for Stardew Valley.
ASP.NET Core - ASP.NET Core is a cross-platform .NET framework for building modern cloud-based web applications on Windows, Mac, or Linux.
Stardew64Installer - A handy piece of software that converts a Linux installation of SDV into a working 64bit Windows installation.
actix-web - Actix Web is a powerful, pragmatic, and extremely fast web framework for Rust.
Vortex - Vortex Development
WASI - WebAssembly System Interface
StardewValleyExpanded - The Stardew Valley Expanded mod for Stardew Valley.
CoreCLR - CoreCLR is the runtime for .NET Core. It includes the garbage collector, JIT compiler, primitive data types and low-level classes.
Diverse-Stardew-Valley
vgpu_unlock - Unlock vGPU functionality for consumer grade GPUs.