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Bug/Issue My chest is stuck in an open animation

Discussion in 'Support' started by JustALilith, Mar 12, 2018.

  1. JustALilith

    JustALilith Poptop Tamer

    After playing a bit of makeshift multiplayer we stumbled upon a glitch whitch made my chest unable to be closed, it is clsoed in an open animation and we cannot open it in that state. Is there a way to mod the game data for the chest state to be closed? Anything will help.
     
    • MysticTempest

      MysticTempest Spaceman Spiff

      Well, you can certainly fix the sprite issue with save editing. Here's some example code of an empty chest in my own farmhouse.


      Code:
      <item>
        <key>
        <Vector2>
        <X>27</X>
        <Y>20</Y>
        </Vector2>
        </key>
        <value>
        <Object xsi:type="Chest">
        <specialVariable>0</specialVariable>
        <category>-9</category>
        <specialItem>false</specialItem>
        <hasBeenInInventory>false</hasBeenInInventory>
        <DisplayName>Chest</DisplayName>
        <Stack>1</Stack>
        <tileLocation>
        <X>0</X>
        <Y>0</Y>
        </tileLocation>
        <parentSheetIndex>130</parentSheetIndex>
        <owner>0</owner>
        <name>Chest</name>
        <type>Crafting</type>
        <canBeSetDown>true</canBeSetDown>
        <canBeGrabbed>true</canBeGrabbed>
        <isHoedirt>false</isHoedirt>
        <isSpawnedObject>false</isSpawnedObject>
        <questItem>false</questItem>
        <isOn>true</isOn>
        <fragility>0</fragility>
        <price>0</price>
        <edibility>-300</edibility>
        <stack>1</stack>
        <quality>0</quality>
        <bigCraftable>true</bigCraftable>
        <setOutdoors>true</setOutdoors>
        <setIndoors>true</setIndoors>
        <readyForHarvest>false</readyForHarvest>
        <showNextIndex>false</showNextIndex>
        <flipped>false</flipped>
        <hasBeenPickedUpByFarmer>false</hasBeenPickedUpByFarmer>
        <isRecipe>false</isRecipe>
        <isLamp>false</isLamp>
        <minutesUntilReady>0</minutesUntilReady>
        <boundingBox>
        <X>1728</X>
        <Y>1280</Y>
        <Width>64</Width>
        <Height>64</Height>
        <Location>
        <X>1728</X>
        <Y>1280</Y>
        </Location>
        <Size>
        <X>64</X>
        <Y>64</Y>
        </Size>
        </boundingBox>
        <scale>
        <X>0</X>
        <Y>5</Y>
        </scale>
        <preserve xsi:nil="true" />
        <preservedParentSheetIndex>0</preservedParentSheetIndex>
        <honeyType xsi:nil="true" />
        <currentLidFrame>131</currentLidFrame>
        <frameCounter>-1</frameCounter>
        <coins>0</coins>
        <items />
        <chestType />
        <tint>
        <B>255</B>
        <G>255</G>
        <R>255</R>
        <A>255</A>
        <PackedValue>4294967295</PackedValue>
        </tint>
        <playerChoiceColor>
        <B>0</B>
        <G>0</G>
        <R>0</R>
        <A>255</A>
        <PackedValue>4278190080</PackedValue>
        </playerChoiceColor>
        <playerChest>true</playerChest>
        <fridge>false</fridge>
        <giftbox>false</giftbox>
        </Object>
        </value>
      </item>
      


      Make sure you backup your save before editing!
      So, in order to find the affected chest; I'd recommend using Pathoschild's Debug mode to find the corresponding Vector2 location while in-game.
      When you edit your save; that's the value you'll need to search for to pinpoint the correct chest data.

      This line here will fix the sprite as your chest is probably glitched at frame 133 or something. Frame 131 is the closed chest sprite.
      Code:
      <currentLidFrame>131</currentLidFrame> 
      But, it shouldn't affect your ability to access the chest; so there's likely some other data wrong with your chest.


      When you find the broken chest. Go ahead & fix the sprite issue, and then compare some of the data to my example. Stuff like X,Y location data, chest color & even if your chest has items will show differently.
      But things between "<type>Crafting</type>" & "<minutesUntilReady>0</minutesUntilReady> " should be the same.

      If you need further help; feel free to zip up the save & post it here so I can take a look.
       

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