Should you encounter any difficulties with the mod, the best place to receive help is on the Stardew Valley Discord #modded-tech-support channel. Feel free to post there and ping me. My username there is LeFauxMatt.
Be sure to upload your SMAPI log at https://smapi.io/log and share the link. Detailed instructions can be found directly on the page. Even in the absence of visible errors in your game, these logs are invaluable and often crucial for effective troubleshooting.
[Better Chests] Tried to map a mod-provided API to interface 'StardewMods.Common.Services.Integrations.ToolbarIcons.IToolbarIconsApi', which isn't compatible with the actual mod API.
Technical details: ArgumentException: Unhandled proxy/conversion method for info: ProxyInfo{target: TypeInfo{context: furyx639.ToolbarIcons, type: LeFauxMods.IconicFramework.ModApi, IconicFramework, Version=3.2.0.0, Culture=neutral, PublicKeyToken=null}, proxy: TypeInfo{context: furyx639.BetterChests, type: StardewMods.Common.Services.Integrations.ToolbarIcons.IToolbarIconsApi, BetterChests, Version=2.18.6.0, Culture=neutral, PublicKeyToken=null}} ---> ArgumentException: The IToolbarIconsApi interface defines method AddToolbarIcon which doesn't exist in the API or depends on an interface that cannot be mapped! at Nanoray.Pintail.ProxyManagerConfiguration`1.<>c.<.cctor>b__42_4(ProxyInfo`1 proxyInfo, MethodInfo proxyMethod) at Nanoray.Pintail.InterfaceOrDelegateProxyFactory`1.Prepare(ProxyManager`1 manager, String typeName) at Nanoray.Pintail.ProxyManager`1.ObtainProxyFactory(ProxyInfo`1 proxyInfo) --- End of inner exception stack trace --- at Nanoray.Pintail.ProxyManager`1.ObtainProxyFactory(ProxyInfo`1 proxyInfo) at Nanoray.Pintail.IProxyManagerExtensions.ObtainProxy[Context,TProxy](IProxyManager`1 self, Object instance, Context targetContext, Context proxyContext) at StardewModdingAPI.Framework.ModHelpers.ModRegistryHelper.GetApi[TInterface](String uniqueID) in SMAPI\Framework\ModHelpers\ModRegistryHelper.cs:line 135
The radial menu is from another mod, Star Control - Better Gamepads. Not sure if it works with K&M, though; as the title suggests, it's meant to improve the experience for controller users.
hi, thank you for this mod. i have a tiny bit issue. whenever i turn spritemaster mod on, the toolbar displays wrong icons. it only shows the correct icons when i turn spritemaster off. i tried to parse my log, but don't know why it says error. so, i hope you don't mind if i upload it as it is, here.
I think with spritemaster mod the loading of the icons files is messed up and it loads the icons of the main mod and better chests instead of using the file of the content patcher mod, I solved it using the following steps:
A_0. Close the game A_1. In the "[CP] Toolbar Icons" folder, go to "assets" folder and rename "icons.png" to "icons2.png" A_2. In the "[CP] Toolbar Icons" folder, open "content.json", and locate these lines (should be around line 17): "Changes": [ // Load Textures { "Action": "Load", "Target": "furyx639.ToolbarIconsCP/Icons", "FromFile": "assets/icons.png" <----- this is the line to change, put "icons2.png" instead of "icons.png" },
A_3. OPTIONAL STEP, PROBABLY USELESS) in the "[CP] Toolbar Icons" folder, open "content.json" and put the Format to "1.30.3"
With these 3 steps ALMOST all the icons were corrected.
