Modding Discussion A place to discuss map editing and other related stuff

Discussion in 'Mods' started by QuantumConcious, Apr 1, 2016.

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  1. cankersaur

    cankersaur Pangalactic Porcupine

    I didn't use a warp personally, but yeah, you could definitely do that. :3

    Also -- does anyone know if there's a tile property that could, say, trigger an animation upon clicking? I have something that I want to glow when it's clicked, and I have both the normal and glowy images, just not sure if that's super possible.
     
    • Entoarox

      Entoarox Oxygen Tank

      Not in stardew itself, but ALL adds one that does that.
       
      • cankersaur

        cankersaur Pangalactic Porcupine

        @Entoarox I have to look into ALL more! Its description always seemed a little vague to me, so I wasn't quite sure what it did.

        Ughhh i messed up.
        This is what I'm workin' on:

        [​IMG] [​IMG]


        And I've crashed the game twice. The first time I forgot to source the two new tilesheets I added in the seedshop yaml, so I was able to successfully warp into the new room, but when I took a step forward, the game crashed. I fixed the yaml and tried again, but that time the game crashed right when I clicked to warp.


        Code:
        [08:26:09.049 AM] SDV Version: 1.07
        [08:26:09.050 AM] SMAPI Version: 0.40.0 Alpha
        [08:26:09.447 AM] Validating api paths...
        [08:26:09.447 AM] Initializing SDV Assembly...
        [08:26:09.447 AM] Injecting New SDV Version...
        [08:26:09.447 AM] Starting SDV...
        [08:26:13.785 AM] Patching SDV Graphics Profile...
        [08:26:13.874 AM] LOADING MODS
        [08:26:13.875 AM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\AccessChestAnywhere\manifest.json
        [08:26:19.937 AM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\AccessChestAnywhere\psconfigs
        [08:26:19.991 AM] Loading Mod DLL...
        [08:26:19.994 AM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\DailyNotifications\manifest.json
        [08:26:19.994 AM] LOADED MOD: AccessChestAnywhere by VIspReaderUS - Version StardewModdingAPI.Version | Description: Access chest located at your farm from anywhere! (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\AccessChestAnywhere\AccessChestAnywhere.dll)
        [08:26:20.013 AM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\DailyNotifications\psconfigs
        [08:26:20.043 AM] Loading Mod DLL...
        [08:26:20.044 AM] LOADED MOD: Daily Notifications by dreamsicl - Version StardewModdingAPI.Version | Description: Notifies you of any events today. (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\DailyNotifications\Daily Notifications.dll)
        [08:26:20.049 AM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\GiftTasteHelper\manifest.json
        [08:26:20.090 AM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\GiftTasteHelper\psconfigs
        [08:26:20.118 AM] Loading Mod DLL...
        [08:26:20.119 AM] LOADED MOD: GiftTasteHelper by Tyler - Version StardewModdingAPI.Version | Description: Displays NPC gift tastes in a handy tooltip. (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\GiftTasteHelper\GiftTasteHelper.dll)
        [08:26:20.123 AM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\HealthRegen\manifest.json
        [08:26:20.144 AM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\HealthRegen\psconfigs
        [08:26:20.153 AM] Loading Mod DLL...
        [08:26:20.153 AM] LOADED MOD: HealthRegen by  - Version StardewModdingAPI.Version | Description: Regenerates Health (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\HealthRegen\HealthRegen.dll)
        [08:26:20.181 AM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\NPCMapLocations\manifest.json
        [08:26:20.210 AM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\NPCMapLocations\psconfigs
        [08:26:20.231 AM] Loading Mod DLL...
        [08:26:20.234 AM] LOADED MOD: NPC Map Locations Mod by Bouhm - Version StardewModdingAPI.Version | Description: Shows NPC locations on the map (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\NPCMapLocations\NPCMapLocations.dll)
        [08:26:20.338 AM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\Show Prices\manifest.json
        [08:26:20.355 AM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\Show Prices\psconfigs
        [08:26:20.398 AM] Loading Mod DLL...
        [08:26:20.398 AM] LOADED MOD: CJB Show Item Sell Price by CJ Bok - Version StardewModdingAPI.Version | Description: Show item sell price in your inventory! (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\Show Prices\StardewCJB.dll)
        [08:26:20.495 AM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\SMAPIChestLabelSystem\manifest.json
        [08:26:20.513 AM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\SMAPIChestLabelSystem\psconfigs
        [08:26:20.518 AM] Loading Mod DLL...
        [08:26:20.518 AM] LOADED MOD: Chest Label System by Maurício Gomes (Speeder) - Version StardewModdingAPI.Version | Description: Allow players to label their chests. (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\SMAPIChestLabelSystem\SMAPIChestLabelSystem.dll)
        [08:26:20.531 AM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\SMAPISprinklerMod\manifest.json
        [08:26:20.550 AM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\SMAPISprinklerMod\psconfigs
