Updating my issue since I found the error logs: Summary of issue: Game crashes when I save for the night Expected Behavior: Game saves Actual Behavior: Game crashes whenever I try to save Steps for Reproduction: Move Coop and Barn the day prior to the save and have Robin work on a shed the day before as well What Operating System are you using: Windows 10 Message: Object reference not set to an instance of an object. InnerException: Stack Trace: at StardewValley.Menus.AnimalQueryMenu..ctor(FarmAnimal animal) at StardewValley.FarmAnimal.pet(Farmer who) at StardewValley.AnimalHouse.checkAction(Location tileLocation, Rectangle viewport, Farmer who) at StardewValley.Game1.tryToCheckAt(Vector2 grabTile, Farmer who) at StardewValley.Game1.pressActionButton(KeyboardState currentKBState, MouseState currentMouseState, GamePadState currentPadState) at StardewValley.Game1.UpdateControlInput(GameTime time) at StardewValley.Game1.Update(GameTime gameTime) at Microsoft.Xna.Framework.Game.Tick() at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e) at Microsoft.Xna.Framework.GameHost.OnIdle() at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame() at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e) at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef) at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData) at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context) at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context) at System.Windows.Forms.Application.Run(Form mainForm) at Microsoft.Xna.Framework.WindowsGameHost.Run() at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun) at StardewValley.Program.Main(String[] args)
Rather rude to call someone a 'dummy'. Not everyone is gonna be aware of what constitutes a bug and what doesn't.
I am experiencing the same issue, unfortunately. You don't need to have robin build a shed, just move the coop and it'll CTD on the following day's going to bed.
Summary of issue: Possible bug where monsters don't spawn at night on the wilderness layout Expected Behavior: Monsters should spawn at night on the wilderness layout Actual Behavior: I had monsters spawn a couple of nights early on in spring year 1, but they haven't spawned at all since and I'm in summer year 1 now Steps for Reproduction: Play the game using the wilderness layout What Operating System are you using: Windows 10
Summary of issue: Introduction Quest Not completing, even tho I have talked to every villager including the Wizzard. I am sitting at http://prntscr.com/cnuolj Expected Behavior: for this http://prntscr.com/cnuolj to say 28/29 and complete the quest Actual Behavior: Doesn't complete and just sits and 27/28. Steps for Reproduction: Not sure What Operating System are you using: Windows 8
http://pastebin.com/ik0q5zwe I think this is it? I'm not sure :/ let me know if its something else edit: deleted first line because it had personal info
Summary of issue: Everytime crafting tab is opened, a stone wall is automatically created. Expected Behavior: the crafting tab should just open, nothing crafted unless I click on it. Actual Behavior: No matter where my cursor is (I am playing with controller) Whenever I go to the crafting tab, it automatically crafts a stone wall and places it in my bag. Steps for Reproduction: What Operating System are you using: Windows 7
Summary of issue: When playing with a gamepad, cycling through the menu tabs using the trigger buttons will cause a 'gate' to be crafted upon landing on the 'crafting' tab if you have enough wood in your inventory; regardless of where your cursor is on the screen. Does not happen using the mouse to click tabs individually. Expected Behavior: Not automatically crafting something by tabbing to the menu Actual Behavior: crafting by itself Steps for Reproduction: Using gamepad, gather at least 10 wood and have an open space in inventory. Press 'start' ,then use the right trigger button to cycle through tabs until you land on the 'crafting' tab, it will automatically create a 'gate' and place it in your inventory. What Operating System are you using: Windows 10
Summary of issue: No foraging found on forest farm as of late Spring (or it doesn't happen until later and I just don't know this or its only supposed to be stumps, again I'm not sure) Expected Behavior: Occasional seasonal forage spawns Actual Behavior: None Steps for Reproduction: What Operating System are you using: Windows 10
Summary of issue: Mayor Lewis sends me mail about the Mermaid's Pendant before I have even given anyone a bouquet. Expected Behavior: Not receiving a letter about marriage before I'd begun to date anyone. Actual Behavior: Received a letter about marriage before dating anyone. Steps for Reproduction: Have a file where Shane was at 10 hearts before the beta. Install the beta. Play through one day and go to sleep. Upon waking up in the morning, there is a letter in the mailbox about the Mermaid's Pendant. What Operating System are you using: Windows 10
Summary of issue: Sweet Gem Berry is neither considered a fruit nor a vegetable, unusable in kegs or preserve jars. I've never known for certain since the 1.0 release if this was a bug, overlooked, or intentional, and to date I've never seen an official answer and figured I should shoot it out here at least and find out. Expected Behavior: As it's listed as a berry, it would seem that it should count as a fruit as other berries do in-game, and be usable in the kegs and preserve jars. Actual Behavior: Sweet Gem Berry cannot be used in kegs or preserve jars, only being salable as a raw product. Steps for Reproduction: Attempting to make wine or jellies with Sweet Gem Berry. What Operating System are you using: Windows 7 64-bit P.S. It's also a "neutral" gift for every NPC in-game, which I'm also unsure if this was intentional or not, with similar crops such as the "Ancient Fruit" or "Starfruit" still having those who "Like" or "Dislike" them.
nevermind Fixed it opt out of the beta, play a day in game, save, then try the beta again. only problem is one of the lamp post keeps flickering when i walk.