If you have better chests mod chance are other icons are wrong, for me only Stadew aquarium was still wrong and to correct it I did another couple of steps: B_1. In the "ToolbarIcons" folder, go to "assets" folder and copy icons.png to "[CP] Toolbar Icons/assets" folder and rename the file as "aquarium-icon.png" B_2. Open this file with an editor like paint and reduce the size to a 16x16 pixel size image centered on the fish icon (or the icon missing in your case), and remember to keep transparency when you save the image B_3. In the "[CP] Toolbar Icons" folder, open "content.json", and add these lines at the end of the file, just before the "]" : , // Stardew Aquarium { "Action": "EditImage", "Target": "furyx639.ToolbarIcons/Icons", "FromFile": "assets/aquarium-icon.png", "FromArea": {"X": 0, "Y": 0, "Width": 16, "Height": 16}, "ToArea": {"X": 16, "Y": 0, "Width": 16, "Height": 16}, "When": { "HasMod": "Cherry.StardewAquarium" } }
B_4. (OPTIONAL STEP, PROBABLY USELESS) in the "[CP] Toolbar Icons" folder, open "manifest.json" and add these lines at the end of the file, just before the "]" : , { "UniqueID": "furyx639.BetterChests", "IsRequired": false, "MinimumVersion": "2.8.0" }
N.B. Based on the icons missing in your case you should make appropriate changes in steps B_1,B_2 and edit the lines in step B_3 accordingly.
Can this be updated to work with local split screen? Or atleast remove the error that it cant run on local spilt screen since player 1 can still use it?
[Toolbar Icons] This mod failed in the GameLoop.SaveLoaded event. Technical details: InvalidOperationException: The 'Toolbar Icons' mod has already registered a config menu, so it can't do it again. at GenericModConfigMenu.Framework.Api.Register(IManifest mod, Action reset, Action save, Boolean titleScreenOnly) in C:\Programming\StardewValley\ModSource\GenericModConfigMenu\Framework\Api.cs:line 57 at StardewMods.Common.Integrations.GenericModConfigMenu.GenericModConfigMenuIntegration.Register(IManifest mod, Action reset, Action save, Boolean titleScreenOnly) in X:\Repos\StardewMods\Common\Integrations\GenericModConfigMenu\GenericModConfigMenuIntegration.cs:line 42 at StardewMods.ToolbarIcons.ToolbarIcons.OnSaveLoaded(Object sender, SaveLoadedEventArgs e) in X:\Repos\StardewMods\ToolbarIcons\ToolbarIcons.cs:line 440 at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
51 comments
Be sure to upload your SMAPI log at https://smapi.io/log and share the link. Detailed instructions can be found directly on the page.
Even in the absence of visible errors in your game, these logs are invaluable and often crucial for effective troubleshooting.
[Better Chests] Tried to map a mod-provided API to interface 'StardewMods.Common.Services.Integrations.ToolbarIcons.IToolbarIconsApi', which isn't compatible with the actual mod API.
Technical details: ArgumentException: Unhandled proxy/conversion method for info: ProxyInfo{target: TypeInfo{context: furyx639.ToolbarIcons, type: LeFauxMods.IconicFramework.ModApi, IconicFramework, Version=3.2.0.0, Culture=neutral, PublicKeyToken=null}, proxy: TypeInfo{context: furyx639.BetterChests, type: StardewMods.Common.Services.Integrations.ToolbarIcons.IToolbarIconsApi, BetterChests, Version=2.18.6.0, Culture=neutral, PublicKeyToken=null}}
---> ArgumentException: The IToolbarIconsApi interface defines method AddToolbarIcon which doesn't exist in the API or depends on an interface that cannot be mapped!
