The custom paths don't appear on the CJB item spawner, probably due to it's category being "Path" instead of "Decor", like the vanilla paths. Would it be possible to change the category of the paths?
I seem to be having the same problem as bk3k did in December. Did you ever make any progress on that? Situation is the same, I placed three different types of paths down in different maps to test it after a previous crash, and restoring the save. They all work just fine, until sleeping to save the game, after which entering any of the maps that had the paths causes the game to crash. In this case, the three maps just outside of the farm, the forest, bus stop, and path to the mountain.
Here's the log: https://smapi.io/log/6697aee17b3c40aca5a4054192521549 And also the broken save: [Link Removed by Poster]
Your log shows you have outdated mods installed, ALWAYS update any outdated mods you have before reporting issues - your issue might have already been fixed without you knowing it. If the issue persists after updating, send me a new log and I will look into it from there.
Alright, updated mods now. I did the same thing, started the game, bought, and placed paths, and then went to sleep, and went to the bus stop where I had placed one of the types of paths. I got the same result, the game crashed upon entering the map. For the record though, the paths work perfectly fine until the game is saved. If I had to guess, the game is failing to save the type of path that's placed, and as you previously stated, they're for some reason not being replaced with placeholder objects. I don't know the extent of what is, or isn't being saved, but based on the logs, I would assume not very much if it's crashing due to null object references.
Here's the new log for you to look over: https://smapi.io/log/48f152f38fdf44fab0cf08beff0ad19c
Alright, thanks for the heads-up! I've removed the mod for now, and I wish you the best of luck with getting it resolved. Hopefully it doesn't cause you too much hassle! I look forward to using it again whenever you get it fixed. For now, might I recommend putting a warning in the mod description until it's fixed? It would likely save a few people some trouble in the meantime.
Actually, while I'm here, is there currently a way to create recipes for paths instead of buying them directly? If not, it would be nice to be able to do so in a future update, if, and when you decide you want to add features to the mod. Obviously fixing the crash is more pressing, though.
EDIT: Went to start the game, and noticed the update available for Entoarox Framework. It seems to have resolved the issue, so thank you very much! I'm glad you were able to find a quick fix.
Fix was obvious once I started looking for the problem, clearly just needed to have a second look at the relevant code with fresh eyes.
As for recipes, that is a lot more difficult then adding to shops, if I do implement it, it will be when CustomPaths is transferred over to using EMU instead of EF, so that I can make use of the TypeId registry for such recipes.
Oh, alright! Glad the fix wasn't as difficult as you thought it would be then! In regards to recipes, that makes sense, no need to make it more work for less functionality after all.Thank you again, You make great mods, and this is no exception. I'm glad to be able to use it again!
I see you don't have a bug tab... so here we go. CTD - https://smapi.io/log/757979ed45334dc7b1270f12e179ffdf I placed the clear path from "Various Paths for CustomPaths" in a greenhouse (a modded one if that matters). I wanted a (configured) speed boost there and that seemed fine til I exited and later loaded the game. Walk into greenhouse = CTD. I had also placed some in town. Walk into town = CTD.
Obviously that mod uses this as a prerequisite to provide the functionality. It is only some paths.json and some png files, hence me posting here instead.
Technically the error reads as Entoarox Framework, but Entoarox.CustomPaths.CustomPath is pretty clearly this mod. Although maybe that mod is at fault since data appears to not have been saved as it should have and Entoarox Framework clearly involved in the save system. Null references a plenty either way.
edit: Oh same author for both this and the framework LOL. I guess that make it easier for you at least! I don't intend to be demanding, but I do hope you can track down the problem - when you have time. No rush. But I'll take this as my excuse to start a new farm! edit2: New logs in reply.
Something corrupted the paths and made them forget which kind they are, please provide a log from you saving the game with paths so I can diagnose it.
As it stands, EF should be making placeholders for the broken path objects, so I am confused where the NRE is coming from. As it looks like you deleted or did not copy the pdb files for the mods, I also cannot trace where the NRE is happening, and thus cannot help you with that. (Install the mods properly with their pdb files, otherwise I cannot assist further with this side of the issue)
You are probably right. I think I didn't save the initial log and that's one later after it is already done. I may have even temporarily removed the mod at that point. That log won't help after all, sorry.
