So I have a new problem that made it where I couldn't change days since the new game version came out, and I don't know if it's from this mod or SVE. I tried using the log parser on smapi.io and it crashes without parsing. Guess I have too many mods and ran the game for too many hours. This is the code that kept looping when trying to start the new day:
--- End of stack trace from previous location --- at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread) [16:09:12 ERROR game] An error occurred in the base update loop: System.Exception: Error on new day: --------------- NullReferenceException: Object reference not set to an instance of an object. at StardewValley.GameLocation.DayUpdate_PatchedBy<DLX.PIF__FlashShifter.SVECode__KCC.SnS__NCarigon.BushBloomMod>(GameLocation this, Int32 dayOfMonth) at StardewValley.Game1._newDayAfterFade()+MoveNext() at StardewValley.Game1.<>c.<newDayAfterFade>b__758_2() at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.<>c.<.cctor>b__272_0(Object obj) at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state) --- End of stack trace from previous location --- at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread)
I'm not entirely sure what any of that means, tbh, so I hoped maybe superior minds could help me parse it out. I just see that it says there is some object reference not set to an instance of an object which is patched by FlashShifter.SVECode and/or NCarigon.BushBloomMod?
Hello - me again. I'm suddenly having issues with CP added bush items showing up? They were working fine but now I'm not seeing these in the woods and I'm wondering if anything changed in the last few game updates that would cause it? I'm not seeing any "invalid shakeoff schedule" errors or anything either. Let me know if you need the actual CP file I can send it too. Thank you in advance!
I'm currently testing why this one doesn't show up:
Update: looks like suddenly the mod no longer wanted to support my cp edits when they were part of my larger CP mod. Once I broke it out into its own CP pack for Bush Bloom they showed back up. Strange, as it was working the other way for awhile during beta testing.
don't know why but i'm not getting any bushes with stuff on them even though I'm using multiple content packs adding stuff, might be broken because of the 1.6.4 stardew update
I have not been able to reproduce this issue. I have loaded the game with a bunch of bloom mods and they all seem fine working together. I have seen nimbus berries from forage of ferngill, wild strawberries from seasonal berries, black currant from seasonal cornucopia, and cake blossom from atelier wildflour crops and forage, just to name a few. I have to believe one of the other mods you have loaded is causing troubles, but I'm not sure which one.
I tried reinstalling and forgot to turn off the default schedule because seasonal berries makes the salmonberries and blackberries last all season and the auto forager mod throws an error if there's multiple schedules for the same item and it turns out turning off the default schedule config setting disables the mod entirely
Hello - me again come to bother you XD I'm curious if you'd be willing/interested to adding CP "When"conditions and or Game State Queries to spawn conditions? I don't know if thats possible or not but it would be very cool in terms of different things to allow/disallow spawning of berries.
I'm sure something like that would be possible, but I'm not familiar at all with that feature so it will probably take a bit. No idea when I'll get to looking at it though.
As a side note i have several items set to only spawn 1 day in 1 location at 0.1 spawn rate and they are showing up in multiple locations other than the one i listed - does setting the spawn rater under 0.2 cause this? Should i also exclude all other locations?
Sorry i lost track of this thread. Heres an example though. I have this set up for a one day spawn and for the location "Woods" and i just found them spawning on my farm map and in the forest -
It took me a bit to figure this one out too. Your content file has "Location" instead of "Locations" so that is being ignored and allowing spawns everywhere on that day.
It was *quite* a journey, but this mod is much better off now and the newest version supports Content Patcher mods. Check it out and let me know if that works for what you were thinking. The only thing it really doesn't support is the time-based conditions, since bush blooming is always determined at the start of the day. Some of the more player-specific conditions would likely cause oddities in multiplayer too but I didn't really test that.
I just want to say here that I think the cooperation between the two of you is amazing and heartwarming. We are SO LUCKY as a gaming community to have both of you!!!
Howdy! I've been getting reports on the Auto Forager that the new CP format for BBM isn't getting picked up with the API. Is there a particular reason for that?
Thanks for pointing out the issue. Schedules that only existed as CP entries were failing to load in many cases. The newest version corrects that issue.
Hi, I just want to let you know that after updating the bushes are all just one colour. I use wildflour and cornucopia. Previously when Amber Moondrops would grow on the bushes, they would have yellow dots on them and for strawberries red dots etc. Now it is just all red dots even if a different colour item falls off it that makes sense. I’m not seeing any errors in the log but thought I’d just let you know. It’s just a visual issue.
I having a very difficult time replicating these issues. I loaded up the Forage of Ferngill mod and I see custom texture bushes for all schedules at the correct locations and times. I've also tested Atelier Wildflour Crops and Forage many times, and I specifically tested the amber moondrop just now and it shows up fine with the expected custom texture. I literally have the same mods installed as that SMAPI log, along with even more BBM mods, and I'm having no issues with custom textures.
I'm experiencing the same issue: all my berries from Atelier Crops and Forage are all Salmonberry colored, so it's virtually impossible for me to know what exactly I'm picking up. As of right now the wild strawberries and Jade Moondrop are the ones effected, as I have not made it to summer yet to test those berries.
https://smapi.io/log/6a57edcf30e04efdba4ac4ded43f3a22 Here's my log if it helps?
