Stardew Valley
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spacechase0

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133 comments

  1. jayjaydub911
    jayjaydub911
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  2. TheNightengale
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    Incompatible with Extended Minecarts; if you try to install it with extended minecarts, it will try to look for an xnb file that doesn't exist in the content patcher version of Extended Minecarts. It will try to search for this file several dozen times a second, lagging the whole system into oblivion.

    For those curious, I'm just trying to use this mod to move the coop door over one tile so that the door the chickens and whatnot exit through is the same as with the barn - this is because I like to use a fence to keep the animals from escaping a pasture I make for them, rather than letting them run loose and potentially get in my way.

    Full log posted below - this log repeats infinitely over and over, btw:

    [Customize Exterior] This mod failed in the GameLoop.UpdateTicked event. Technical details:
    SContentLoadException: Customize Exterior failed loading content asset 'Buildings/Entoarox.ExtendedMinecart.CartStation' from GameContent.
     ---> Microsoft.Xna.Framework.Content.ContentLoadException: The content file was not found.
     ---> FileNotFoundException: Could not find file 'D:\SteamLibrary Large Games\steamapps\common\Stardew Valley\Content\Buildings\Entoarox.ExtendedMinecart.CartStation.xnb'.
    File name: 'D:\SteamLibrary Large Games\steamapps\common\Stardew Valley\Content\Buildings\Entoarox.ExtendedMinecart.CartStation.xnb'
       at System.IO.FileStream.ValidateFileHandle(SafeFileHandle fileHandle)
       at System.IO.FileStream.CreateFileOpenHandle(FileMode mode, FileShare share, FileOptions options)
       at System.IO.FileStream..ctor_PatchedBy<Platonymous.PyTK>(FileStream this, String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options)
       at Microsoft.Xna.Framework.TitleContainer.PlatformOpenStream(String safeName) in stardewvalley\MonoGame.Desktop\MonoGame.Framework\Platform\TitleContainer.Desktop.cs:line 29
       at Microsoft.Xna.Framework.TitleContainer.OpenStream(String name) in stardewvalley\MonoGame.Desktop\MonoGame.Framework\TitleContainer.cs:line 37
       at Microsoft.Xna.Framework.Content.ContentManager.OpenStream(String assetName) in stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 276
       --- End of inner exception stack trace ---
       at Microsoft.Xna.Framework.Content.ContentManager.OpenStream(String assetName) in stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 289
       at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action`1 recordDisposableObject) in stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 319
       at StardewModdingAPI.Framework.ContentManagers.GameContentManager.<>c__DisplayClass6_0`1.<LoadExact>b__0() in SMAPI\Framework\ContentManagers\GameContentManager.cs:line 141
       at StardewModdingAPI.Framework.Utilities.ContextHash`1.Track[TResult](T key, Func`1 action) in SMAPI\Framework\Utilities\ContextHash.cs:line 53
       at StardewModdingAPI.Framework.ContentManagers.GameContentManager.LoadExact[T](IAssetName assetName, Boolean useCache)
       at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.LoadLocalized[T](IAssetName assetName, LanguageCode language, Boolean useCache) in SMAPI\Framework\ContentManagers\BaseContentManager.cs:line 152
       at StardewModdingAPI.Framework.ModHelpers.ContentHelper.Load[T](String key, ContentSource source) in SMAPI\Framework\ModHelpers\ContentHelper.cs:line 133
       --- End of inner exception stack trace ---
       at StardewModdingAPI.Framework.ModHelpers.ContentHelper.Load[T](String key, ContentSource source) in SMAPI\Framework\ModHelpers\ContentHelper.cs:line 169
       at CustomizeExterior.Mod.UpdateTexture(String buildingType, String folderName, String debugLabel, Action`1 update) in C:\source\_Stardew\Mods.spacechase0\CustomizeExterior\Mod.cs:line 354
       at CustomizeExterior.Mod.UpdateTextureForBuilding(Building building) in C:\source\_Stardew\Mods.spacechase0\CustomizeExterior\Mod.cs:line 339
       at CustomizeExterior.Mod.SyncTexturesWithChoices() in C:\source\_Stardew\Mods.spacechase0\CustomizeExterior\Mod.cs:line 320
       at CustomizeExterior.Mod.OnUpdateTicked(Object sender, UpdateTickedEventArgs e) in C:\source\_Stardew\Mods.spacechase0\CustomizeExterior\Mod.cs:line 94
       at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
  3. omena007
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    I wonder if there is any smart way to convert customize exterior building files/folders to alternative textures? I saw the example files at AT page and manually converting as in making folders and json files for every seperate png file is really impractical when there's over 800 png files. For me this mod is really amazing for it's simple usage and than you for creating it! I will continue using it as long as I can.
  4. Gerzo
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    works this also by cabins?
    we would love that :3

    or could you make a mod where others can combine their work about replacements from cabins, to additional cabins?
  5. Pathoschild
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    Is this mod still maintained?
    I'm keeping it compatible with latest game/SMAPI versions, but it's deprecated and unlikely to be improved beyond that. Consider using Alternative Textures instead.

