This map is so adorable! However, I'm getting an error that I've not yet received with any other custom maps, in relation to Better Chests, shown here: Couldn't create the 'FarmHouse' location. Is its data in Data/Locations invalid?System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> ArgumentNullException: Value cannot be null. (Parameter 'key') at StardewMods.BetterChests.Framework.Services.Factory.ContainerFactory.TryGetOne(GameLocation location, IStorageContainer& locationContainer) in X:\Repos\stardew-mods\BetterChests\Framework\Services\Factory\ContainerFactory.cs:line 602 Here is my Smapi log: https://smapi.io/log/33b10bf2161f47578858d6bed322129e
it's not a concern! if you'd like to fix it to work with Better Chests, a fellow member below mentioned this way:
"This is the exact error I was receiving and it kept kicking me back as well. I followed to the source > "Mods\Hazelwoods Glade\[CFL] Hazelwoods Glade\assets" and in the "cfl_map.json", there's a section listed as "Chest". If you delete just the "Chest" section, save, and reload the game, it should load up your save with no issues."
I love the map, but I'm having a weird issue - I can't use the bed to go to sleep! I just run through it and nothing happens. This only seems to happen on your maps, not any of the other modded maps I use, or the vanilla ones...
I've tried leaving the farm and returning, moving the bed, deleting it and spawning in a new one... just doesn't work.
I don't - I'm really not sure at all what's causing it, but it only happens on these maps :/ It must only be happening to me as I went through all the comments on all the maps and can't see anyone else reporting anything similar! (EDIT: Actually there's a comment from July reporting the same issue!)
It doesn't happen EVERY time, sometimes I can use the bed normally, but then randomly on some days it just does not work.
It's not a deal breaker though - I love the map so I get round it with CJB cheats menu. Once I'm finished for the day I just make sure I'm in my farm house and then use the cheat menu to advance time to 2am so I pass out instead haha
If I ever figure out it IS being caused by a clash with another mod (and which one) I'll report back
I can check into this but I think stardew is on version 1.6.9 so I don’t know if this was an issue prior! If you could attach your smapi log - it would help me identify the issue. :)
Unfortunately after playing this map a few in-game days and exiting my game temporarily, upon restarting, the game stuck me in a title-return-loop. Trial and error lead me to discover it was this map causing everything in my game to break. Not entirely sure why, the game just stopped reading it as a map all together and caused my other mods to break. Hopefully no one else experiences this. It was a pretty nice farm map overall.
**Update** Other mods have since been updated and this map finally works. Only made a small edit to the file itself as it seemed to have a conflict with Better Chests. Something with the "Chest" section in the .json in the CFL folder. Took it out and the map loads just fine, as does Better Chests.
I'm actually having the same problem as well. It's saying something about being "Unable to create the farmhouse location".
I'm not sure how to upload a log so I managed to pull this off of the text if it helps?
