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License: Other
New home for my stardew valley mod source code
License: Other
The crafting recipe for DGA custom fences doesn't produce the specified amount of fences.
In this example it just produces a single fence, even tho "Quantity": 5 is specified.
Json code
Randomly the mod will throw an error that will cause the game to crash on a new day.
[22:35:39 ERROR Custom NPC Fixes] This mod failed in the GameLoop.DayStarted event. Technical details:
NullReferenceException: Object reference not set to an instance of an object.
at StardewValley.Utility.getAllCharacters(List1 list) in stardewvalley\Farmer\Farmer\Utility.cs:line 7637 at CustomNPCFixes.Mod.SpawnNpcs() in C:\source\_Stardew\Mods.spacechase0\CustomNPCFixes\Mod.cs:line 54 at CustomNPCFixes.Mod.<OnUpdate>b__2_0(Object s, DayStartedEventArgs a) in C:\source\_Stardew\Mods.spacechase0\CustomNPCFixes\Mod.cs:line 32 at StardewModdingAPI.Framework.Events.ManagedEvent
1.Raise(TEventArgs args, Func`2 match) in SMAPI\Framework\Events\ManagedEvent.cs:line 126
Seems like sometimes either
Utility.getAllCharacters(allCharacters);
Or
List allCharacters = Utility.getPooledList();
won't return the correct values. Or it could be a bug in smapi itself I don't really know for sure.
Radioactive and mythicite tools show up as iridium in the part when clint give them back to you. (when your character holds it over their head)
https://imgur.com/a/yPFfNra
https://imgur.com/a/3Z39yIe
when i install this core with PyTK, game takes much longer to load than without it, also i have 1 minute long freeze when trying to open save loading menu or start multiplayer game
here is video with demonstration
I keep getting this error:
[SpaceCore] Exception migrating legacy save data: System.ArgumentNullException: Value cannot be null. (Parameter 'path1')
at System.IO.Path.Combine(String path1, String path2)
at SpaceCore.Framework.LegacyDataMigrator.OnSaveLoaded() in C:\Programming\StardewValley\ModSource\SpaceCore\Framework\LegacyDataMigrator.cs:line 43
at SpaceCore.SpaceCore.OnSaveLoaded(Object sender, SaveLoadedEventArgs e) in C:\Programming\StardewValley\ModSource\SpaceCore\SpaceCore.cs:line 197
[SpaceCore] This mod failed in the GameLoop.SaveLoaded event. Technical details:
ArgumentNullException: Value cannot be null. (Parameter 'path1')
at System.IO.Path.Combine(String path1, String path2)
at SpaceCore.Skills.OnSaveLoaded(Object sender, SaveLoadedEventArgs e) in C:\Programming\StardewValley\ModSource\SpaceCore\Skills.cs:line 271
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
[SpaceCore] Doing skill menus
[Json Assets] This mod failed in the GameLoop.Saving event. Technical details:
ArgumentNullException: Value cannot be null. (Parameter 'path1')
at System.IO.Path.Combine(String path1, String path2)
at JsonAssets.Mod.OnSaving(Object sender, SavingEventArgs e) in C:\Programming\StardewValley\ModSource\JsonAssets\Mod.cs:line 1554
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
regarding SpaceCore upon loading a completely brand new save.
Using these mods listed here:
Any idea for what is causing my errors besides SpaceCore? It corupts the save past 1 play session. Play session being closing the game and reopening it.
https://smapi.io/log/a607f31ffd5548ee928edf4b7ad5dfa8
I got this error when trying to add an iconoverride for a context tag field
{ "Type": "ContextTag", "Value": "ingredient_salmon", "NameOverride": "Salmon or similar fish", "IconOverride": "override.png:0" },
This was the relevant bit of code. The error was that there was no file "override.png". There was, however, an "objects/override.png"
Fixing the path solved the issue, but the error was confusing and something along the line of "no "override.png" file found" would have be more clearer, so in case this may be of any help for others, i'm suggesting this here.
Hi
I use the Level Extender mod which allows me to go beyond level 10 in each skill
Except that once a skill reaches level 11 without me choosing a Capstone Profession bonus before, well I'm stuck, impossible to access the bonus for the rest of the game
Here, it would be enough to replace the == 10 by >= 10 so that the mod remains compatible with the original levels AND the modded levels
Would it be possible to correct this, please?