    How do I get help / report an issue?
    Post a comment below! Please upload your SMAPI log and add a link to your message (even if you don't see any errors). This has useful info like what versions you have, which mods are installed, what happened in the game, etc.

    Since I maintain many mods for other mod authors, I can't always answer every question here (often I'll be busy handling SMAPI or my own mods). If you can answer someone else's question, that's always appreciated!
    1. Pathoschild
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      Spacechase0 is back from retirement, so they're resuming maintenance starting today!
  6. Miragewd
    Miragewd
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    Hello. I'm just wondering if I can change the execution key of the mode. This is because when a resident other than the host tries to enter a house or building during multi-play, it often bounces. I hope that this mode has an execution key in the key between F6 and F12.
    1. Pathoschild
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      This mod shouldn't have any effect on entering buildings. I suggest using Alternative Textures instead though, this mod is deprecated.
    2. Miragewd
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      Omg...OK...TT
  7. Hamikinss
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    Hi Pathoschild. Thanks for maintaining this mod for us.

    When I installed this mod I get an error when I try and double right click a building and it crashes the game. I do have a lot of mods installed and that's probably a reason why.

    I googled the error and found that someone getting the same error with a different mod said that changing their resolution to the correct one for their monitor fixed their issue. No luck for me.

    I updated all the mods that needed it. Some I didn't because they wanted me to use a beta version etc.

    Error Log: https://smapi.io/log/7db49c198faa48f5a758e80422f533e9
    1. Pathoschild
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      The mod doesn't really handle UI scaling yet. If your UI scale doesn't exactly match your zoom level, the mod may calculate a menu size bigger than the game window which would lead to that error.
    2. Hamikinss
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      Yep this was the issue. I reduced my UI scale to 85%, which is the same as my zoom level and the UI opens just fine. Thanks.
  8. kxirt
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    Hi.

    There is no error when I run SMAPI with this mod.
    But nothing happens when I double-rightclick on the buildings. There is no log in SMAPI either.

    Can I fix it?
    1. kxirt
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      OMG I fixed it...!

      It was for a very simple reason...
      It was because empty folders were put together under the Buildings folder. ?? so sorry!
  9. Copacetiik
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    Hi Pathoschild,

    It looks like the Smapi update may have broken this mod. I had a stable game with all the same mods, then did the update and got these errors which CTD on startup for me:

    https://smapi.io/log/22ac3c4a8ce74b3e99df28a3e954a588
    1. Pathoschild
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      Hi! There's an issue where StardewHack breaks some Harmony patching in SMAPI 3.12+. The author is looking into it, but you can disable that mod temporarily to fix the errors until it's updated.
  10. BlueTrillium
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    Hello, this mod does not appear to be working for me, but perhaps I am doing something incorrectly...

    I installed this mod with the intention of being able to mix-and-match just the Silo appearance. I ran once to generate the Buildings folder. Then inside the Buildings folder I created a 'Vanilla' folder (where I pasted a copy of the vanilla game Silo.xnb) and a 'HayBaleSilo' folder (where I pasted a Silo.png with an alternate image) and a 'HayBaleSiloTall' folder (containing another Silo.png of a different alternate image). I wasn't sure the Vanilla folder was necessary, but figured it wouldn't hurt.

    I just downloaded and installed this yesterday. I have the latest updated SpaceCore too.

    There are no errors or warnings in SMAPI (though I can get you a log if it would still help somehow).

    However, I am not able to double-rightclick the silo and get the menu to show me my three options (vanilla and the two haybale silos). All it does is show how much hay there is. I tried double-rightclicking high on the silo, low on the silo (to stay inside that footprint area), nothing seems to work.

    The Silo I tested was built before I installed the mod. I am working on building a brand-new Silo in case that is the problem and you can't change pre-existing buildings. But if that doesn't fix the issue... any idea? Is it because I only care about the Silos right now and I don't have folders or files setup for any other buildings? Or maybe something odd because it's Winter (though I do NOT have seasonal images or subfolders)? I do have an additional mod called Hay Bales as Silos, which is an item you can buy from Marnie that is not a silo but it increases the silo capacity, in case that means anything. No other silo-related mods that I can think of. I'm on a Beach farm, and NOT running SVE.