        [08:26:20.566 AM] Loading Mod DLL...
        [08:26:20.566 AM] LOADED MOD: Configurable Improved Sprinklers Mod by Maurício Gomes (Speeder) - Version StardewModdingAPI.Version | Description: Make the Sprinklers work better. (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\SMAPISprinklerMod\SMAPISprinklerMod.dll)
        [08:26:20.954 AM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\TrainerMod\manifest.json
        [08:26:20.972 AM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\TrainerMod\psconfigs
        [08:26:20.982 AM] Loading Mod DLL...
        [08:26:20.982 AM] LOADED MOD: Trainer Mod by Zoryn - Version StardewModdingAPI.Version | Description: Registers several commands to use. Most commands are trainer-like in that they offer forms of cheating. (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\TrainerMod\TrainerMod.dll)
        [08:26:20.990 AM] Registered command: types
        [08:26:20.991 AM] Registered command: hide
        [08:26:20.991 AM] Registered command: show
        [08:26:20.992 AM] Registered command: save
        [08:26:20.993 AM] Registered command: exit
        [08:26:20.995 AM] Registered command: stop
        [08:26:20.992 AM] Registered command: load
        [08:26:20.997 AM] Registered command: player_setmoney
        [08:26:20.996 AM] Registered command: player_setname
        [08:26:21.000 AM] Registered command: player_setmaxstamina
        [08:26:21.001 AM] Registered command: player_sethealth
        [08:26:20.999 AM] Registered command: player_setstamina
        [08:26:21.003 AM] Registered command: player_setimmunity
        [08:26:21.004 AM] Registered command: player_setlevel
        [08:26:21.005 AM] Registered command: player_setspeed
        [08:26:21.006 AM] Registered command: player_changecolour
        [08:26:21.002 AM] Registered command: player_setmaxhealth
        [08:26:21.008 AM] Registered command: player_additem
        [08:26:21.010 AM] Registered command: player_addmelee
        [08:26:21.007 AM] Registered command: player_changestyle
        [08:26:21.012 AM] Registered command: out_items
        [08:26:21.011 AM] Registered command: player_addring
        [08:26:21.014 AM] Registered command: out_rings
        [08:26:21.013 AM] Registered command: out_melee
        [08:26:21.016 AM] Registered command: world_settime
        [08:26:21.017 AM] Registered command: world_freezetime
        [08:26:21.015 AM] Registered command: newitem
        [08:26:21.020 AM] Registered command: world_setseason
        [08:26:21.021 AM] Registered command: world_downminelevel
        [08:26:21.022 AM] Registered command: world_setminelevel
        [08:26:21.022 AM] LOADED 9 MODS
        [08:26:21.024 AM] SDV Loaded Into Memory
        [08:26:21.018 AM] Registered command: world_setday
        [08:26:21.026 AM] Registered command: help
        [08:26:21.027 AM] Applying Final SDV Tweaks...
        [08:26:21.024 AM] Initializing Console Input Thread...
        [08:26:22.673 AM] XNA Initialize
        [08:26:22.726 AM] XNA LoadContent
        [08:26:25.457 AM] Initializing Debug Assets...
        [08:27:48.727 AM] Game Loaded
        [08:27:48.727 AM] Type 'help' for help, or 'help <cmd>' for a command's usage
        [08:28:51.823 AM] [INFO] Today is 17th of Spring, Year 3.
        [08:28:51.825 AM] [INFO] The Queen of Sauce airs today.
        [08:29:02.237 AM] Time set to: 900
        [08:29:16.373 AM] [ERROR] An error occurred in the overridden update loop: Microsoft.Xna.Framework.Content.ContentLoadException: Error loading "Summit_Addition". File not found. ---> System.IO.FileNotFoundException: Error loading "Content\Summit_Addition.xnb". File not found.
           at Microsoft.Xna.Framework.TitleContainer.OpenStream(String name)
           at Microsoft.Xna.Framework.Content.ContentManager.OpenStream(String assetName)
           --- End of inner exception stack trace ---
           at Microsoft.Xna.Framework.Content.ContentManager.OpenStream(String assetName)
           at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action`1 recordDisposableObject)
           at Microsoft.Xna.Framework.Content.ContentManager.Load[T](String assetName)
           at xTile.Display.XnaDisplayDevice.LoadTileSheet(TileSheet tileSheet)
           at xTile.Map.LoadTileSheets(IDisplayDevice displayDevice)
           at StardewValley.Game1.UpdateOther(GameTime time)
           at StardewModdingAPI.Inheritance.SGame.Update(GameTime gameTime)
        [08:29:53.045 AM] [ERROR] An error occured in the overridden draw loop: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
           at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
           at xTile.Display.XnaDisplayDevice.DrawTile(Tile tile, Location location, Single layerDepth)
           at xTile.Layers.Layer.DrawNormal(IDisplayDevice displayDevice, Rectangle mapViewport, Location displayOffset, Int32 pixelZoom)
           at xTile.Layers.Layer.Draw(IDisplayDevice displayDevice, Rectangle mapViewport, Location displayOffset, Boolean wrapAround, Int32 pixelZoom)
           at StardewModdingAPI.Inheritance.SGame.Draw(GameTime gameTime)
        [08:29:53.084 AM] [ERROR] An error occured in the overridden draw loop: System.InvalidOperationException: Begin cannot be called again until End has been successfully called.
           at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
           at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState)
           at StardewModdingAPI.Inheritance.SGame.Draw(GameTime gameTime)
        