So I found the save backup folder and restored an old one to recreate the event. This time it got stuck on the saving screen and I had to manually close the game. The save file reloaded fine (on the same day I tried to end). https://smapi.io/log/d585c0d4c2584682a0da712c1dd2ef04 Last time everything seemed normal up to the point I tried to again save the game.
I'll try that again, but with a different path (which probably doesn't matter since they're just slightly different JSON data). Same story - https://smapi.io/log/a74d753aa5d74781b93f46f455cf8e9e Well that leaves the question of why it failed a different way the first time, but it doesn't seem I can recreate it so that mystery will remain. Hopefully those logs are more useful. If you want me to zip up and Dropbox the save file and/or my mods folder, let me know.
And yes I noticed the PyTK error too, but that seems to have to do with a day start event of some sort. edit: Figured out the difference. This time I bought less pathing, and had nothing left after putting it down. So before it encountered a problem with it being in my inventory still. Now however it will advance to the next day "successfully". And upon entering the greenhouse where I laid down the pathing... CTD. In the event the regular log is substantially different than the crash report, I'll provide both. log - https://smapi.io/log/8e5b22dc8ebd4b83a7ef50ca937fb975 crash report - https://smapi.io/log/a007788d96ff40389f62aa51291d3c2c
I need you to send me your broken save to continue diagnosis, I am Entoarox#0580 on Discord, if you are a member of the SDV discord, you will be able to send me a PM with your save, please be sure to mention that it is for diagnosing the CustomPaths issue, so I know who is sending me strange files
Looks like another change in 1.4, unfortunately not something I can fix quickly, I will try and fix it ASAP but it will take quite a bit of time to do, especially if I want to keep it backwards compatible.
Darned, I didnt think to check for what a reload would do, only saving....
I'll have to see what is going wrong there and why - thanks for reporting it.
Edit: Fixed, You need to update Entoarox Framework - If you have not saved since the paths vamooshed, then updating EF will also repair any old paths that vamooshed on you, since they did get saved properly - just not brought back like they shouldve.
Thanks, the placed paths now remain. Now there's another little issue remaining. If I have a stack of unplaced paths in my inventory by the end of the day the next day it will be reduced to a stack of 1 and become impossible to trash, the game even crashed when I dropped it and it came back to inventory,.
The floors added by this mod remove themselves from the map after a reboot. Any placed floors disappear while the floors in the inventory stay. I have no other mods installed besides the libraries needed to run this mod and smapi and i am using the vanilla maps.. Any ideas on what could be causing this?
hi i am having the same problem here is my log https://log.smapi.io/uQVqA4WD The two mod's it says are out dated i do not know why i have the newest versions of them installed i even redownloaded them and installed them before running the game to make this log
So i wanted to use this with the various paths for custom paths, and unfortunately and i can't find why but on the pk5 map a custom map found on nexus, it ill not save the paths. i have tested on a fresh save with out pk5 and its dependencies and the paths worked fine and saved on a regular map.
The custom map may be using its own serializer logic which interferes with that of Custom Paths, if this is the case then there is nothing I can do about it, as there is no central serialization handling in SMAPI to prevent incompatibilities.
Error when trying to load item sprites for seasonal paths, tested in shop menus: https://i.ibb.co/ygzF4wW/2019-05-27-21-27-16-SMAPI-2-11-2-running-Stardew-Valley-1-3-36-with-110-mods.png
Non-seasonal paths do not produce any errors and can be placed in the world, picked up, walked on, etc. without issues. The error occurs even if an image file with no seasonal suffix is present (ex. path_spring.png, path_summer.png, path_fall.png, path_winter.png, and path.png). Capitalization of the seasonal variants doesn't matter.
Also, the in-game price per path is double the value entered in paths.json.
Uploads are only accepted from the https://log.smapi.io server, as I do not provide support for raw logs due to their size making it nearly impossible to read them.
46 comments
Or did you give up?
Here's the log:
https://smapi.io/log/6697aee17b3c40aca5a4054192521549
And also the broken save:
[Link Removed by Poster]
If the issue persists after updating, send me a new log and I will look into it from there.
