Hello! When I try to open the menu with the hotkey I get the following error where the file 'D:\SteamLibrary\steamapps\common\Stardew Valley\Content\Characters\albinoRabbit.xnb' cannot be found. Am I missing a file or is there perhaps something wrong with the code?
[Instant Animals 1.6] This mod failed in the Input.ButtonPressed event. Technical details: Microsoft.Xna.Framework.Content.ContentLoadException: The content file was not found. ---> FileNotFoundException: Could not find file 'D:\SteamLibrary\steamapps\common\Stardew Valley\Content\Characters\albinoRabbit.xnb'. File name: 'D:\SteamLibrary\steamapps\common\Stardew Valley\Content\Characters\albinoRabbit.xnb' at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options) at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize) at System.IO.Strategies.OSFileStreamStrategy..ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize) at Microsoft.Xna.Framework.TitleContainer.PlatformOpenStream(String safeName) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Platform\TitleContainer.Desktop.cs:line 29 at Microsoft.Xna.Framework.TitleContainer.OpenStream(String name) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\TitleContainer.cs:line 37 at Microsoft.Xna.Framework.Content.ContentManager.OpenStream(String assetName) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 276 --- End of inner exception stack trace --- at Microsoft.Xna.Framework.Content.ContentManager.OpenStream(String assetName) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 289 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 319 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.<>c__DisplayClass6_0`1.<LoadExact>b__0() in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/ContentManagers/GameContentManager.cs:line 127 at StardewModdingAPI.Framework.Utilities.ContextHash`1.Track[TResult](T key, Func`1 action) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/Utilities/ContextHash.cs:line 53 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 InstantAnimals.InstantPurchaseAnimalsMenu.LoadAgedTexture2D(FarmAnimalData animalData) in G:\codings\IdeaProjectsC#\InstantAnimals\InstantPurchaseAnimalsMenu.cs:line 237 at InstantAnimals.InstantPurchaseAnimalsMenu..ctor(ValueTuple`3 p, IModHelper helper) in G:\codings\IdeaProjectsC#\InstantAnimals\InstantPurchaseAnimalsMenu.cs:line 120 at InstantAnimals.ModEntry.OnButtonPressed(Object sender, ButtonPressedEventArgs e) in G:\codings\IdeaProjectsC#\InstantAnimals\ModEntry.cs:line 94 at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/Events/ManagedEvent.cs:line 101
I was able to fix this for myself by downloading Kawaii Albino Rabbits and changing the file name to albinoRabbit.xnb and dropping it into the Characters folder, but I find this a very odd thing. I will leave this here in case anyone else ends up having the same issue.
I wanted to ask if maybe this could be made usable with Buildable Ginger Island mod? I just added some coops, but sadly when I go to use the 'J' hotkey it never works unless I'm back at my original farm.
My game freezes and forces me to close the game every time I try to open the menu with the hotkey. The logs show everything is loading fine with no errors. I have a lot of mods but I don’t think any of them would be incompatible?
I would also like to make a suggestion, but wanted to separate it from the bug report below.
Currently the mod has 2 pages of animals and you need to repeat pressing the button 3 times to get a baby animal for every animal that you buy. You also have to scroll down for every barn animal that you want to buy, and combined scroll and click 3 times for every baby barn animal.
I don't know if it is possible, but if the mod's window had 2 sliders or check boxes instead, one for baby/adult and one for coop/barn, that would stick to what you last set them to, that would be super useful! Then you could find all animals you'd need on the first page practically every time you open it.
Thank you very much for considering if you could add this!
I am not sure if this is a bug or intended, but each animal that I buy with this mod costs me twice as much as Marnie would charge me! If this is intended, can it please be a toggle in the config? Because I have a colossal farm with a LOT of buildings, and I simply downloaded this to not have to scroll the whole map for each animal I purchase. I like to see this mod as a QOL mod, and as such I'd prefer to just pay the exact price that I would at the ranch! Thank you very much!
Edit: The other animals are also way more expensive then they were in the 1.5 version of this mod, could we also have those back? I always wait until I have enough of their eggs legit (dinosaur, void chicken, ostrich, gold chicken) and 'charge' myself those eggs before I buy those animals, and especially the ostrich is way more expensive in this version then the previous one, having gone from 1k to 16k.