Thanks !
When adding more than one item to Krobus' shop with DGA shop entries, the following error appears when the shop menu is opened:
https://smapi.io/log/a7666aef923a4a49b0ee0e265770d869
The error only happens when more than one item is added, and only happens at certain shops (so far just Krobus, shekurika might have game code reasons to suspect others). The error does not cause any gameplay effects (no crashes, items are still loaded as they should be). The error only happens the first time a shop menu is opened for the day.
CustomHats are not of type "CustomHats" anymore when checked via Lookup Anything and their description and display name default to Cowboy Hat's description/displayname after getting the hat from the dga_store
. The image of the hat itself is correct. (The cowboy hat is the first vanilla hat). I believe that is among other things due to the missing getOne()
override in CustomHat.cs
. There seems to be other stuff missing too. Issue can be reproduced with the Spooky Hat from the example pack.
When I try to hit a Big Craftable with an axe to pick it up, it doesn't work and instead throws an error. It doesn't matter whether the axe is in position 1 or 2 of the toolbar, and it happens both indoors and outdoors. I only tested with one DGA big craftable, but there was nothing special about the big craftable (afaik, see json snippet below). It does not happen with vanilla big craftables.
Here are two logs where the error occurred. (It's very reproducible.)
https://smapi.io/log/0ecd715bee8a4ccb93f439b45efc21f5
https://smapi.io/log/0a78936e2acb4baf8b537d6efe1621d0
Here's the snippet where the Big Craftable was created:
{
"$ItemType": "BigCraftable",
"ID": "PurpleFloor3",
"Texture": "floortall.png:0",
"SellPrice": 1,
"ProvidesLight": true,
}
Json Assets 1.10.6 is reporting an ArgumentOutOfRangeException. SMAPI Log is here.
BigCraftable object recipes should be drawn at 16x32
Im encoutering an issue where any object created by DGA is fed into a vanilla artisan good machine, it creates an output called "DGA dummy object" I have confirmed this happens with the Preserves Jar and Keg, and happens across all the DGA content packs i have tried. No errors are produced in the SMAPI log. (linked https://smapi.io/log/a84298970b524a6794a30923fa8b4ce9)
Issue: Errors and/or money is being taken from players when festival shops are opened
User log: https://smapi.io/log/29d927a8dfb04160ae167dd0d99fb874?renew=True
Sample Mod: Aster's Festival Kotatsu
This may be another one of the synch issues, not sure.
Error in case log expires:
An error occurred in the base update loop: ArgumentException: An item with the same key has already been added. Key: DynamicGameAssets.Game.CustomBasicFurniturekey: 'DynamicGameAssets.Game.CustomBasicFurniture'
at System.Collections.Generic.Dictionary2[[System.String, System.Private.CoreLib, Version=5.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e],[StardewValley.GameData.SpecialOrderData, StardewValley.GameData, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]].Add_Patch1(Dictionary
2 this, String key, SpecialOrderData value)
at DynamicGameAssets.Framework.PatchCommon.DoShop(String key, ShopMenu shop) in E:\source_Stardew\Mods.spacechase0\DynamicGameAssets\Framework\PatchCommon.cs:line 23
at StardewValley.Event.checkAction_PatchedBy<spacechase0.DynamicGameAssets__spacechase0.SpaceCore>(Event this, Location tileLocation, Rectangle viewport, Farmer who)
at StardewValley.GameLocation.checkAction_PatchedBy<atravita.StopRugRemoval__DaLion.ImmersiveProfessions__greentodd.ActionSitting__PeacefulEnd.AlternativeTextures__PurrplingCat.QuestFramework>(GameLocation this, Location tileLocation, Rectangle viewport, Farmer who)
at StardewValley.Locations.Town.checkAction(Location tileLocation, Rectangle viewport, Farmer who)
at StardewValley.Game1.<>c__DisplayClass859_0.b__0()
at StardewValley.Game1.tryToCheckAt_PatchedBy<Platonymous.PyTK>(Vector2 grabTile, Farmer who)
at StardewValley.Game1.pressActionButton(KeyboardState currentKBState, MouseState currentMouseState, GamePadState currentPadState)
at StardewValley.Game1+c__DisplayClass913_0.b__0_PatchedBy<Shockah.DontStopMeNow>(<>c__DisplayClass913_0 this)
at StardewValley.Game1.UpdateControlInput(GameTime time)
at StardewValley.Game1._update(GameTime gameTime)
at StardewValley.Game1.Update(GameTime gameTime)
at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate) in SMAPI\Framework\SCore.cs:line 1003
I got some hard-to-parse red text when making a recipe that requires 2 stones, when I had 3 stones in inventory. The issue was replicable and true for more than one recipe (albeit almost identical recipes). I wasn't sure at first why it was giving an error, which is why I repeated it a couple times to check that it was definitely an error when there were 3 stones left and not 1. Error does not happen with 1 stone left, you just can't make the thing then. I can provide .json files if needed (they're kind of messy right now.)
