i get this sadly in the smapi console, all in red:
[SMAPI] Launching mods... [Anti-Cheat Server] Mod crashed on entry and might not work correctly. Technical details: System.Exception: Harmony instance anticheatviachat.anticheatviachat failed applying prefix/postfix to method StardewValley.Multiplayer.processIncomingMessage. ---> NullReferenceException: Object reference not set to an instance of an object. at HarmonyLib.Patch.set_PatchMethod(MethodInfo value) at HarmonyLib.PatchInfo.<>c__DisplayClass19_0.<Add>b__1(HarmonyMethod method, Int32 i) at System.Linq.Enumerable.SelectIterator[TSource,TResult](IEnumerable`1 source, Func`3 selector)+MoveNext() at System.Collections.Generic.LargeArrayBuilder`1.AddRange(IEnumerable`1 items) at System.Collections.Generic.SparseArrayBuilder`1.ReserveOrAdd(IEnumerable`1 items) at System.Linq.Enumerable.Concat2Iterator`1.ToArray() at System.Linq.Enumerable.ToArray[TSource](IEnumerable`1 source) at HarmonyLib.PatchProcessor.Patch() at StardewModdingAPI.Framework.ModLoading.RewriteFacades.HarmonyInstanceFacade.Patch(MethodBase original, HarmonyMethod prefix, HarmonyMethod postfix, HarmonyMethod transpiler) in SMAPI\Framework\ModLoading\RewriteFacades\HarmonyInstanceFacade.cs:line 36 --- End of inner exception stack trace --- at StardewModdingAPI.Framework.ModLoading.RewriteFacades.HarmonyInstanceFacade.Patch(MethodBase original, HarmonyMethod prefix, HarmonyMethod postfix, HarmonyMethod transpiler) in SMAPI\Framework\ModLoading\RewriteFacades\HarmonyInstanceFacade.cs:line 49 at FunnySnek.AntiCheat.Server.Framework.Patch.ApplyPatch(Harmony harmonyInstance) in C:\Users\Curtis\source\repos\anticheat-and-servercode2\Server\Framework\Patch.cs:line 48 at FunnySnek.AntiCheat.Server.Framework.Patch.PatchAll(String id) in C:\Users\Curtis\source\repos\anticheat-and-servercode2\Server\Framework\Patch.cs:line 30 at FunnySnek.AntiCheat.Server.ModEntry.Entry(IModHelper helper) in C:\Users\Curtis\source\repos\anticheat-and-servercode2\Server\ModEntry.cs:line 40 at StardewModdingAPI.Framework.SCore.LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase) in SMAPI\Framework\SCore.cs:line 1529
i know that someone can cheat with "console commands" (i saw it in your picture), but it comes with original smapi... can i delete it, and smapi and the other mods have no problem after that?
I removed host's computer's Servercodes in 'mod-blackslist.json' and guest's also. but, i can't enter co-op. What should I do? Theses are servercodes list that I removed.
Honestly there's a lot of ways to bypass this that are much simpler than even that. It's less of a "perfect solution" as it is just an added deterrent. It also helps with people who simply forget to disable their cheats before joining the server.
Ultimately our main source of fighting cheaters is guarding our invite codes through discord, and banning people from our discord server if they are found to be cheating.
Is there a reason why FoxyEfficiency is blocked but JoysOfEfficiency isn't? I haven't played much multiplayer, so I'm curious if they impact function in drastically different ways. (I'm also astounded that CJB mods aren't blocked, especially because my sister asked me what would happen if I froze time while playing in her farm, but fortunately I can exercise self-control. :P)
I have a question; it's probably a bit of a silly question but anyway: I'm currently hosting a multiplayer, but still like to play on my own farm from time to time. Can I use this mod to block my own mods when hosting, but have them otherwise work if I'm in singleplayer? Currently, I'm manually taking them on and off, but I'd love to have an easier alternative. I'm just not sure if that's an intended use for this. In any case, thank you for sharing :)
Only the servercode mod blocks mods. The anticheat the host uses only kicks other players and will do nothing to the person with it installed. The host can have any number of cheat mods installed.