at Nanoray.Pintail.ProxyManagerConfiguration`1.<>c.<.cctor>b__42_4(ProxyInfo`1 proxyInfo, MethodInfo proxyMethod)
at Nanoray.Pintail.InterfaceOrDelegateProxyFactory`1.Prepare(ProxyManager`1 manager, String typeName)
at Nanoray.Pintail.ProxyManager`1.ObtainProxyFactory(ProxyInfo`1 proxyInfo)
--- End of inner exception stack trace ---
at Nanoray.Pintail.ProxyManager`1.ObtainProxyFactory(ProxyInfo`1 proxyInfo)
at Nanoray.Pintail.IProxyManagerExtensions.ObtainProxy[Context,TProxy](IProxyManager`1 self, Object instance, Context targetContext, Context proxyContext)
at StardewModdingAPI.Framework.ModHelpers.ModRegistryHelper.GetApi[TInterface](String uniqueID) in SMAPI\Framework\ModHelpers\ModRegistryHelper.cs:line 135
i tried to parse my log, but don't know why it says error. so, i hope you don't mind if i upload it as it is, here.
A_0. Close the game
A_1. In the "[CP] Toolbar Icons" folder, go to "assets" folder and rename "icons.png" to "icons2.png"
A_2. In the "[CP] Toolbar Icons" folder, open "content.json", and locate these lines (should be around line 17):
"Changes": [
// Load Textures
{
"Action": "Load",
"Target": "furyx639.ToolbarIconsCP/Icons",
"FromFile": "assets/icons.png" <----- this is the line to change, put "icons2.png" instead of "icons.png"
},
A_3. OPTIONAL STEP, PROBABLY USELESS) in the "[CP] Toolbar Icons" folder, open "content.json" and put the Format to "1.30.3"
With these 3 steps ALMOST all the icons were corrected.
If you have better chests mod chance are other icons are wrong, for me only Stadew aquarium was still wrong and to correct it I did another couple of steps:
B_1. In the "ToolbarIcons" folder, go to "assets" folder and copy icons.png to "[CP] Toolbar Icons/assets" folder and rename the file as "aquarium-icon.png"
B_2. Open this file with an editor like paint and reduce the size to a 16x16 pixel size image centered on the fish icon (or the icon missing in your case), and remember to keep transparency when you save the image
B_3. In the "[CP] Toolbar Icons" folder, open "content.json", and add these lines at the end of the file, just before the "]" :
,
// Stardew Aquarium
{
"Action": "EditImage",
"Target": "furyx639.ToolbarIcons/Icons",
"FromFile": "assets/aquarium-icon.png",
"FromArea": {"X": 0, "Y": 0, "Width": 16, "Height": 16},
"ToArea": {"X": 16, "Y": 0, "Width": 16, "Height": 16},
"When": {
"HasMod": "Cherry.StardewAquarium"
}
}
B_4. (OPTIONAL STEP, PROBABLY USELESS) in the "[CP] Toolbar Icons" folder, open "manifest.json" and add these lines at the end of the file, just before the "]" :
,
{
"UniqueID": "furyx639.BetterChests",
"IsRequired": false,
"MinimumVersion": "2.8.0"
}
N.B. Based on the icons missing in your case you should make appropriate changes in steps B_1,B_2 and edit the lines in step B_3 accordingly.
https://smapi.io/log/e6de98ecf0aa4034bca936e533b4824d
[Toolbar Icons] This mod failed in the GameLoop.SaveLoaded event. Technical details:
InvalidOperationException: The 'Toolbar Icons' mod has already registered a config menu, so it can't do it again.
at GenericModConfigMenu.Framework.Api.Register(IManifest mod, Action reset, Action save, Boolean titleScreenOnly) in C:\Programming\StardewValley\ModSource\GenericModConfigMenu\Framework\Api.cs:line 57
at StardewMods.Common.Integrations.GenericModConfigMenu.GenericModConfigMenuIntegration.Register(IManifest mod, Action reset, Action save, Boolean titleScreenOnly) in X:\Repos\StardewMods\Common\Integrations\GenericModConfigMenu\GenericModConfigMenuIntegration.cs:line 42
at StardewMods.ToolbarIcons.ToolbarIcons.OnSaveLoaded(Object sender, SaveLoadedEventArgs e) in X:\Repos\StardewMods\ToolbarIcons\ToolbarIcons.cs:line 440
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101