Here is the log: https://smapi.io/log/a7988fa8655a4483b93d02ec20417f92
I have a mod called "Colored Seeds for Crop Mods and the patches tend to fail when a second spritesheet is created, in this case springobjects -> springobjects2
In the Content Patches section, under my mod, many of the patches will have their conditions fulfilled without being patched. What all of them have in common is that they all say => Maps\springobjects2)
afaik, the only way around that is to transpile automate, which doesn't sound fun.
When furniture created using DGA is put onto a table, it becomes various kinds of chairs. It seems to be indexing into the base game tilesheet that contains chairs, for whatever reason. Sequentially created furniture becomes sequential images in the base game tilesheet (something similar to furnitures items number 1, 2, 3, 4 become walnut chair rotated up, down, left, right, though this example is made up). Once the furniture item is removed from the table, it reverts to what it should be. Items that are not rotatable do not become rotatable when placed on tables.
Despite the recent addition of several callbacks for supporting complex options, I still can't quite manage to make one that works as well as the built-in option types. The last piece of functionality missing is a way to respond to the Cancel button. Or, more accurately, a way to make complex options behave the same way as the built-in options when edits are made but cancelled, and then the menu is re-opened.
In the built-in option types, this works because SpecificModConfigMenu
calls GetLatest
in its constructor. Unfortunately, GetLatest
in ComplexModOption
does nothing.
Here are three options for changes to the AddComplexOption
API to support the "Cancel" behavior. I can make a PR with any of these... I think I prefer option 3, but 2 is also just fine.
onCancel
callback. (Not recommended)Since the problem is described as "cancel doesn't work", it seems logical to add a callback so that the complex option knows when the Cancel button was pressed. However, this is not how the built-in options work, and not the behavior that's actually desired. An arbitrary amount of time can pass between the Cancel button being pressed and the menu being reopened. During that time, changes could be made to the configuration (e.g., via console commands), and we'd like the options to reflect the latest values when the menu is opened.
There is no reason not to add an onCancel
callback for informational purposes, but it should not be the thing responsible for causing the complex option to refresh its value.
onMenuOpen
callback.This is a straightforward substitution of the GetLatest
call in SpecificModConfigMenu
with a new OnMenuOpen
function defined abstract in BaseModOption
. All of the remaining references to GetLatest
are inside SimpleModOption
, so it could be removed from BaseModOption
.
cons: In order to make a complex option behave the same way as the built-in options, both onMenuOpen
and afterReset
will have to be specified - almost certainly as the same function. (One extra line at the AddComplexOption
call site is hardly a big issue.)
refreshValue
(or similar name) callback.This replaces the empty GetLatest
in ComplexModOption
with an invocation of the callback. Additionally, the AfterReset
function could also call the refreshValue
callback if the AddComplexOption
call site does not supply an afterReset
to override that behavior (i.e., if the afterReset
callback is null
).
cons: It is not obvious from the callback name exactly when refreshValue
will be called. The mod author just has to trust that GMCM will call it at the right time(s) and not try to intuit any other information about the menu lifecycle.