        Code:
        [01:01:29.864 PM] SMAPI Version: 0.40.0 Alpha
        [01:01:29.864 PM] SDV Version: 1.07
        [01:01:29.864 PM] Initializing SDV Assembly...
        [01:01:29.864 PM] Injecting New SDV Version...
        [01:01:29.864 PM] Starting SDV...
        [01:01:29.864 PM] Validating api paths...
        [01:01:29.983 PM] Patching SDV Graphics Profile...
        [01:01:30.000 PM] LOADING MODS
        [01:01:30.000 PM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\AccessChestAnywhere\manifest.json
        [01:01:30.449 PM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\AccessChestAnywhere\psconfigs
        [01:01:30.449 PM] Loading Mod DLL...
        [01:01:30.449 PM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\DailyNotifications\manifest.json
        [01:01:30.449 PM] LOADED MOD: AccessChestAnywhere by VIspReaderUS - Version StardewModdingAPI.Version | Description: Access chest located at your farm from anywhere! (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\AccessChestAnywhere\AccessChestAnywhere.dll)
        [01:01:30.480 PM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\DailyNotifications\psconfigs
        [01:01:30.480 PM] Loading Mod DLL...
        [01:01:30.480 PM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\GiftTasteHelper\manifest.json
        [01:01:30.480 PM] LOADED MOD: Daily Notifications by dreamsicl - Version StardewModdingAPI.Version | Description: Notifies you of any events today. (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\DailyNotifications\Daily Notifications.dll)
        [01:01:30.515 PM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\GiftTasteHelper\psconfigs
        [01:01:30.520 PM] LOADED MOD: GiftTasteHelper by Tyler - Version StardewModdingAPI.Version | Description: Displays NPC gift tastes in a handy tooltip. (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\GiftTasteHelper\GiftTasteHelper.dll)
        [01:01:30.521 PM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\HealthRegen\manifest.json
        [01:01:30.520 PM] Loading Mod DLL...
        [01:01:30.549 PM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\HealthRegen\psconfigs
        [01:01:30.549 PM] LOADED MOD: HealthRegen by  - Version StardewModdingAPI.Version | Description: Regenerates Health (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\HealthRegen\HealthRegen.dll)
        [01:01:30.549 PM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\NPCMapLocations\manifest.json
        [01:01:30.549 PM] Loading Mod DLL...
        [01:01:30.591 PM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\NPCMapLocations\psconfigs
        [01:01:30.595 PM] LOADED MOD: NPC Map Locations Mod by Bouhm - Version StardewModdingAPI.Version | Description: Shows NPC locations on the map (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\NPCMapLocations\NPCMapLocations.dll)
        [01:01:30.595 PM] Loading Mod DLL...
        [01:01:30.682 PM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\Show Prices\manifest.json
        [01:01:30.725 PM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\Show Prices\psconfigs
        [01:01:30.727 PM] LOADED MOD: CJB Show Item Sell Price by CJ Bok - Version StardewModdingAPI.Version | Description: Show item sell price in your inventory! (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\Show Prices\StardewCJB.dll)
        [01:01:30.727 PM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\SMAPIChestLabelSystem\manifest.json
        [01:01:30.727 PM] Loading Mod DLL...
        [01:01:30.750 PM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\SMAPIChestLabelSystem\psconfigs
        [01:01:30.750 PM] LOADED MOD: Chest Label System by Maurício Gomes (Speeder) - Version StardewModdingAPI.Version | Description: Allow players to label their chests. (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\SMAPIChestLabelSystem\SMAPIChestLabelSystem.dll)
        [01:01:30.750 PM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\SMAPISprinklerMod\manifest.json
        [01:01:30.750 PM] Loading Mod DLL...
        [01:01:30.765 PM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\SMAPISprinklerMod\psconfigs
        [01:01:30.765 PM] LOADED MOD: Configurable Improved Sprinklers Mod by Maurício Gomes (Speeder) - Version StardewModdingAPI.Version | Description: Make the Sprinklers work better. (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\SMAPISprinklerMod\SMAPISprinklerMod.dll)
        [01:01:30.765 PM] Loading Mod DLL...
        [01:01:30.923 PM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\TrainerMod\manifest.json
        [01:01:30.981 PM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\TrainerMod\psconfigs
        [01:01:30.996 PM] Loading Mod DLL...
        [01:01:31.034 PM] Registered command: types
        [01:01:31.034 PM] Registered command: hide