After placing some animals my character completely went invisible and even my mouse cursor disappeared! I had to close out the game to fix it. I also started a new game and i am getting this error now:
I'm having the same issue; bought myself a baby duck and after selecting the coop for it to live in, my character, cursor and menu bar all disappeared. Entering and leaving a building caused my character to reappear but the cursor and toolbar are still invisible. I haven't gotten any SMAPI errors though, so I'm not sure how to log/report this.
A few days into summer on my save i went to go add more animals and every time i tried to, the menu wouldn't pop up and i am not able to add any animals. I made sure it was fully updated and had the correct required mods installed and it still wont work. I've tried uninstalling it several times then reinstalling it. It still wont work.
Any way you could add the ability to do more than one animal at a time? Like do all 12 to fill a coop with chickens in one purchase instead of having to get them one by one.
15 comments
[Instant Animals 1.6] This mod failed in the Input.ButtonPressed event. Technical details:
Microsoft.Xna.Framework.Content.ContentLoadException: The content file was not found.
---> FileNotFoundException: Could not find file 'D:\SteamLibrary\steamapps\common\Stardew Valley\Content\Characters\albinoRabbit.xnb'.
File name: 'D:\SteamLibrary\steamapps\common\Stardew Valley\Content\Characters\albinoRabbit.xnb'
at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options)
at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize)
at System.IO.Strategies.OSFileStreamStrategy..ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize)
at Microsoft.Xna.Framework.TitleContainer.PlatformOpenStream(String safeName) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Platform\TitleContainer.Desktop.cs:line 29
at Microsoft.Xna.Framework.TitleContainer.OpenStream(String name) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\TitleContainer.cs:line 37
at Microsoft.Xna.Framework.Content.ContentManager.OpenStream(String assetName) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 276
--- End of inner exception stack trace ---
at Microsoft.Xna.Framework.Content.ContentManager.OpenStream(String assetName) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\MonoGame.Desktop\MonoGame.Framework\Content\ContentManager.cs:line 289
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 319
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.<>c__DisplayClass6_0`1.<LoadExact>b__0() in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/ContentManagers/GameContentManager.cs:line 127
at StardewModdingAPI.Framework.Utilities.ContextHash`1.Track[TResult](T key, Func`1 action) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/Utilities/ContextHash.cs:line 53
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 InstantAnimals.InstantPurchaseAnimalsMenu.LoadAgedTexture2D(FarmAnimalData animalData) in G:\codings\IdeaProjectsC#\InstantAnimals\InstantPurchaseAnimalsMenu.cs:line 237
at InstantAnimals.InstantPurchaseAnimalsMenu..ctor(ValueTuple`3 p, IModHelper helper) in G:\codings\IdeaProjectsC#\InstantAnimals\InstantPurchaseAnimalsMenu.cs:line 120
at InstantAnimals.ModEntry.OnButtonPressed(Object sender, ButtonPressedEventArgs e) in G:\codings\IdeaProjectsC#\InstantAnimals\ModEntry.cs:line 94
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/Events/ManagedEvent.cs:line 101
Currently the mod has 2 pages of animals and you need to repeat pressing the button 3 times to get a baby animal for every animal that you buy. You also have to scroll down for every barn animal that you want to buy, and combined scroll and click 3 times for every baby barn animal.
I don't know if it is possible, but if the mod's window had 2 sliders or check boxes instead, one for baby/adult and one for coop/barn, that would stick to what you last set them to, that would be super useful! Then you could find all animals you'd need on the first page practically every time you open it.
Thank you very much for considering if you could add this!
These are the prices that I've found:
Chicken Mod: 1,600 Marnie: 800
Duck Mod: 2,400 Marnie: 1,200
Rabbit Mod: 16,000 Marnie: 8,000
Cow Mod: 3,000 Marnie: 1,500
Goat Mod: 8,000 Marnie: 4,000
Sheep Mod: 16,000 Marnie: 8,000
Pig Mod: 32,000 Marnie: 16,000
Edit: The other animals are also way more expensive then they were in the 1.5 version of this mod, could we also have those back? I always wait until I have enough of their eggs legit (dinosaur, void chicken, ostrich, gold chicken) and 'charge' myself those eggs before I buy those animals, and especially the ostrich is way more expensive in this version then the previous one, having gone from 1k to 16k.
I also started a new game and i am getting this error now:
NVM I didn't read desc