Spoiler:
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[game] Couldn't create the 'FarmHouse' location. Is its data in Data/Locations invalid? System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> ArgumentNullException: Value cannot be null. (Parameter 'key') at StardewMods.BetterChests.Framework.Services.Factory.ContainerFactory.TryGetOne(GameLocation location, IStorageContainer& locationContainer) in X:\Repos\stardew-mods\BetterChests\Framework\Services\Factory\ContainerFactory.cs:line 552 at StardewMods.BetterChests.Framework.Services.Factory.ContainerFactory.GetAll(GameLocation location, Func`2 predicate)+MoveNext() in X:\Repos\stardew-mods\BetterChests\Framework\Services\Factory\ContainerFactory.cs:line 93 at StardewMods.BetterChests.Framework.Services.Factory.ContainerFactory.GetAllFromLocations(ISet`1 foundContainers, Queue`1 containerQueue, Func`2 predicate)+MoveNext() in X:\Repos\stardew-mods\BetterChests\Framework\Services\Factory\ContainerFactory.cs:line 662 at StardewMods.BetterChests.Framework.Services.Factory.ContainerFactory.GetAll(Func`2 predicate)+MoveNext() in X:\Repos\stardew-mods\BetterChests\Framework\Services\Factory\ContainerFactory.cs:line 50 at System.Linq.Enumerable.TryGetFirst[TSource](IEnumerable`1 source, Boolean& found) at StardewMods.BetterChests.Framework.Services.Factory.ContainerFactory.TryGetOne(Item item, IStorageContainer& itemContainer) in X:\Repos\stardew-mods\BetterChests\Framework\Services\Factory\ContainerFactory.cs:line 600 at StardewMods.BetterChests.Framework.Services.ContainerHandler.Chest_addItem_prefix(Chest __instance, Item& __result, Item item) in X:\Repos\stardew-mods\BetterChests\Framework\Services\ContainerHandler.cs:line 331 at StardewValley.Objects.Chest.addItem_PatchedBy<furyx639.BetterChests__selph.ExtraMachineConfig>(Chest this, Item item) at Custom_Farm_Loader.Lib.Furniture.<>c__DisplayClass19_0.<tryPlacingFurniture>b__2(Item e) in C:\Users\DeLiXx\source\repos\Stardew Valley\Custom Farm Loader\Custom Farm Loader\Lib\Furniture.cs:line 304 at System.Collections.Generic.List`1.ForEach(Action`1 action) at Custom_Farm_Loader.Lib.Furniture.tryPlacingFurniture(GameLocation location) in C:\Users\DeLiXx\source\repos\Stardew Valley\Custom Farm Loader\Custom Farm Loader\Lib\Furniture.cs:line 304 at Custom_Farm_Loader.GameLoopInjections._FarmHouse.loadStartFurniture(FarmHouse __instance) in C:\Users\DeLiXx\source\repos\Stardew Valley\Custom Farm Loader\Custom Farm Loader\GameLoopInjections\_FarmHouse.cs:line 86 --- End of inner exception stack trace --- at System.RuntimeMethodHandle.InvokeMethod(Object target, Span`1& arguments, Signature sig, Boolean constructor, Boolean wrapExceptions) at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture) at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes) at StardewValley.Game1.CreateGameLocation(String id, CreateLocationData createData) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 7800 at StardewValley.Game1.AddLocations() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 7815 [game] loadNewGameTask failed with an exception. System.Collections.Generic.KeyNotFoundException: Required location 'FarmHouse' not found. at StardewValley.Game1.RequireLocation(String name, Boolean isStructure) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 11175 at StardewValley.Buildings.Building.load() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Buildings\Building.cs:line 2093 at StardewValley.GameLocation.AddDefaultBuilding(String id, Vector2 tile, Boolean load) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\GameLocation.cs:line 1407 at StardewValley.Farm.AddDefaultBuildings(Boolean load) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\Farm.cs:line 115 at StardewValley.Game1.loadForNewGame_PatchedBy<spacechase0.JsonAssets__spacechase0.SpaceCore>(Game1 this, Boolean loadedGame) at StardewModdingAPI.Framework.SGame.loadForNewGame(Boolean loadedGame) 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) [SMAPI] An error occurred in the overridden update loop: System.Collections.Generic.KeyNotFoundException: Required location 'FarmHouse' not found. at StardewValley.SaveGame+<getLoadEnumerator>d__96.MoveNext_PatchedBy<spacechase0.SpaceCore>(<getLoadEnumerator>d__96 this) at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate)
It's only with this map that it seems to be kicking me back to the start menu and I can't figure out why myself. x.X Thanks for the help in advance and let me know if there's anything else you need to help.
This is the exact error I was receiving and it kept kicking me back as well. I followed to the source > "Mods\Hazelwoods Glade\[CFL] Hazelwoods Glade\assets" and in the "cfl_map.json", there's a section listed as "Chest". If you delete just the "Chest" section, save, and reload the game, it should load up your save with no issues.
Hey there! Sorry to disturb you, but what are those buildings in the top right corner in your personal layout? They look like Elle's Obelisk (lookin like doors) but the Gwen's ones are statues that are already on your map...
