I haven't unlocked ginger island in my current save, so I can't say if this is a serious error or not but I do keep getting this message in SMAPI:
"[More for Leo] This mod failed in the GameLoop.DayStarted event. Technical details: InvalidCastException: Unable to cast object of type 'System.Collections.Generic.Dictionary`2[System.String,System.String]' to type 'System.Collections.Generic.Dictionary`2[System.Int32,System.String]'. at Microsoft.Xna.Framework.Content.ContentReader.InnerReadObject[T](T existingInstance) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentReader.cs:line 176 at Microsoft.Xna.Framework.Content.ContentReader.ReadObject[T]() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentReader.cs:line 152 at Microsoft.Xna.Framework.Content.ContentReader.ReadAsset[T]() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentReader.cs:line 61 at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action`1 recordDisposableObject) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 324 at Microsoft.Xna.Framework.Content.ContentManager.Load[T](String assetName) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 255 at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.RawLoad[T](IAssetName assetName, Boolean useCache) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs:line 340 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 /home/pathoschild/git/SMAPI/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs:line 154 at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.Load[T](String assetName, LanguageCode language) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs:line 137 at MoreForLeo.ModEntry.onNewDay(Object sender, DayStartedEventArgs e) in C:\Users\Blams\source\repos\MoreForLeo\MoreForLeo\ModEntry.cs:line 65 at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/Events/ManagedEvent.cs:line 101"
... I still haven't found a fix for the weird bug in Custom NPCs that causes Leo to spawn back on the island even though he came to the mainland for a little while.
I've had that problem several times. I've edited my save file every time - for now he's back. And in the end I got rid of Custom NPC fixes. I'm intrigued by this mod here. I love the kid, but I'm scared of Json assets - it's causing so much problems! *sigh...
As I understand it, more and more people making NPCs are moving away from Custom NPC Fixes, so I'm hoping my next choices of new NPCs won't require it. But I'm at the tail end of a run where I feel kind of attached to the existence of two that do, so I can't change it yet...
Didn't know JA has been causing problems. Is it because of the DGA switch?
Unforunately I use JA to add some custom items related to a Leo quest, so there's no going around it. But I hear the new Stardew Update is going to have new tools for modders - especially for custom items - so JA might get made unneeded soon.
19 comments
"[More for Leo] This mod failed in the GameLoop.DayStarted event. Technical details:
InvalidCastException: Unable to cast object of type 'System.Collections.Generic.Dictionary`2[System.String,System.String]' to type 'System.Collections.Generic.Dictionary`2[System.Int32,System.String]'.
at Microsoft.Xna.Framework.Content.ContentReader.InnerReadObject[T](T existingInstance) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentReader.cs:line 176
at Microsoft.Xna.Framework.Content.ContentReader.ReadObject[T]() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentReader.cs:line 152
at Microsoft.Xna.Framework.Content.ContentReader.ReadAsset[T]() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentReader.cs:line 61
at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action`1 recordDisposableObject) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 324
at Microsoft.Xna.Framework.Content.ContentManager.Load[T](String assetName) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 255
at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.RawLoad[T](IAssetName assetName, Boolean useCache) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs:line 340
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 /home/pathoschild/git/SMAPI/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs:line 154
at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.Load[T](String assetName, LanguageCode language) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/ContentManagers/BaseContentManager.cs:line 137
at MoreForLeo.ModEntry.onNewDay(Object sender, DayStartedEventArgs e) in C:\Users\Blams\source\repos\MoreForLeo\MoreForLeo\ModEntry.cs:line 65
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/Events/ManagedEvent.cs:line 101"
... I still haven't found a fix for the weird bug in Custom NPCs that causes Leo to spawn back on the island even though he came to the mainland for a little while.
I'm scared of Json assets though. It's causing so much issues...
Is there a way to run it without? Maybe not getting all of it, but parts?
Didn't know JA has been causing problems. Is it because of the DGA switch?
Unforunately I use JA to add some custom items related to a Leo quest, so there's no going around it. But I hear the new Stardew Update is going to have new tools for modders - especially for custom items - so JA might get made unneeded soon.