Hi. I have a custom machine added via DGA (big craftable paired with machine recipe) it functions fine but when it is finished producing it displays an empty bubble, omiting the sprite for the output product (also a DGA object)
It seems that the dungeon generator is running out of known valid spots in some cases before it can place one or more gargoyles. From in-game exploration, I know that there is plenty of valid space left in these errored maps to place them. Even if there wasn't, though, this needs a check to make sure there are spots left before referencing the index because when bigIslands.Count or bigIslands[bi].spots.Count are zero rand.Next returns zero, which is an out-of-bounds index. I'd also recommend enclosing it in a loop and outright rejecting maps that really don't work; currently it's only an occasional problem so it wouldn't add a lot of extra delay and it would help spot issues when tweaking the generator in the future.
NewSkillsPage.draw
has not been updated to account for 1.5 enchantments.
In particular, the addedSkill
flag (inside switch-case for Fishing skill) does not check whether the player's current tool has the Master Enchantment.
In NewSkillsPage.draw
:
addedSkill = Game1.player.addedFishingLevel.Value > 0;
In Vanilla SkillsPage.draw
:
addedSkill = (int)Game1.player.addedFishingLevel > 0 || (Game1.player.CurrentTool != null && Game1.player.CurrentTool.hasEnchantmentOfType<MasterEnchantment>());
When creating crafting recipes in a DGA content pack with the field "IsCooking" set to "true", the recipes do not display as properly learned and thus craftable from the kitchen.
Log file generated, parsed and can be found here: https://smapi.io/log/68649caeb8ee450ca258b7993e3bbbe7
Could Ukrainian translation be added to GenericModConfigMenu mod?
P.S : Yes, there is already a Ukrainian Mod for Stardew Valley 1.5.5+, which adds a new custom language to the game (obviously it's Ukrainian). Ukrainian mod for SDV : https://www.nexusmods.com/stardewvalley/mods/8427
GenericModConfigMenu - Ukrainian.zip
I'm not convinced this is a bug, but I figure reporting it will help keep track of the issue.
Issue: It's not clear how to format a crop dynamic token in order to change the product of the crop. Indexing into the phases has not been successful, despite several people trying a number of different formats. The goal is that in spring, the crop could produce one thing (ex. tomatoes), but in summer it could produce another thing (ex. parsnips).
When casting haste, then if i cast Buff the effect of haste gets removed but the icon for haste still appears
but when the icon is gone (the spell time is over) the player becomes very slow, as if when the spell is over it removes the effect of haste, but in reality the effect is gone because of casting Buff, that makes it drop the speed below the normal rate,
its like:
normal speed = 5
haste speed = 7
haste and buff speed = 5
haste is over after casting buff speed = 3
(example not sure how much it really is
)
When a player is wearing DGA shoes, and switches to a different modgroup/removes the shoes mod, the load save screen crashes because it can't draw the shoes (presumably).
Test mod: Sonic Shoes
Issue:
A shop entry with a dynamic token that checks the day of the week in order to load is not appearing for some players. The dynamic token is either evaluating to the wrong thing on the first load-up of the save, or something else is going wrong. When the save is exited to title and reloaded, the dynamic token works again.
How to reproduce:
Other details:
Planned next steps in debugging:
Hello~
When applying pants and hats made in JA mode to the game
There is an error in which the file name and content image are changed from the hats and pants file expanded in CP mode to the file in JA mode.
using CP mode.
Pants and hats were extended further.
It was made to be added to the existing number.
The expanded hat and pants files are changed to JA pants and hats.
The expanded hats 1 to 66 are properly CP hats.
From number 67, the number of JA hats added is changed to JA hats.
Expanded pants 1 to 4 look like CP hats.
From No. 5, the number of added JA pants will be changed to JA pants.
As it changed to JA pants, the same image pants JA exist.
Two pants with the same image.
Is there any way to fix this error?
I can send you the files I wrote.
I used a translator.
Some of the language may have been miscommunicated.