        [01:01:31.034 PM] Registered command: show
        [01:01:31.034 PM] Registered command: save
        [01:01:31.034 PM] Registered command: load
        [01:01:31.034 PM] Registered command: exit
        [01:01:31.034 PM] Registered command: stop
        [01:01:31.034 PM] Registered command: player_setname
        [01:01:31.034 PM] Registered command: player_setmoney
        [01:01:31.034 PM] Registered command: player_setstamina
        [01:01:31.034 PM] Registered command: player_setmaxstamina
        [01:01:31.034 PM] Registered command: player_sethealth
        [01:01:31.034 PM] Registered command: player_setmaxhealth
        [01:01:31.034 PM] Registered command: player_setimmunity
        [01:01:31.034 PM] Registered command: player_setlevel
        [01:01:31.050 PM] Registered command: player_setspeed
        [01:01:31.034 PM] LOADED MOD: Trainer Mod by Zoryn - Version StardewModdingAPI.Version | Description: Registers several commands to use. Most commands are trainer-like in that they offer forms of cheating. (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\TrainerMod\TrainerMod.dll)
        [01:01:31.050 PM] Registered command: player_changestyle
        [01:01:31.050 PM] Registered command: player_additem
        [01:01:31.050 PM] Registered command: player_addmelee
        [01:01:31.050 PM] Registered command: player_addring
        [01:01:31.050 PM] Registered command: out_items
        [01:01:31.050 PM] Registered command: out_melee
        [01:01:31.050 PM] Registered command: out_rings
        [01:01:31.050 PM] Registered command: newitem
        [01:01:31.050 PM] Registered command: world_settime
        [01:01:31.050 PM] Registered command: world_freezetime
        [01:01:31.050 PM] Registered command: world_setday
        [01:01:31.050 PM] Registered command: world_setseason
        [01:01:31.050 PM] Registered command: world_downminelevel
        [01:01:31.050 PM] Registered command: world_setminelevel
        [01:01:31.050 PM] LOADED 9 MODS
        [01:01:31.050 PM] Registered command: player_changecolour
        [01:01:31.050 PM] SDV Loaded Into Memory
        [01:01:31.050 PM] Registered command: help
        [01:01:31.050 PM] Applying Final SDV Tweaks...
        [01:01:31.050 PM] Initializing Console Input Thread...
        [01:01:31.424 PM] XNA Initialize
        [01:01:31.428 PM] XNA LoadContent
        [01:01:32.167 PM] Initializing Debug Assets...
        [01:01:33.363 PM] Game Loaded
        [01:01:33.364 PM] Type 'help' for help, or 'help <cmd>' for a command's usage
        [01:01:58.772 PM] [INFO] Today is 17th of Spring, Year 3.
        [01:01:58.773 PM] [INFO] The Queen of Sauce airs today.
        [01:02:11.098 PM] Time set to: 900
        [01:03:04.129 PM] [ERROR] An error occurred in the overridden update loop: Microsoft.Xna.Framework.Content.ContentLoadException: Error loading "newitems2". File not found. ---> System.IO.FileNotFoundException: Error loading "Content\newitems2.xnb". File not found.
           at Microsoft.Xna.Framework.TitleContainer.OpenStream(String name)
           at Microsoft.Xna.Framework.Content.ContentManager.OpenStream(String assetName)
           --- End of inner exception stack trace ---
           at Microsoft.Xna.Framework.Content.ContentManager.OpenStream(String assetName)
           at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action`1 recordDisposableObject)
           at Microsoft.Xna.Framework.Content.ContentManager.Load[T](String assetName)
           at xTile.Display.XnaDisplayDevice.LoadTileSheet(TileSheet tileSheet)
           at xTile.Map.LoadTileSheets(IDisplayDevice displayDevice)
           at StardewValley.Game1.UpdateOther(GameTime time)
           at StardewModdingAPI.Inheritance.SGame.Update(GameTime gameTime)
        [01:03:09.144 PM] [ERROR] An error occured in the overridden draw loop: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
           at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
           at xTile.Display.XnaDisplayDevice.DrawTile(Tile tile, Location location, Single layerDepth)
           at xTile.Layers.Layer.DrawNormal(IDisplayDevice displayDevice, Rectangle mapViewport, Location displayOffset, Int32 pixelZoom)
           at xTile.Layers.Layer.Draw(IDisplayDevice displayDevice, Rectangle mapViewport, Location displayOffset, Boolean wrapAround, Int32 pixelZoom)
           at StardewModdingAPI.Inheritance.SGame.Draw(GameTime gameTime)
        [01:03:09.159 PM] [ERROR] An error occured in the overridden draw loop: System.InvalidOperationException: Begin cannot be called again until End has been successfully called.
           at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
           at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState)
           at StardewModdingAPI.Inheritance.SGame.Draw(GameTime gameTime)
        