30 comments
[red message]
[SMAPI] Skipped mods[SMAPI] --------------------------------------------------
[SMAPI] These mods could not be added to your game.
[SMAPI] - Anti-Cheat Server 9.1.0 because it's no longer compatible. Please check for a new version at XXX
[SMAPI] Launching mods...
[Anti-Cheat Server] Mod crashed on entry and might not work correctly. Technical details:
System.Exception: Harmony instance anticheatviachat.anticheatviachat failed applying prefix/postfix to method StardewValley.Multiplayer.processIncomingMessage.
---> NullReferenceException: Object reference not set to an instance of an object.
at HarmonyLib.Patch.set_PatchMethod(MethodInfo value)
at HarmonyLib.PatchInfo.<>c__DisplayClass19_0.<Add>b__1(HarmonyMethod method, Int32 i)
at System.Linq.Enumerable.SelectIterator[TSource,TResult](IEnumerable`1 source, Func`3 selector)+MoveNext()
at System.Collections.Generic.LargeArrayBuilder`1.AddRange(IEnumerable`1 items)
at System.Collections.Generic.SparseArrayBuilder`1.ReserveOrAdd(IEnumerable`1 items)
at System.Linq.Enumerable.Concat2Iterator`1.ToArray()
at System.Linq.Enumerable.ToArray[TSource](IEnumerable`1 source)
at HarmonyLib.PatchProcessor.Patch()
at StardewModdingAPI.Framework.ModLoading.RewriteFacades.HarmonyInstanceFacade.Patch(MethodBase original, HarmonyMethod prefix, HarmonyMethod postfix, HarmonyMethod transpiler) in SMAPI\Framework\ModLoading\RewriteFacades\HarmonyInstanceFacade.cs:line 36
--- End of inner exception stack trace ---
at StardewModdingAPI.Framework.ModLoading.RewriteFacades.HarmonyInstanceFacade.Patch(MethodBase original, HarmonyMethod prefix, HarmonyMethod postfix, HarmonyMethod transpiler) in SMAPI\Framework\ModLoading\RewriteFacades\HarmonyInstanceFacade.cs:line 49
at FunnySnek.AntiCheat.Server.Framework.Patch.ApplyPatch(Harmony harmonyInstance) in C:\Users\Curtis\source\repos\anticheat-and-servercode2\Server\Framework\Patch.cs:line 48
at FunnySnek.AntiCheat.Server.Framework.Patch.PatchAll(String id) in C:\Users\Curtis\source\repos\anticheat-and-servercode2\Server\Framework\Patch.cs:line 30
at FunnySnek.AntiCheat.Server.ModEntry.Entry(IModHelper helper) in C:\Users\Curtis\source\repos\anticheat-and-servercode2\Server\ModEntry.cs:line 40
at StardewModdingAPI.Framework.SCore.LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase) in SMAPI\Framework\SCore.cs:line 1529
very thank you for that anticheat mod <3
From:
DeathGameDev.FastTravel
To:Mckenon.FastTravel
[ServerCode] Blocked Mods Detected:
[ServerCode] Console Commands
[ServerCode] HarvestWithScythe
[ServerCode] CJB ItemSpawner
[ServerCode] InstantBuildings
[ServerCode] SkullCavernElevator
[ServerCode] kisekae
[ServerCode] TehsFishingOverhaul
[ServerCode] SelfServiceShops
[ServerCode] CustomizableDeathPenalty
[ServerCode] SelfService
[ServerCode] LineSprinklers
Ultimately our main source of fighting cheaters is guarding our invite codes through discord, and banning people from our discord server if they are found to be cheating.
(I'm also astounded that CJB mods aren't blocked, especially because my sister asked me what would happen if I froze time while playing in her farm, but fortunately I can exercise self-control. :P)