Hi! I really love your mod and it helps a lot. Recently i'm playing the game that get this mod installed with my friend and my spouse will stuck at the invisible bottom of the bus station map and when the spouse get out of the door she will immediately disappear, just curious whether this mod will affects NPC's behavior or something else since when i was looking up about this I find a person who has this problem also has fast animation in his mods list, thanx for your time reading this!
[Fast Animations快速动画] This mod failed in the GameLoop.UpdateTicked event. Technical details: ArgumentOutOfRangeException: 'minValue' cannot be greater than maxValue. (Parameter 'minValue') at System.Random.ThrowMinMaxValueSwapped() at System.Random.Next(Int32 minValue, Int32 maxValue) at StardewValley.TerrainFeatures.FruitTree.performToolAction_PatchedBy<atravita.EastScarp__DaLion.Professions__DecidedlyHuman.MappingExtensionsAndExtraProperties__lumisteria.visitmountvapius.code__mushymato.MMAP__selph.CustomTapperFramework__spacechase0.SpaceCore>(FruitTree this, Tool t, Int32 explosion, Vector2 tileLocation) at StardewValley.Tools.Axe.DoFunction_PatchedBy<DaLion.Chargeable__Goldenrevolver.ForageFantasy__lucaskfreitas.ImmersiveScarecrows__lucaskfreitas.ImmersiveSprinklers__Rafseazz.RidgesideVillage>(Axe this, GameLocation location, Int32 x, Int32 y, Int32 power, Farmer who) at StardewValley.Farmer.useTool_PatchedBy<KCC.SnS__YunHikari.SorryLabCore>(Farmer who) at StardewValley.FarmerSprite.currentAnimationTick() at StardewValley.FarmerSprite.animateOnce(GameTime time) at StardewValley.Farmer.Update_PatchedBy<KCC.SnS>(Farmer this, GameTime time, GameLocation location) at Pathoschild.Stardew.FastAnimations.Framework.BaseAnimationHandler.<>c__DisplayClass10_0.<SpeedUpPlayer>b__0() at Pathoschild.Stardew.FastAnimations.Framework.BaseAnimationHandler.ApplySkipsWhile(Func`1 run) at Pathoschild.Stardew.FastAnimations.Handlers.ToolSwingHandler.TryApply(Int32 playerAnimationId) at Pathoschild.Stardew.FastAnimations.ModEntry.OnUpdateTicked(Object sender, UpdateTickedEventArgs e) at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args)
Hi! This mod has completely changed my game and increased my enjoyment so thank you! Only problem I've encountered is that after I tried to update the mod (including updating SMAPI) the fast animations no longer seem to be working. I also can't find the mod configuration options in the Generic Mod Config menu. Am I missing something?
Thanks for taking the time to reply! I'm new to modding and didn't know how to grab the SMAPI log. I was able to find the issue and the mod works perfectly again!
Been getting some weird errors coming from this mod and "game". What could be the issue here? Sword and Sorcery could be the problem, but it said it's an error from fast animations in the log
For some reason food and drinking animations won't adjust their speeds when the Bulk Eating and Drinking mod is also installed. The mod creator couldn't get it to work so I thought I'd just ask and see if it's something that you might be able to help with! Great mod regardless! <3
Hi! It seems that mod bypasses the game's normal eating logic and runs the animation directly (e.g. player.isEating and player.itemToEat are never set). If Bulk Eating and Drinking sets the expected fields, it should work with Fast Animations too.
I absolutely loved this mod - until I started having heart events where the MC starts out moving and continues walking off the edge of the screen. The events hang and I'm forced to skip them. I had to remove the mod when I found it was the cause. And now I'm sad. ☹
Does it still happen if you temporarily set every animation to 1 (which essentially disables the mod)? If so, you could try re-enabling the options a few at a time to see which one causes it.
Yep, you can install the "SMAPI for developers" version from SMAPI's files tab. I don't really recommend it though; that will make it harder to see the important info (like mods which fail to load, which is already shown without the 'for developer' versions.)
442 comments
ArgumentOutOfRangeException: 'minValue' cannot be greater than maxValue. (Parameter 'minValue')
at System.Random.ThrowMinMaxValueSwapped()
at System.Random.Next(Int32 minValue, Int32 maxValue)
at StardewValley.TerrainFeatures.FruitTree.performToolAction_PatchedBy<atravita.EastScarp__DaLion.Professions__DecidedlyHuman.MappingExtensionsAndExtraProperties__lumisteria.visitmountvapius.code__mushymato.MMAP__selph.CustomTapperFramework__spacechase0.SpaceCore>(FruitTree this, Tool t, Int32 explosion, Vector2 tileLocation)
at StardewValley.Tools.Axe.DoFunction_PatchedBy<DaLion.Chargeable__Goldenrevolver.ForageFantasy__lucaskfreitas.ImmersiveScarecrows__lucaskfreitas.ImmersiveSprinklers__Rafseazz.RidgesideVillage>(Axe this, GameLocation location, Int32 x, Int32 y, Int32 power, Farmer who)
at StardewValley.Farmer.useTool_PatchedBy<KCC.SnS__YunHikari.SorryLabCore>(Farmer who)
at StardewValley.FarmerSprite.currentAnimationTick()
at StardewValley.FarmerSprite.animateOnce(GameTime time)
at StardewValley.Farmer.Update_PatchedBy<KCC.SnS>(Farmer this, GameTime time, GameLocation location)
at Pathoschild.Stardew.FastAnimations.Framework.BaseAnimationHandler.<>c__DisplayClass10_0.<SpeedUpPlayer>b__0()
at Pathoschild.Stardew.FastAnimations.Framework.BaseAnimationHandler.ApplySkipsWhile(Func`1 run)
at Pathoschild.Stardew.FastAnimations.Handlers.ToolSwingHandler.TryApply(Int32 playerAnimationId)
at Pathoschild.Stardew.FastAnimations.ModEntry.OnUpdateTicked(Object sender, UpdateTickedEventArgs e)
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args)
Smapi log
I had to remove the mod when I found it was the cause.
And now I'm sad. ☹
If so, you can set it back to 1 to disable it. I don't recommend enabling experimental options in most cases.