(I want to edit this to say that the mod "Seasonal Berries" Is working fine, it's only my Atelier berries)
Its really strange. I did an even more cut down test game. Only Content Patcher, Bush Bloom, Forage of Ferngill Fruits (CP) and Forage of Ferngill Fruits (BBM) and its still not showing correctly https://smapi.io/log/d163a8e4a17e4c0aa0822f378824a9ec Tried rolling back to 1.2.0 and 1.11.1 and neither work. Also rolled back a couple of versions of Content Patcher back to 2.0 and still nothing. It must be a clash with the latest SMAPI?
I'm still unable to replicate these issues, but the newest version of this mod has slightly simplified texture loading code and I cleaned up some legacy stuff. It's possible those changes may help.
hi, i've had a weird bug where in winter, bushes with items on them are invisible until you shake them. it might be a possible conflict with simple foliage which i'm about to test
I appreciate the video, that helps a lot. Do you have the option "Use Custom Winter Berry" enable? You normally should, unless the texture pack you're using actually includes a blooming winter bush, and that behavior is acting like you don't. I also see that some bushes seem to look correct when blooming while others are invisible, so only some of them are broken. You have a lot of mods installed so it's difficult for me to know what's doing what. Can you tell me which one provides that custom bush texture and which one is generating the bloom schedule that is invisible?
i checked and the custom winter berry is enabled. the bushes in the video that have flowers on them aren't forageable, they're just decorative. simple foliage (the bush texture mod i use) doesn't have a winter blooming bush sprite, and the invisible bushes still happened when i took it out and just had the vanilla style bushes. the invisible bushes happened both with wildflour's crops and forage of ferngill
Hello, getting a SMAPI error with version 1.2.1 that prevents the game from loading. I think the only content pack I have that adds berries is Atelier Wildflour.
177 comments
So I have a new problem that made it where I couldn't change days since the new game version came out, and I don't know if it's from this mod or SVE. I tried using the log parser on smapi.io and it crashes without parsing. Guess I have too many mods and ran the game for too many hours. This is the code that kept looping when trying to start the new day:
--- End of stack trace from previous location ---
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread)
[16:09:12 ERROR game] An error occurred in the base update loop: System.Exception: Error on new day:
---------------
NullReferenceException: Object reference not set to an instance of an object.
at StardewValley.GameLocation.DayUpdate_PatchedBy<DLX.PIF__FlashShifter.SVECode__KCC.SnS__NCarigon.BushBloomMod>(GameLocation this, Int32 dayOfMonth)
at StardewValley.Game1._newDayAfterFade()+MoveNext()
at StardewValley.Game1.<>c.<newDayAfterFade>b__758_2()
at System.Threading.Tasks.Task.InnerInvoke()
at System.Threading.Tasks.Task.<>c.<.cctor>b__272_0(Object obj)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread)
I'm not entirely sure what any of that means, tbh, so I hoped maybe superior minds could help me parse it out. I just see that it says there is some object reference not set to an instance of an object which is patched by FlashShifter.SVECode and/or NCarigon.BushBloomMod?
I'm having issues wit the bushes of Atelier Wildflour's Forager.
The bushes don't work and act like decorations only, not dropping any fruits.
I'm currently testing why this one doesn't show up:
"wildflour.ateliercrops/spring_macaron_blossom": {
"Enabled": true,
"ShakeOff": "wildflour.ateliercrops_macaron_blossom",
"StartSeason": "spring",
"StartDay": 14,
"EndSeason": "spring",
"EndDay": 14,
"Chance": 0.5,
"Locations": [ "Woods" ]
},
Update: looks like suddenly the mod no longer wanted to support my cp edits when they were part of my larger CP mod. Once I broke it out into its own CP pack for Bush Bloom they showed back up. Strange, as it was working the other way for awhile during beta testing.
Smapi Log
Thanks again for an amazing mod <3
As a side note i have several items set to only spawn 1 day in 1 location at 0.1 spawn rate and they are showing up in multiple locations other than the one i listed - does setting the spawn rater under 0.2 cause this? Should i also exclude all other locations?
{
// PIE BLOSSOM
"Enabled": true,
"ShakeOff": "wildflour.ateliercrops_pie_blossom",
"StartSeason": "fall",
"StartDay": 14,
"EndSeason": "fall",
"EndDay": 14,
"Location":["Woods"],
"Texture": "assets/pie.png",
"Chance": 0.1
},
its not a huge issue but i would like it if i could keep it to that one location as they are meant to be a magical/rare drop
Time based makes sense that would be so hard it would have to try and check on location update over and over again I imagine.
Being able to work it directly into my cp files is amazingly helpful. Thanks again!!
https://smapi.io/log/c690f6f3528a435ca75dec89b732f8ca
https://smapi.io/log/6a57edcf30e04efdba4ac4ded43f3a22
Here's my log if it helps?
(I want to edit this to say that the mod "Seasonal Berries" Is working fine, it's only my Atelier berries)
I did an even more cut down test game. Only Content Patcher, Bush Bloom, Forage of Ferngill Fruits (CP) and Forage of Ferngill Fruits (BBM) and its still not showing correctly
https://smapi.io/log/d163a8e4a17e4c0aa0822f378824a9ec
Tried rolling back to 1.2.0 and 1.11.1 and neither work. Also rolled back a couple of versions of Content Patcher back to 2.0 and still nothing. It must be a clash with the latest SMAPI?
Thank yooou~
i also screen recorded a video of the bug if that helps https://imgur.com/a/CCXM5nk
https://smapi.io/log/27ddf64dafff4bf6aa833f94e954c446?Mods=SMAPI
If I roll back to the previous version, the game loads fine.