If you have any questions, you can write me anytime you want. I won't be able to help as much with code (I am not the creator) though. EDIT: - To your question about Integrated Minecarts mod, never tested it myself, sorry! I have forgotten how to work with tiled, so I am not able to tell you the XY coordinates for the secret cave... yet. The map is 73x56 tiles, so the entrance should be around 17-18 tiles from the south-eastern corner up and one to the left...
Does this map works with the Integrated Minecarts mod? If so, what is the position (X: Y:) for the entrance to the Secret Cave or inside It so I can place the cart there?
I was wondering if this map will add support for other grass coloring in the future? Right now I'm seeing some weird grass colors in some of the corners;;
I love this mod and how the farm looks, I'm just having a really odd issue. I can't go to bed on that farm. I tried other farms and they didn't have that issue. I have on a house layout changing mod, could that cause a conflict with this mod? Just very confusing.
43 comments
Couldn't create the 'FarmHouse' location. Is its data in Data/Locations invalid?System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> ArgumentNullException: Value cannot be null. (Parameter 'key')
at StardewMods.BetterChests.Framework.Services.Factory.ContainerFactory.TryGetOne(GameLocation location, IStorageContainer& locationContainer) in X:\Repos\stardew-mods\BetterChests\Framework\Services\Factory\ContainerFactory.cs:line 602
Here is my Smapi log: https://smapi.io/log/33b10bf2161f47578858d6bed322129e
How concerned should I be about this?
"This is the exact error I was receiving and it kept kicking me back as well. I followed to the source > "Mods\Hazelwoods Glade\[CFL] Hazelwoods Glade\assets" and in the "cfl_map.json", there's a section listed as "Chest". If you delete just the "Chest" section, save, and reload the game, it should load up your save with no issues."
Hope that helps!
I've tried leaving the farm and returning, moving the bed, deleting it and spawning in a new one... just doesn't work.
are you using any mods related to sleep or the bed?
It doesn't happen EVERY time, sometimes I can use the bed normally, but then randomly on some days it just does not work.
It's not a deal breaker though - I love the map so I get round it with CJB cheats menu. Once I'm finished for the day I just make sure I'm in my farm house and then use the cheat menu to advance time to 2am so I pass out instead haha
If I ever figure out it IS being caused by a clash with another mod (and which one) I'll report back
**Update** Other mods have since been updated and this map finally works. Only made a small edit to the file itself as it seemed to have a conflict with Better Chests. Something with the "Chest" section in the .json in the CFL folder. Took it out and the map loads just fine, as does Better Chests.
Recommend the map, it's pretty cute.
smapi.io/log
I'm not sure how to upload a log so I managed to pull this off of the text if it helps?
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> ArgumentNullException: Value cannot be null. (Parameter 'key')
at StardewMods.BetterChests.Framework.Services.Factory.ContainerFactory.TryGetOne(GameLocation location, IStorageContainer& locationContainer) in X:\Repos\stardew-mods\BetterChests\Framework\Services\Factory\ContainerFactory.cs:line 552
at StardewMods.BetterChests.Framework.Services.Factory.ContainerFactory.GetAll(GameLocation location, Func`2 predicate)+MoveNext() in X:\Repos\stardew-mods\BetterChests\Framework\Services\Factory\ContainerFactory.cs:line 93
at StardewMods.BetterChests.Framework.Services.Factory.ContainerFactory.GetAllFromLocations(ISet`1 foundContainers, Queue`1 containerQueue, Func`2 predicate)+MoveNext() in X:\Repos\stardew-mods\BetterChests\Framework\Services\Factory\ContainerFactory.cs:line 662
at StardewMods.BetterChests.Framework.Services.Factory.ContainerFactory.GetAll(Func`2 predicate)+MoveNext() in X:\Repos\stardew-mods\BetterChests\Framework\Services\Factory\ContainerFactory.cs:line 50
at System.Linq.Enumerable.TryGetFirst[TSource](IEnumerable`1 source, Boolean& found)