        



        Code:
        [01:38:32.540 PM] SDV Version: 1.07
        [01:38:32.547 PM] Validating api paths...
        [01:38:32.547 PM] Initializing SDV Assembly...
        [01:38:32.548 PM] Injecting New SDV Version...
        [01:38:32.548 PM] Starting SDV...
        [01:38:32.548 PM] SMAPI Version: 0.40.0 Alpha
        [01:38:32.640 PM] Patching SDV Graphics Profile...
        [01:38:32.709 PM] LOADING MODS
        [01:38:32.709 PM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\AccessChestAnywhere\manifest.json
        [01:38:32.958 PM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\AccessChestAnywhere\psconfigs
        [01:38:33.011 PM] Loading Mod DLL...
        [01:38:33.011 PM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\DailyNotifications\manifest.json
        [01:38:33.011 PM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\DailyNotifications\psconfigs
        [01:38:33.011 PM] Loading Mod DLL...
        [01:38:33.012 PM] LOADED MOD: Daily Notifications by dreamsicl - Version StardewModdingAPI.Version | Description: Notifies you of any events today. (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\DailyNotifications\Daily Notifications.dll)
        [01:38:33.011 PM] LOADED MOD: AccessChestAnywhere by VIspReaderUS - Version StardewModdingAPI.Version | Description: Access chest located at your farm from anywhere! (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\AccessChestAnywhere\AccessChestAnywhere.dll)
        [01:38:33.017 PM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\GiftTasteHelper\psconfigs
        [01:38:33.019 PM] Loading Mod DLL...
        [01:38:33.020 PM] LOADED MOD: GiftTasteHelper by Tyler - Version StardewModdingAPI.Version | Description: Displays NPC gift tastes in a handy tooltip. (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\GiftTasteHelper\GiftTasteHelper.dll)
        [01:38:33.023 PM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\HealthRegen\manifest.json
        [01:38:33.102 PM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\HealthRegen\psconfigs
        [01:38:33.104 PM] Loading Mod DLL...
        [01:38:33.105 PM] LOADED MOD: HealthRegen by  - Version StardewModdingAPI.Version | Description: Regenerates Health (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\HealthRegen\HealthRegen.dll)
        [01:38:33.108 PM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\NPCMapLocations\manifest.json
        [01:38:33.109 PM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\NPCMapLocations\psconfigs
        [01:38:33.111 PM] Loading Mod DLL...
        [01:38:33.112 PM] LOADED MOD: NPC Map Locations Mod by Bouhm - Version StardewModdingAPI.Version | Description: Shows NPC locations on the map (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\NPCMapLocations\NPCMapLocations.dll)
        [01:38:33.013 PM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\GiftTasteHelper\manifest.json
        [01:38:33.140 PM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\Show Prices\manifest.json
        [01:38:33.224 PM] Loading Mod DLL...
        [01:38:33.224 PM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\Show Prices\psconfigs
        [01:38:33.227 PM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\SMAPIChestLabelSystem\manifest.json
        [01:38:33.229 PM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\SMAPIChestLabelSystem\psconfigs
        [01:38:33.231 PM] Loading Mod DLL...
        [01:38:33.232 PM] LOADED MOD: Chest Label System by Maurício Gomes (Speeder) - Version StardewModdingAPI.Version | Description: Allow players to label their chests. (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\SMAPIChestLabelSystem\SMAPIChestLabelSystem.dll)
        [01:38:33.234 PM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\SMAPISprinklerMod\manifest.json
        [01:38:33.236 PM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\SMAPISprinklerMod\psconfigs
        [01:38:33.237 PM] Loading Mod DLL...
        [01:38:33.239 PM] LOADED MOD: Configurable Improved Sprinklers Mod by Maurício Gomes (Speeder) - Version StardewModdingAPI.Version | Description: Make the Sprinklers work better. (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\SMAPISprinklerMod\SMAPISprinklerMod.dll)
        [01:38:33.225 PM] LOADED MOD: CJB Show Item Sell Price by CJ Bok - Version StardewModdingAPI.Version | Description: Show item sell price in your inventory! (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\Show Prices\StardewCJB.dll)
        [01:38:33.304 PM] Found Manifest: C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\TrainerMod\manifest.json
        [01:38:33.329 PM] Created psconfigs directory @C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\TrainerMod\psconfigs
        [01:38:33.332 PM] Loading Mod DLL...
        [01:38:33.340 PM] Registered command: types
        [01:38:33.350 PM] Registered command: show
        [01:38:33.351 PM] Registered command: save
        [01:38:33.353 PM] Registered command: load
        [01:38:33.354 PM] Registered command: exit
        [01:38:33.355 PM] Registered command: stop
        [01:38:33.357 PM] Registered command: player_setname
        [01:38:33.348 PM] Registered command: hide
        [01:38:33.359 PM] Registered command: player_setstamina
        [01:38:33.360 PM] Registered command: player_setmaxstamina
        [01:38:33.361 PM] Registered command: player_sethealth
        [01:38:33.363 PM] Registered command: player_setmaxhealth
        [01:38:33.364 PM] Registered command: player_setimmunity
        [01:38:33.358 PM] Registered command: player_setmoney
        [01:38:33.350 PM] LOADED MOD: Trainer Mod by Zoryn - Version StardewModdingAPI.Version | Description: Registers several commands to use. Most commands are trainer-like in that they offer forms of cheating. (@ C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods\TrainerMod\TrainerMod.dll)
        [01:38:33.367 PM] Registered command: player_setspeed
        [01:38:33.375 PM] Registered command: player_changecolour
        [01:38:33.365 PM] Registered command: player_setlevel
        [01:38:33.384 PM] Registered command: player_changestyle
        [01:38:33.392 PM] Registered command: player_addring
        [01:38:33.394 PM] Registered command: out_items
        [01:38:33.395 PM] Registered command: out_melee
        [01:38:33.396 PM] Registered command: out_rings
        [01:38:33.397 PM] Registered command: newitem
        [01:38:33.399 PM] Registered command: world_settime
        [01:38:33.400 PM] Registered command: world_freezetime
        [01:38:33.401 PM] Registered command: world_setday
        [01:38:33.402 PM] Registered command: world_setseason
        [01:38:33.404 PM] Registered command: world_downminelevel
        [01:38:33.405 PM] Registered command: world_setminelevel
        [01:38:33.406 PM] LOADED 9 MODS
        [01:38:33.407 PM] SDV Loaded Into Memory
        [01:38:33.409 PM] Initializing Console Input Thread...
        [01:38:33.410 PM] Registered command: help
        [01:38:33.411 PM] Applying Final SDV Tweaks...
        [01:38:33.391 PM] Registered command: player_addmelee
        [01:38:33.389 PM] Registered command: player_additem
        [01:38:33.471 PM] XNA Initialize
        [01:38:33.475 PM] XNA LoadContent
        [01:38:33.784 PM] Initializing Debug Assets...
        [01:38:42.213 PM] Game Loaded
        [01:38:42.214 PM] Type 'help' for help, or 'help <cmd>' for a command's usage
        [01:39:43.710 PM] [INFO] Today is 17th of Spring, Year 3. 
        [01:39:43.712 PM] [INFO] The Queen of Sauce airs today.
        [01:44:49.962 PM] [ERROR] An error occurred in the overridden update loop: Microsoft.Xna.Framework.Content.ContentLoadException: Error loading "newitems2". File not found. ---> System.IO.FileNotFoundException: Error loading "Content\newitems2.xnb". File not found.
           at Microsoft.Xna.Framework.TitleContainer.OpenStream(String name)
           at Microsoft.Xna.Framework.Content.ContentManager.OpenStream(String assetName)
           --- End of inner exception stack trace ---
           at Microsoft.Xna.Framework.Content.ContentManager.OpenStream(String assetName)
           at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action`1 recordDisposableObject)
           at Microsoft.Xna.Framework.Content.ContentManager.Load[T](String assetName)
           at xTile.Display.XnaDisplayDevice.LoadTileSheet(TileSheet tileSheet)
           at xTile.Map.LoadTileSheets(IDisplayDevice displayDevice)
           at StardewValley.Game1.UpdateOther(GameTime time)
           at StardewModdingAPI.Inheritance.SGame.Update(GameTime gameTime)
        [01:45:07.656 PM] [ERROR] An error occured in the overridden draw loop: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
           at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
           at xTile.Display.XnaDisplayDevice.DrawTile(Tile tile, Location location, Single layerDepth)
           at xTile.Layers.Layer.DrawNormal(IDisplayDevice displayDevice, Rectangle mapViewport, Location displayOffset, Int32 pixelZoom)
           at xTile.Layers.Layer.Draw(IDisplayDevice displayDevice, Rectangle mapViewport, Location displayOffset, Boolean wrapAround, Int32 pixelZoom)
           at StardewModdingAPI.Inheritance.SGame.Draw(GameTime gameTime)
        