    I will keep troubleshooting on my end, but wanted to ask/report this in case it's an actual bug and not just something dumb I'm overlooking.
    1. BlueTrillium
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      Some additional info - I had a second Silo on the farm (also built before I installed CustomizeExterior) so I tried that one to continue my testing... and it crashed the game (crashed to desktop).

      Here is the error from SMAPI: 
      ( full log: https://smapi.io/log/b9b17fc756504367b1b251f4273699d1 )

      Specific error:
      Spoiler:  
      Show
      [14:18:07 TRACE Customize Exterior] Right clicked a building Silo at (29, 14).
      [14:18:08 TRACE Customize Exterior] Right clicked a building Silo at (29, 14).
      [14:18:08 TRACE Customize Exterior] Target: Silo at (29, 14), found 3 textures: 'HayBaleStackShort', 'HayBaleStackTall', 'Vanilla'.
      [14:18:08 ERROR SMAPI] The CustomizeExterior.Framework.SelectDisplayMenu menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.
      System.ArgumentException: The scissor rectangle is invalid. The scissor rectangle cannot be larger than or outside of the current render target bounds.
      Parameter name: value
         at Microsoft.Xna.Framework.Graphics.GraphicsDevice.set_ScissorRectangle(Rectangle value)
         at CustomizeExterior.Framework.SelectDisplayMenu.draw(SpriteBatch b) in C:\source\_Stardew\Mods.spacechase0\CustomizeExterior\Framework\SelectDisplayMenu.cs:line 90
         at StardewModdingAPI.Framework.SGame.DrawImpl(GameTime gameTime, RenderTarget2D target_screen) in C:\source\_Stardew\SMAPI\src\SMAPI\Framework\SGame.cs:line 912
      [14:18:08 ERROR SMAPI] An error occurred in the overridden draw loop: System.ObjectDisposedException: Cannot access a disposed object.
      Object name: 'RasterizerState'.
         at Microsoft.Xna.Framework.Graphics.RasterizerState.Apply(GraphicsDevice device)
         at Microsoft.Xna.Framework.Graphics.GraphicsDevice.set_RasterizerState(RasterizerState value)
         at Microsoft.Xna.Framework.Graphics.SpriteBatch.SetRenderState()
         at Microsoft.Xna.Framework.Graphics.SpriteBatch.End()
         at StardewModdingAPI.Framework.SGame.DrawImpl(GameTime gameTime, RenderTarget2D target_screen) in C:\source\_Stardew\SMAPI\src\SMAPI\Framework\SGame.cs:line 940
         at StardewModdingAPI.Framework.SGame._draw(GameTime gameTime, RenderTarget2D target_screen) in C:\source\_Stardew\SMAPI\src\SMAPI\Framework\SGame.cs:line 203
      [14:18:08 TRACE SMAPI] Recovering sprite batch from error...
      [14:18:08 ERROR SMAPI] Could not recover game draw state: System.ObjectDisposedException: Cannot access a disposed object.
      Object name: 'RasterizerState'.
         at Microsoft.Xna.Framework.Graphics.RasterizerState.Apply(GraphicsDevice device)
         at Microsoft.Xna.Framework.Graphics.GraphicsDevice.set_RasterizerState(RasterizerState value)
         at Microsoft.Xna.Framework.Graphics.SpriteBatch.SetRenderState()
         at Microsoft.Xna.Framework.Graphics.SpriteBatch.End()
         at StardewModdingAPI.Framework.SGame._draw(GameTime gameTime, RenderTarget2D target_screen) in C:\source\_Stardew\SMAPI\src\SMAPI\Framework\SGame.cs:line 224
      [14:18:08 TRACE game] Disconnected: ClosedGame

      So apparently I can't double-right-click on one Silo at all, and the other Silo kills the game...
    2. Pathoschild
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      Does that crash happen every time you double-right-click on the second silo, or did it only happen once?

      Unfortunately the silos can't normally be customized right now, since right-clicking will open the game's hay dialogue. I added a note to rethink how the interaction works in upcoming versions to fix that though.
    3. BlueTrillium
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      Thanks for the reply! Sounds like if I only want the mod for silos, I'll do without the mod for now, which is fine. Thank you!

      Regarding the crash, I did some more testing and was able to replicate the error (and not just on that one silo).

      Here's what appears to be happening:

      • If I am directly next to the silo, touching it, then I get no error (and no menu popup) and it just shows the hay capacity.
      • If I am a distance away, not touching the silo, then when I double-right click on it I get the crash to desktop.

      It appears to happen with any/all of my silos (it just happened that I was right next to my first silo test and was farther away on my second silo test).
    4. Pathoschild
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      Thanks! I'm focusing on SMAPI for a bit, but I added a note to look into that for the next updates.