Here's the new log for you to look over:
https://smapi.io/log/48f152f38fdf44fab0cf08beff0ad19c
Here's another log on a new save:
https://smapi.io/log/5c60aef42a5946fc86637561e18a2eb6
Actually, while I'm here, is there currently a way to create recipes for paths instead of buying them directly? If not, it would be nice to be able to do so in a future update, if, and when you decide you want to add features to the mod. Obviously fixing the crash is more pressing, though.
EDIT: Went to start the game, and noticed the update available for Entoarox Framework. It seems to have resolved the issue, so thank you very much! I'm glad you were able to find a quick fix.
As for recipes, that is a lot more difficult then adding to shops, if I do implement it, it will be when CustomPaths is transferred over to using EMU instead of EF, so that I can make use of the TypeId registry for such recipes.
CTD - https://smapi.io/log/757979ed45334dc7b1270f12e179ffdf
I placed the clear path from "Various Paths for CustomPaths" in a greenhouse (a modded one if that matters). I wanted a (configured) speed boost there and that seemed fine til I exited and later loaded the game. Walk into greenhouse = CTD. I had also placed some in town. Walk into town = CTD.
Obviously that mod uses this as a prerequisite to provide the functionality. It is only some paths.json and some png files, hence me posting here instead.
Technically the error reads as Entoarox Framework, but Entoarox.CustomPaths.CustomPath is pretty clearly this mod. Although maybe that mod is at fault since data appears to not have been saved as it should have and Entoarox Framework clearly involved in the save system. Null references a plenty either way.
edit: Oh same author for both this and the framework LOL. I guess that make it easier for you at least! I don't intend to be demanding, but I do hope you can track down the problem - when you have time. No rush. But I'll take this as my excuse to start a new farm!
edit2: New logs in reply.
As it stands, EF should be making placeholders for the broken path objects, so I am confused where the NRE is coming from.
As it looks like you deleted or did not copy the pdb files for the mods, I also cannot trace where the NRE is happening, and thus cannot help you with that.
(Install the mods properly with their pdb files, otherwise I cannot assist further with this side of the issue)
So I found the save backup folder and restored an old one to recreate the event. This time it got stuck on the saving screen and I had to manually close the game. The save file reloaded fine (on the same day I tried to end).
https://smapi.io/log/d585c0d4c2584682a0da712c1dd2ef04
Last time everything seemed normal up to the point I tried to again save the game.
I'll try that again, but with a different path (which probably doesn't matter since they're just slightly different JSON data).
Same story - https://smapi.io/log/a74d753aa5d74781b93f46f455cf8e9e
Well that leaves the question of why it failed a different way the first time, but it doesn't seem I can recreate it so that mystery will remain. Hopefully those logs are more useful. If you want me to zip up and Dropbox the save file and/or my mods folder, let me know.
And yes I noticed the PyTK error too, but that seems to have to do with a day start event of some sort.
edit:
Figured out the difference. This time I bought less pathing, and had nothing left after putting it down. So before it encountered a problem with it being in my inventory still. Now however it will advance to the next day "successfully". And upon entering the greenhouse where I laid down the pathing... CTD. In the event the regular log is substantially different than the crash report, I'll provide both.
log - https://smapi.io/log/8e5b22dc8ebd4b83a7ef50ca937fb975
crash report - https://smapi.io/log/a007788d96ff40389f62aa51291d3c2c
https://smapi.io/log/6PKv6m2w
https://smapi.io/log/huZXnfFB
I'll have to see what is going wrong there and why - thanks for reporting it.
Edit: Fixed, You need to update Entoarox Framework - If you have not saved since the paths vamooshed, then updating EF will also repair any old paths that vamooshed on you, since they did get saved properly - just not brought back like they shouldve.
The two mod's it says are out dated i do not know why i have the newest versions of them installed i even redownloaded them and installed them before running the game to make this log
Non-seasonal paths do not produce any errors and can be placed in the world, picked up, walked on, etc. without issues. The error occurs even if an image file with no seasonal suffix is present (ex. path_spring.png, path_summer.png, path_fall.png, path_winter.png, and path.png). Capitalization of the seasonal variants doesn't matter.
Also, the in-game price per path is double the value entered in paths.json.
File is slightly too large to upload to pastebin in full.