         

          Attached Files:

          Last edited: Jul 22, 2016
        • Gwenhwyfar

          Gwenhwyfar Subatomic Cosmonaut

          Thanks, guys, but I want to kind of start digging my hands in SMAPI mods so I could learn for future projects. I'm kind of using the Bachelor Gunther project as a means to not only make Gunther a bachelor, but also to expand my knowledge in SMAPI modding.

          I'm using XNB files as a sort of rough draft, but I plan to make it almost entirely SMAPI, for the final draft, so it's nice and compact... I'm not gonna make maps through SMAPI, though, as that's too much of a hassle... I'll leave maps as XNB files...

          Well, I finally figured out how to make the ALL modding tool work and I included a new map for Gunther's room, it was a nice first, tiny dip into SMAPI modding (though ALL.dll had me code with JSON instead of C#, but close enough). :) Just need to fix a few bugs with the tiles and I'm good....

          I'm a bit disappointed that I can't add music to the new map without freezing the game...

          Also, these actions need to be included on the list:

          Doors 3 5 1 120 5 9 1 120...etc (map properties)
          I haven't determined a use for this property yet, but it exists and is on every map that has doors, excluding the LockedDoorWarp action doors, so it might be a deprecated code. Place this as a map property, the first 2 numbers (3, 5) are the (x,y) coordinates for tiles, which is where your bottom-half door tile should be located. I'm not sure what 1 represents, but I believe 120 represents the tile ID for the bottom-half door on the townInterior sheet (however, I've seen this for every door, so I don't know). After this, the list repeats with (5, 9) representing the coordinates for another bottom-half door tile is located. The list expands for every functional door you want.

          Action Door (buildings properties)
          Place this on the bottom-half door tile, which should be located on the buildings layer.

          Note: I've had issue with only being able to trigger the open door action with door tiles once (both with the doors map property and without). After that, the door tiles act like ghost tiles and you can just walk through them... I don't know what the issue could be, or if it's just me...

          Action LockedDoorWarp 4 23 SamHouse 900 2000 (buildings properties)
          You don't need a warp map property or doors map property for this to work. Place this on the bottom-half door tile that you wish to use as a warp point to another map. The 4 23 are the tile coordinates you will warp to on the map, SamHouse is the map you're warping to, and 900 2000 determines what time the door opens and closes.... I've determined that 900 translates to 9:00 (9:00 AM) and 2000 translates to 20:00 (8:00 PM) because that's when Sam's house opens and closes. For another example, Archaeology House has 800 and 1800, it opens at 8:00 (8:00 AM) and closes at 18:00 (6:00 PM).