at StardewMods.BetterChests.Framework.Services.Factory.ContainerFactory.TryGetOne(Item item, IStorageContainer& itemContainer) in X:\Repos\stardew-mods\BetterChests\Framework\Services\Factory\ContainerFactory.cs:line 600
at StardewMods.BetterChests.Framework.Services.ContainerHandler.Chest_addItem_prefix(Chest __instance, Item& __result, Item item) in X:\Repos\stardew-mods\BetterChests\Framework\Services\ContainerHandler.cs:line 331
at StardewValley.Objects.Chest.addItem_PatchedBy<furyx639.BetterChests__selph.ExtraMachineConfig>(Chest this, Item item)
at Custom_Farm_Loader.Lib.Furniture.<>c__DisplayClass19_0.<tryPlacingFurniture>b__2(Item e) in C:\Users\DeLiXx\source\repos\Stardew Valley\Custom Farm Loader\Custom Farm Loader\Lib\Furniture.cs:line 304
at System.Collections.Generic.List`1.ForEach(Action`1 action)
at Custom_Farm_Loader.Lib.Furniture.tryPlacingFurniture(GameLocation location) in C:\Users\DeLiXx\source\repos\Stardew Valley\Custom Farm Loader\Custom Farm Loader\Lib\Furniture.cs:line 304
at Custom_Farm_Loader.GameLoopInjections._FarmHouse.loadStartFurniture(FarmHouse __instance) in C:\Users\DeLiXx\source\repos\Stardew Valley\Custom Farm Loader\Custom Farm Loader\GameLoopInjections\_FarmHouse.cs:line 86
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Span`1& arguments, Signature sig, Boolean constructor, Boolean wrapExceptions)
at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture)
at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes)
at StardewValley.Game1.CreateGameLocation(String id, CreateLocationData createData) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 7800
at StardewValley.Game1.AddLocations() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 7815
[game] loadNewGameTask failed with an exception.
System.Collections.Generic.KeyNotFoundException: Required location 'FarmHouse' not found.
at StardewValley.Game1.RequireLocation(String name, Boolean isStructure) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 11175
at StardewValley.Buildings.Building.load() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Buildings\Building.cs:line 2093
at StardewValley.GameLocation.AddDefaultBuilding(String id, Vector2 tile, Boolean load) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\GameLocation.cs:line 1407
at StardewValley.Farm.AddDefaultBuildings(Boolean load) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\Farm.cs:line 115
at StardewValley.Game1.loadForNewGame_PatchedBy<spacechase0.JsonAssets__spacechase0.SpaceCore>(Game1 this, Boolean loadedGame)
at StardewModdingAPI.Framework.SGame.loadForNewGame(Boolean loadedGame)
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)
[SMAPI] An error occurred in the overridden update loop: System.Collections.Generic.KeyNotFoundException: Required location 'FarmHouse' not found.
at StardewValley.SaveGame+<getLoadEnumerator>d__96.MoveNext_PatchedBy<spacechase0.SpaceCore>(<getLoadEnumerator>d__96 this)
at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate)
It's only with this map that it seems to be kicking me back to the start menu and I can't figure out why myself. x.X
Thanks for the help in advance and let me know if there's anything else you need to help.
Here is a farm layout from Họ Và Tên "85% Pink Farm"
Here is a farm layout from Phát Lâm "Little Witch's Farm"
Here is a farm layout from Dcoteek Dom
Here is my personal layout
Sorry to disturb you, but what are those buildings in the top right corner in your personal layout?
They look like Elle's Obelisk (lookin like doors) but the Gwen's ones are statues that are already on your map...
If you could help me I woul be glad!
If you have any questions, you can write me anytime you want. I won't be able to help as much with code (I am not the creator) though.
EDIT:
- To your question about Integrated Minecarts mod, never tested it myself, sorry! I have forgotten how to work with tiled, so I am not able to tell you the XY coordinates for the secret cave... yet. The map is 73x56 tiles, so the entrance should be around 17-18 tiles from the south-eastern corner up and one to the left...
Thanks in advance!
I have on a house layout changing mod, could that cause a conflict with this mod? Just very confusing.