this unofficial update is crashing my game. it only happened when i slept the night before the egg festival, and then i got black screen instead of the selling screen, and my errors call back to this.
happend for me going from day 2 to day three fall here is the error message it gave me.
NullReferenceException: Object reference not set to an instance of an object. at CropsSurviveSeasonChange.ModEntry.ShouldKillCrop(Boolean outdoors, Crop crop, GameLocation environment) in /home/mouahrara/aedenthorn/CropsSurviveSeasonChange/Methods.cs:line 15 at StardewValley.TerrainFeatures.HoeDirt.dayUpdate_PatchedBy<aedenthorn.CropsSurviveSeasonChange__spacechase0.JsonAssets__spacechase0.SpaceCore>(HoeDirt this) at StardewValley.Objects.IndoorPot.DayUpdate() at StardewValley.GameLocation.DayUpdate_PatchedBy<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)[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 CropsSurviveSeasonChange.ModEntry.ShouldKillCrop(Boolean outdoors, Crop crop, GameLocation environment) in /home/mouahrara/aedenthorn/CropsSurviveSeasonChange/Methods.cs:line 15 at StardewValley.TerrainFeatures.HoeDirt.dayUpdate_PatchedBy<aedenthorn.CropsSurviveSeasonChange__spacechase0.JsonAssets__spacechase0.SpaceCore>(HoeDirt this) at StardewValley.Objects.IndoorPot.DayUpdate() at StardewValley.GameLocation.DayUpdate_PatchedBy<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)--------------- at StardewValley.Game1._update(GameTime gameTime) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 3381 at StardewValley.Game1.Update(GameTime gameTime) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 3185 at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate) in SMAPI\Framework\SCore.cs:line 1084[game] _newDayTask failed with an exception:NullReferenceException: Object reference not set to an instance of an object. at CropsSurviveSeasonChange.ModEntry.ShouldKillCrop(Boolean outdoors, Crop crop, GameLocation environment) in /home/mo
I'm really sorry about that! I've updated my unofficial version, and I believe the issue should be fixed now. Since I'm unable to replicate the issue, could you please confirm if it works fine on your end after the update?
The Dev listed this mod as compatible here on https://smapi.io/mods There is another similar mod on this list that also doesn't work. I haven't found any others yet that don't work.
May I suggest for a percentage or randomness of some will survive and some won't? And maybe a blacklist to manually rules out which crops won't survive.
Could make the odds depend on how mature the plant is, so that if you plant on the last day of the season it will die, but if it's about to ripen it will likely survive. Of course this is a lot more work but if the mod author is inclined it would be very realistic and balanced.
It's just a common false positive. Nexus Mods says it's safe, you can use a virus scan to check if it's safe, you can even open it in dnspy and read the source code yourself.
Does this apply to crops that can be harvested multiple times (like blueberries)? Do those stay alive all season, or just until they can be harvested once, then die?
27 comments
- is this applied only to fully grown crops?
-if not, will they grow in any season?
i found out:
-no
-yes
有没有可能防止纤维作物随季节变化,这意味着可以留下三种颜色的纤维
NullReferenceException: Object reference not set to an instance of an object. at CropsSurviveSeasonChange.ModEntry.ShouldKillCrop(Boolean outdoors, Crop crop, GameLocation environment) in /home/mouahrara/aedenthorn/CropsSurviveSeasonChange/Methods.cs:line 15 at StardewValley.TerrainFeatures.HoeDirt.dayUpdate_PatchedBy<aedenthorn.CropsSurviveSeasonChange__spacechase0.JsonAssets__spacechase0.SpaceCore>(HoeDirt this) at StardewValley.Objects.IndoorPot.DayUpdate() at StardewValley.GameLocation.DayUpdate_PatchedBy<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)[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 CropsSurviveSeasonChange.ModEntry.ShouldKillCrop(Boolean outdoors, Crop crop, GameLocation environment) in /home/mouahrara/aedenthorn/CropsSurviveSeasonChange/Methods.cs:line 15 at StardewValley.TerrainFeatures.HoeDirt.dayUpdate_PatchedBy<aedenthorn.CropsSurviveSeasonChange__spacechase0.JsonAssets__spacechase0.SpaceCore>(HoeDirt this) at StardewValley.Objects.IndoorPot.DayUpdate() at StardewValley.GameLocation.DayUpdate_PatchedBy<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)--------------- at StardewValley.Game1._update(GameTime gameTime) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 3381 at StardewValley.Game1.Update(GameTime gameTime) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 3185 at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate) in SMAPI\Framework\SCore.cs:line 1084[game] _newDayTask failed with an exception:NullReferenceException: Object reference not set to an instance of an object. at CropsSurviveSeasonChange.ModEntry.ShouldKillCrop(Boolean outdoors, Crop crop, GameLocation environment) in /home/mo
Someone from mod support in discord said it needs an update.
Log if you need it
There is another similar mod on this list that also doesn't work. I haven't found any others yet that don't work.