          Also, I'm happy to announce that Action Door NPC works beautifully! I was able to add it to Gunther!

          Action Door Gunther.png

          You need to set debug to true in ALL's config file. After that, run the game again and go to the crash area and read the error log again; you'll find ALL's error log included in there.

          Edit: I'm just guessing, but I'm going to guess you had the same issue as me and didn't give the right sheet name used for your custom tile sheet in tIDE. :p My custom sheet is called customInterior, but in the tIDE files for ArchaeologyHouse and GuntherRoom call it "untitled tile sheet". I had a typo, in my manifest.JSON, for the "sheet": attribute inside "tilesheets": {} and called it "sheet": "untilted tile sheet" instead. Nevertheless, run the errorlog with ALL's debug on because I could be wrong.

          Edit: I'd also recommend showing your manifest file.
           
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          • baddy1000

            baddy1000 Scruffy Nerf-Herder

            Yup, 120 is the tile ID.


            What do you mean by that?
            You cannot close doors. At least there is no event in Stardew Valley that suggests it does.
            The only way to close them again is to leave the area and enter it again.

            That's actually a cool find. :D
            Have you tested, if it automatically spawns a prompt telling the opening times?
             
              Last edited: Jul 24, 2016
              cankersaur likes this.
            • Gwenhwyfar

              Gwenhwyfar Subatomic Cosmonaut

              What I meant by that is that after you open the door, leave the map, and return to the map, you will find the door in its closed position. However, you can no longer click on the door to open it, but your character can walk through it. It's almost like the door just became a mirage.

              Edit:

              I didn't test it because I was able to decipher the code from just looking at it and having a confirmation on the internal time system based on NPC schedule. I also figured the prompt was automatically generated because it was always the same format "It's locked.... (Open [time] - [time])." So it seemed natural to assume there was a string template for locked doors somewhere in there that would naturally occur, even if you modified the time.

              I tested it, anyway, and it confirms exactly as I thought. :p

              Here I am in the museum before 8 AM:
              Open Museum Before 8 AM.png


              Here's an example of the prompt after modifying Sam's house:
              Locked Sams House Until 630 PM.png
               
                Last edited: Jul 24, 2016
                cankersaur likes this.
              • cankersaur

                cankersaur Pangalactic Porcupine

                @Gwenhwyfar What if you put a radio in his room with the jukebox tile property and then selected the song using that? Also, how did you set the NPCDoor to refer to Gunther/require a specific heart level? :3

                I didn't use ALL, I used tIDE. :c So there is no json/manifest unfortunately.

                If you come across whatever makes JojaMart locked/closed forever, let me know! :p I noticed the lockeddoor property on their door in the town map, but that was for open joja mart.

                ALSO if there's a property to make it so you can't walk on a tile (not just NPCs but the player as well) I'd love to know. x.x I'm having some minor layering issues. Some are fixable, and some aren't.

                Edit: The tilesheet names look okay:
                [​IMG]
                and the source:
                [​IMG]

                "1" is just the towninterior file or whatever, I didn't name it that. I also don't think the issue is with that one's name, because I can get into the seedshop, it just freaks out when I warp/after I warp.


                Edit: I added a "z" in front of Newitems2 and Summit_Addition per @taintedwheat 's suggestion and it seems to be working! :D

                For the record, one corner of the yoba shrine in the SeedShop map has the tile property "Action|Yoba"
                 
                  Last edited: Jul 24, 2016
                • Gwenhwyfar

                  Gwenhwyfar Subatomic Cosmonaut

                  @cankersaur This was a previous finding from someone on this thread, I was just confirming it works for NPC who wouldn't normally have it and, possibly, custom NPCs. And I'm worried the jukebox will also have the same problem, since it involves pulling music files, and I'd rather not have a jukebox in Gunther's room. I showed Entoarox my error log and noted to him that the music was constantly being updated, which was causing a update loop, constantly trying to update the game with the music until it freezes from being overloaded. This may be an ALL mod issue because Entoarox was commenting that the bug seems to be that it's trying to get the library music when it's not available; he'll have to look into CA's code and see why. He also commented that the light fix detection was constantly being triggered instead of when it should be.

                  He apparently came out with a new version of his mod that fixed the light fix detection problem, so maybe the music issue is fixed too.

                  I feel that Entoarox's ALL mod would help greatly with adding a new floor map to your Pierre shop.... If you're making an entirely new map and trying to add it as a new map to warp to, that is. You can still use tIDE with the ALL mod, I make my maps with tIDE and then connect them together with the ALL mod. I can help you on figuring out how ALL is used, so can Entoarox, if you have any issues. I had problems at first, but it's simple when you figure it out.

