If you ever touch a modded tree, be it Stardew Valley expanded, Ridgeside Village, ... treewith this mod, it will cause an error message and move the camera to your farm, you won't see your character or move at all
to fix that, type the following in the console and It will warp you back to Robin housedebug warp sciencehouseyou won't be able to move modded trees but it will at least fix the camera issue
If you want to move any fruit tree, I recommend using https://www.nexusmods.com/stardewvalley/mods/25054
********************************************************************** Bonus information: To future-proof the mod message and make it clearer for modded trees, you should warn the player that not all trees are supported, and suggest that errors may happen if they try. This helps avoid confusion and reduces bug reports caused by touching unsupported modded trees.
go to the mod folder
open i18n folder
open default.json, change the text like so
{ "Menu_DefaultText": "Select a tree. Modded trees can break things.", "Menu_PlacementText": "Pick a new location.", "Menu_InvalidPlace": "You can't place it here.", "Menu_InvalidCap": "Remove the tap before moving.", "Carpenter_Option": "Move Tree" }
Hi there! There seems to be an issue when transplanting trees from Cornucopia mods. Basically the UI fully disappears and the trees cannot be selected anymore. Here's the error that SMAPI indicates:
(Update: same error with all modded trees, not just Cornucopia)
[SMAPI] The TreeTransplant.TreeTransplantMenu menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.FormatException: Input string was not in a correct format. at System.Number.ThrowOverflowOrFormatException(ParsingStatus status, TypeCode type) at System.Int32.Parse(String s) at TreeTransplant.FruitTreeWrapper.get_treeTopSourceRect() in E:\.documents\vscProjects\TreeTransplant\TreeTransplant\Trees\FruitTreeWrapper.cs:line 51 at TreeTransplant.TreeRenderer.draw(SpriteBatch b, Vector2 tileLocation) in E:\.documents\vscProjects\TreeTransplant\TreeTransplant\Trees\TreeRenderer.cs:line 53 at TreeTransplant.TreeTransplantMenu.draw(SpriteBatch b) in E:\.documents\vscProjects\TreeTransplant\TreeTransplant\TreeTransplantMenu.cs:line 411 at StardewModdingAPI.Framework.SModHooks.TryDrawMenu(IClickableMenu menu, Action draw_menu_action) in SMAPI\Framework\SModHooks.cs:line 114[game] WARNING: Mismatched UI Mode Push/Pop counts. Correcting.
So that's what I was doing wrong, I was trying to move a Cornucopia tree. I had the same issue and came here looking for an explanation; thank you for your investigation. It would be great if the mod authors can work together on a fix, but I'm not expecting it.
Here is our SMAPI log, as you can see, it's still coming up as an error. We saw that there was a recommendation for a fix in SMAPI in one of the comments (siweipancc can you pin that comment so that people can see the temporary fix until this mod can manage modded trees, or at least add a SMAPI command like the Market Town Mod has in order to debug NPCs who end up off map as a fix while we're playing? You can see a few examples of it on the last page of the trace of our SMAPI log.)
When we try to select a modded tree, the game just freezes. The mouse won't move in game, nor will our X-Box controller, nor the ASDW. The only thing that we can bring up is the Player Info UI where we can exit the game. We will try the recommended fix that's in the comments, but we hope that you can find a way to allow your mod to be compatible with the mods that add or change trees at some point.
Thank you for writing this Mod. Overall it is very useful, and we do appreciate it. ❤️🌻
Then again, I can't move fruit trees even with other mods such as the crop transplant mod: that one works perfectly with crops and regular trees, but for some reasons it doesn't do anything with fruit trees.
I'll try to disable the other mods one by one and see if there's some conflict.
Ditto. I don't see the option in Robin's shop anymore. I'm not sure how long it's been gone either... I know it worked at some point, but this mod hasn't been updated like since 1.6 was released. Is it a later version of 1.6 that broke it or another mod I have installed?
Is there anyone who can actually use this mod with the latest version of Stardew Valley?
I just started a new game and the dialog option with Robin has disappeared. It does show when loading a different save from earlier this week but for new games it's unavailable. There are no error messages in SMAPI. Neither at game start, nor at runtime. This is puzzling. Does anybody have any idea what the problem might be?
EDIT:
It seems the mod takes until game day 3 before its dialog becomes available. A bit odd but fine.
39 comments
to fix that, type the following in the console and It will warp you back to Robin house
debug warp sciencehouse
you won't be able to move modded trees but it will at least fix the camera issueIf you want to move any fruit tree, I recommend using https://www.nexusmods.com/stardewvalley/mods/25054
**********************************************************************
Bonus information: To future-proof the mod message and make it clearer for modded trees, you should warn the player that not all trees are supported, and suggest that errors may happen if they try. This helps avoid confusion and reduces bug reports caused by touching unsupported modded trees.
{
"Menu_DefaultText": "Select a tree. Modded trees can break things.",
"Menu_PlacementText": "Pick a new location.",
"Menu_InvalidPlace": "You can't place it here.",
"Menu_InvalidCap": "Remove the tap before moving.",
"Carpenter_Option": "Move Tree"
}
but thanks for that command, now i don't have to restart the day if i ever click on the wrong tree to transplant again.
(Update: same error with all modded trees, not just Cornucopia)
[SMAPI] The TreeTransplant.TreeTransplantMenu menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.FormatException: Input string was not in a correct format. at System.Number.ThrowOverflowOrFormatException(ParsingStatus status, TypeCode type) at System.Int32.Parse(String s) at TreeTransplant.FruitTreeWrapper.get_treeTopSourceRect() in E:\.documents\vscProjects\TreeTransplant\TreeTransplant\Trees\FruitTreeWrapper.cs:line 51 at TreeTransplant.TreeRenderer.draw(SpriteBatch b, Vector2 tileLocation) in E:\.documents\vscProjects\TreeTransplant\TreeTransplant\Trees\TreeRenderer.cs:line 53 at TreeTransplant.TreeTransplantMenu.draw(SpriteBatch b) in E:\.documents\vscProjects\TreeTransplant\TreeTransplant\TreeTransplantMenu.cs:line 411 at StardewModdingAPI.Framework.SModHooks.TryDrawMenu(IClickableMenu menu, Action draw_menu_action) in SMAPI\Framework\SModHooks.cs:line 114[game] WARNING: Mismatched UI Mode Push/Pop counts. Correcting.
Here is our SMAPI log, as you can see, it's still coming up as an error. We saw that there was a recommendation for a fix in SMAPI in one of the comments (siweipancc can you pin that comment so that people can see the temporary fix until this mod can manage modded trees, or at least add a SMAPI command like the Market Town Mod has in order to debug NPCs who end up off map as a fix while we're playing? You can see a few examples of it on the last page of the trace of our SMAPI log.)
When we try to select a modded tree, the game just freezes. The mouse won't move in game, nor will our X-Box controller, nor the ASDW. The only thing that we can bring up is the Player Info UI where we can exit the game. We will try the recommended fix that's in the comments, but we hope that you can find a way to allow your mod to be compatible with the mods that add or change trees at some point.
Thank you for writing this Mod. Overall it is very useful, and we do appreciate it. ❤️🌻
Then again, I can't move fruit trees even with other mods such as the crop transplant mod: that one works perfectly with crops and regular trees, but for some reasons it doesn't do anything with fruit trees.
I'll try to disable the other mods one by one and see if there's some conflict.
Is there anyone who can actually use this mod with the latest version of Stardew Valley?
EDIT:
It seems the mod takes until game day 3 before its dialog becomes available. A bit odd but fine.