I'm using the following Dynamic Field:
"DynamicFields": [
{
"Cost": "{{Round: {{Query: {{Magic Statue Price}} * 0.75 }} }}",
},
]
And getting this error:
[Dynamic Game Assets] Error applying dynamic field: Newtonsoft.Json.JsonReaderException: Invalid property identifier character: {. Path '', line 1, position 1
I have verified that a) {{Magic Statue Price}} works (it's used in a different Dynamic Field) and b) it's this line causing the error (commented out and the error vanished, put it back and it returned)
The content pack in question is Magic Furniture, but on an updated version from what's currently on Nexus (can furnish upon request). Here's a log: https://smapi.io/log/7af77062bc784e868b32df8225c3a779
Chair with no front texture: crash
Chair with front texture: no crash
The reason I reported this as a bug is because it happens in all configurations of the chair, not just the ones that need a FrontTexture.
I can provide sample mod that causes the crash if needed. I think the fix is something like "add a null check and/or a default FrontTexture".
Log where this happened (it's a looping NRE in the draw loop)
https://smapi.io/log/fd972582a2e645cea1e62ee8257f729c
With a bare minimal install of DGA it seems to throw an error of "Error applying dynamic field". This error seems to go away with others mods installed, but I don't know what causes it to 'vanish'. I only found this error when trying to debug a problem a friend is having with the 'textureoverride' animations. As they refuse to work for her on her system (Windows 10). However the animations all work perfectly for me, even work with the error message that is seen in SMAPI.
I've posted a minimal zip of a Mods folder where the problem occurs and their SMAPI log:
https://smapi.io/log/717691bc33004572bff97df304bddef7
What it says on the tin. Should be replicable with the Cooking Skill mod installed.
With Qi seasoning in the inventory, attempt to cook.
Expected Result: Gold quality food, one unit of seasoning consumed
Actual Result: No quality change, no seasoning consumed
Because this mod gives normal cooking a quality system, I'm not sure what (if anything else) to expect from Qi Seasoning.
I am encountering an issue where a custom machine (big craftable paired with a machine recipe) will always say "needs x coal" rather than request the actual defined input (for example fibre). It does return the correct amount needed though.
When you eat a DGA object, the farmer does the animations, but the item jumping from the hand to the mouth and being "crushed" is not showing.
When players set the profit margin, seeds/saplings should be cheaper. (see Game1.MasterPlayer.difficultyModifier in vanilla code)
Planted seeds plant fine in winter, but after sleeping they disappear
The TV part of this mod is incompatible with and breaks the "public access tv" mod
When switching inventory items, placing anything on top of a shirt/pants item causes an NRE in the log and makes the item being placed (any type: vanilla or DGA) disappear, while the shirt/pants moves to the cursor. This does not happen with DGA boots or DGA furnitures.
Last error in this log: https://smapi.io/log/cb9020fb7473406fb43d93d18f86f41c
Good evening,
Can I please request Automate compatibility be added for the next update of this mod?
I have also requested this on Nexus but not sure if spacechase0 has seen this: https://forums.nexusmods.com/index.php?showtopic=9483438/#entry110072788
Thank you for your consideration of this request.
Smapi log: https://smapi.io/log/c6e4058add7b4cfba9bdc512e46cf05e
Hey there, I'm currently trying to install Moon Misadventures (https://www.nexusmods.com/stardewvalley/mods/10612) for a bit of extra expansion, and the items appear in my collections tab as ??? Error. This happened to me previously when I installed the DGA version of Farmer to Florist so I reverted back to the JA F2F instead, but obviously can't do the same with Moon Misadventures because there isn't a JA version.
Can anyone help me to understand why I have such trouble with DGA mods, please? I have the most updated version of it so I know it's not that, and there isn't really guidance in my log that I can see so I'm at a bit of a loss really.
Thank you in advance!
P.S. I posted this to the Nexus page, Smapi Reddit and Stardew Modding forum and have had no responses thus far so if anyone could help, I'd be so grateful!
For example this entry here should be loaded into the Carpenter shop:
{
"$ItemType": "ShopEntry",
"ShopId": "Carpenter",
"Item": {
"Type": "DGARecipe",
"Value": "6480.StorageVariety/Cigar Box Recipe"
},
"MaxSold": 1,
"Cost": 5000
},
This is being sold at the Adventurer's Guild.
PPJA peppers produce infinite peppers when you stand near them and harvest. It's not clear whether this is a PPJA issue or a DGA issue. It's very fun, though!
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