                  As for the minor layering issues, the building layer is where it registers what tiles the player can't walk on. If you place a tile on the building layer, the player wouldn't be able to walk through it. It's not a property, but using building layer to your advantage could greatly help. You might need to combine some images together, but they're pretty simple fixes (I had to mesh together some images to get tiles in Gunther's room to appear as they should while blocking my character from walking on them and preventing them from hovering in front of my character). Front layer tiles allow you to walk through them, but they'll be behind you if you're one tile under them and will be in front of you if you're on the tile (hence, "front layer"). Always front layers will always be in front of the player, whether the player is one tile under the "always front" tile or directly on the tile.

                  I'll try figuring out what causes the JojaMart to be locked and closed forever, if you revive the community center, but I don't know. I'm going to assume there's some coding in the game that switches the property once you complete the community center ending.
                   
                  • Entoarox

                    Entoarox Oxygen Tank

                    I can confirm this, the look of the community center and the JojaMart are controlled through code in the Town location.
                     
                    • monteso

                      monteso Big Damn Hero

                      I'm trying to edit the Farm map, nothing too extreme, but I'm running into two problems. Prob #1: I moved the fence border back in a few places, but there is still a invisible wall stopping the player. Prob#2: I wanted to add a new layer to the map. One that is above the Back layer (the ground) and below the Buildings layer. It visually needs to overlap the ground tiles, but still needs to be walkable on top and be behind the player when they pass in front.
                      testfarm.png
                       
                      • Jinxiewinxie

                        Jinxiewinxie Farmer Fashionista

                        1) There are clear or "invisible" tiles on the Buildings layer by the fence that is making the area impassable in game. Just hover over the area and you'll see in tIDE that there is a tile index number showing in the lower left. Click those tiles and delete them off the map.
                        2) I don't think you can add layers without it causing problems.
                        3) You can add something on the Buildings layer and then on the Tilesheet properties for whichever tilesheet the the tile came from, add this:

                        @TileIndex@XXX@Passable | T

                        where XXX is the actual tile index number =) This will make them Passable in game.

                        upload_2016-7-25_14-18-25.png
                         
                          monteso and cankersaur like this.
                        • monteso

                          monteso Big Damn Hero

                          Well paint my thumbs red, it worked. I was worried that somehow that would make that tile passable in every map it was used. But i tested it and my guy did not fall into the pond next to Marnie's.
                           
                            Last edited: Jul 26, 2016
                            Jinxiewinxie likes this.
                          • barfyscorpion

                            barfyscorpion Pangalactic Porcupine

                            Hey everyone, question.

                            I'd like to change the Bus Stop minecart to be at my player home rather than at the bus stop. I know about the minecart tile property, but I don't know how to add My House to the list of places to go (ie. Have that be an available place to travel to, rather than just a place to travel from).


                            Either a new entry in the list, or simply a replacement of the Bus Stop entry of the list, would be equally fine. Anyone know how I go about doing this?
                             
                            • foghorn

                              foghorn Pangalactic Porcupine

                              The MineTransport list is in the code (GameLocation)..you'll need to page a SMAPI wiz for this one.
                              I think the WarpMod code has everything they would need, though.

                              It's a neat idea, especially if it were something you unlocked and purchased for the Farm Cave.
                               
                              • monteso

                                monteso Big Damn Hero

                                I have successfully read the entire thread and now I can ask my question. I'm working on a mod that changes and expands the FarmCave map into a forest meadow. The map does not have a "Always Front" layer, so I'm forced to place the tree canopy on the front layer, but then I run into this problem in the pic. Has anyone tried testing or have any luck with adding additional layers to a map, not necessarily a custom layer but a layer that is used by the game already elsewhere. If that's not possible, any ideas or work arounds that could help me.

                                Edit: I just tested adding in a Always front layer and it works. The changes show up in game without crashing. I think it will only work if the layer you are adding is a layer that the orginal game recognizes. "Always Front" works but not say "Custom back etc"
                                Untitled2.png


                                Does anyone know how the water in game gets its wavy effect. Nothing I can find in the custom properties, animations or in the map layers explain it. But all original water sources have it. Left in pic is my edited Farm map in game and right is the same map in tIDE. I need to know cause on my expanded FarmCave map, I change the map to be a forest with a lake and river running trough but the effects don't show.

                                watereffects.png
                                 
                                  Last edited: Aug 3, 2016
                                  barfyscorpion and Jinxiewinxie like this.
                                • Greyrat

                                  Greyrat Void-Bound Voyager

                                  Hey guys,quick question.If i wanna add a custom tilesheet to Farm.xnb do I still need a .yaml for that tilesheet?
                                   
                                  • Hitgirl911

                                    Hitgirl911 Pangalactic Porcupine

                                    Yep :) you'll need to pack that tilesheet into a .xnb file to get it to load in the game.


                                    Sent from my iPad using Tapatalk
                                     
                                    • Greyrat

                                      Greyrat Void-Bound Voyager

                                      thanks for the answer
                                       
                                      • Greyrat

                                        Greyrat Void-Bound Voyager

                                        Need help with this please.Whenever I make a warp that leads to my farmhouse,it always warps me to the entrance even if i specify where I want to warp to.
                                         
                                        • Jinxiewinxie

                                          Jinxiewinxie Farmer Fashionista

                                          How are you making your warp?
                                           
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