Now now, everyone place nice. I'm sure he wasn't trying to be a troll, but probably just playful. I mean he did use "dummy", what are we 12, what is this? ;P
Summary of issue: My character sprite was replaced with a black rectangle, both in-game and wherever the sprite appeared in the menu. Expected Behavior: My character sprite appears as it should be in the menu and in-game. Actual Behavior: My character sprite is replaced with a black rectangle. Steps for Reproduction: Open the game, have the computer either go into sleep mode or log off, then log back on while the game is still running. It will remain like that until the day in the game changes. What Operating System are you using: Windows 10 If you need any pictures to show what I'm talking about, I took some screenshots.
I know, it's just annoying. That's all the more response he's worth to me so I'm done. Carry on bug testing folks. I have mods that won't be compatible, that's why I can't assist. I won't know what's the mods fault and what's an actual bug, hence my original comment.
Summary of issue: Game crashes when right clicking twice on an animal in a coop or barn that's been moved by Robin. Expected Behavior: Bring up the menu with rename etc Actual Behavior: Game crash Steps for Reproduction: Right clicking twice on any animal in a building that's been moved. What Operating System are you using: Windows 10 error log: Message: Object reference not set to an instance of an object. InnerException: Stack Trace: at StardewValley.Menus.AnimalQueryMenu..ctor(FarmAnimal animal) at StardewValley.FarmAnimal.pet(Farmer who) at StardewValley.AnimalHouse.checkAction(Location tileLocation, Rectangle viewport, Farmer who) at StardewValley.Game1.tryToCheckAt(Vector2 grabTile, Farmer who) at StardewValley.Game1.pressActionButton(KeyboardState currentKBState, MouseState currentMouseState, GamePadState currentPadState) at StardewValley.Game1.UpdateControlInput(GameTime time) at StardewValley.Game1.Update(GameTime gameTime) at Microsoft.Xna.Framework.Game.Tick() at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e) at Microsoft.Xna.Framework.GameHost.OnIdle() at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame() at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e) at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef) at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData) at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context) at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context) at System.Windows.Forms.Application.Run(Form mainForm) at Microsoft.Xna.Framework.WindowsGameHost.Run() at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun) at StardewValley.Program.Main(String[] args)
Summary of issue: Dinosaur Eggs produce regular mayonnaise when put into the Mayonnaise Machine. - Unsure if there was to be a similar fix as was done for the Void Egg > Void Mayonnaise Expected Behavior: Dinosaur Egg = Ancient Mayonnaise or something the like Actual Behavior: Dinosaur Egg = Chicken's mayonnaise Steps for Reproduction: Put Dinosaur Egg into Mayonnaise Machine What Operating System are you using: Windows 7 64-bit
Summary of issue: xBox360 Controller Support Issue on windows 7 64bit Expected Behavior: Using the right trigger on an xbox360 controller to scroll over and access the crafting menu. Actual Behavior: Using the right trigger to scroll over to the crafting menu causes whatever item is in the second crafting slot to be crafted, as long as the necessary resources are in my backpack. (exmpl: At start I always end up building unintentional fence gates, later on it became stone walls.) Steps for Reproduction: Using a xBox360 controller, use the right trigger to scroll over to the crafting menu while holding the necessary "raw materials" for the 2nd slot craft item in your backpack. What Operating System are you using: Windows 7 64bit
I've been experimenting with an Issue I previously mentioned and I think I pinpointed the problem. Summary of Issue: Game Crashes when I pick up duck eggs in the Deluxe Coop. Expected Behavior: Pick Up Egg Actual Behavior: Game freezes for a moment and the Game Crashes as soon as I click on the egg. Steps for Reproduction: Have a 1.0 character, have deluxe coop, and move it at Robin's, and move it back to its original position. Have the game on Summer 15 and pick up your duck's eggs. What Operating System are you using: Windows 8.1
Summary of issue: I donated an Ancient Seed (Artifact) to the library but in my list of artifacts that I've discovered/donated, the Ancient Seed isn't there. I've even received the Ancient Seed blueprint and seed packet as my reward already. Expected Behavior: The Ancient Seed should show up in my collection menu of Artifacts after being donated to the library. Actual Behavior: It isn't there. Steps for Reproduction: Donate seed to library What Operating System are you using: Windows 10