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stardewvalleymods's Issues

Custom NPC error Day started loop

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.ManagedEvent1.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.

Modlist
Mod list attached

Any ideas here?

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:
image
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.

DGA : Improving error about missing file ?

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.

[Capstone Profession] Change level == 10 by level >= 10

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

if (Game1.player.farmingLevel.Value == 10 && Game1.player.foragingLevel.Value == 10 &&

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 !

[DGA] Shop stock error at certain shops

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 unfinished

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.

DGA: Hitting Big Craftable with axe

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,
}

[DGA] Festival Shop Stock Errors

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(Dictionary2 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

[DGA] Issue with recipes when almost out of material?

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

DGA: furniture becomes chairs

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.

GMCM: complex options have no way to respond to "Cancel"

Problem Statement

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.

Option 1: Add an 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.

Option 2: Add an 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.)

Option 3: Add a 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.

[DGA] DGA custom machines not showing output

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)

[MM] Belt Dungeon Generator Out of Range Exception

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.

SkillsPage.draw does not consider Master Enchantment

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>());

[DGA] Unclear how to use dynamic tokens for seasonal crop products

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).

Magic mod, when casting Buff and Haste Bug

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

2022-02-15.01-05-08.mp4

)

[DGA] Dynamic Tokens Not Working on First Load

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:

  • Install Magic Furniture
  • Create a new save, and sleep until Wednesday (when the shop entry should exist in the shop)
  • Warp to Sandy, check shop, no shop entry
  • Exit to title, reload save, shop entry reappears

Other details:

  • This is on MacOS, but affected user is on unknown OS
  • No errors in the log
  • I need to verify, but the Trace debugging statements seem to support it being a bug in dynamic token evaluation

Planned next steps in debugging:

  • Isolate the mod to better view the Trace debugging statements
  • Add more print statements to DGA to check whether the dynamic token is the culprit

CP mode files are replaced with JA mode files.

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.

[DGA] Rounding the result of a Query not working in Dynamic Fields

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

[DGA] Not specifying FrontTexture for a chair crashes the game

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

Error applying dynamic field

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

Mods_DGAbug.zip

[Cooking Skill] Qi Seasoning does not apply to recipies

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.

[DGA] custom machines requesting wrong fuel type

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.

[DGA] Issue with Moon Misadventures

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!

DGA ShopEntry recipes are being added to the Adventurer's Guild

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.

[DGA] Infinite peppers

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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