
Now, you can click on the Upload icon to compile and upload the code. Additionally, if you have a syntax error somewhere in your program, it will underline it in red even before compiling.Īfter that, press Ctrl+ S or go to File > Save to save the file. We recommend that you copy this code manually, so that you see the autocompletion and other interesting features of the IDE in action.
It works with the ESP32 and ESP8266 boards (both have the on-board LED connected to GPIO 2). This code blinks the on-board LED every second. put your main code here, to run repeatedly: put your setup code here, to run once: Uploading Code using PlatformIO IDE: ESP32/ESP8266Ĭopy the following code to your main.cpp file. See the release notes and mod compatibility list for more info.In PlatformIO, all your Arduino sketches should start with the #include.
Requires Stardew Valley 1.5.6 or later on Linux/macOS/Windows.
3.18.4 mainly shows whether you're the host or a farmhand in the window titles in multiplayer, improves the test_input console command, improves support for automated installs, updates dependencies, and fixes bugs and errors. 3.18.3 mainly fixes bugs and errors, updates Korean translations, removes the LargeAddressAware flag, and adds PerScreen.IsActiveForScreen for mod authors. 3.18.2 fixes empty save backups on macOS, fixes player_add command's handling of custom slingshots, adds DelegatingModHooks for mod authors, and updates dependencies. 3.18.1 fixes mod texture edits sometimes cut off. (Reminder for C# authors: make sure your mod code is ready for the upcoming SMAPI 4.0.0, which will release alongside Stardew Valley 1.6.) This update lets you customize mod load order and disable console input, improves performance when applying mod content edits, fixes multiplayer map edits, prepares for the upcoming Stardew Valley 1.6, and raises all deprecation messages to the final level. See the SMAPI 3.18 release highlights for details.