Hi there! First of all, thank you so much for your mod. I really love the size and ambition of the map you created — it's clear that you put a lot of effort into it. However, I'm having an issue that keeps me from fully enjoying it: the map is so large that my PC can't handle loading everything at once, and the game ends up crashing. So I wanted to suggest a possible improvement that might help: would it be possible to divide the map into sections or loading zones? Similar to how the base game works — for example, when you enter a house or a different part of the forest, it unloads the previous area and loads the new one. That way, the game wouldn’t have to load the entire map at once, which could ease the strain on memory and performance. I truly love your work and would really like to be able to play with your mod. Thanks for reading, and I hope this idea can help for future updates. Keep up the amazing work!
Map didn't load in it's entirety, also trees look like they are stumps with trees behind them. When i went down the stairs to take the water where the boat is, the whole game crashed.
[game] loadLocationsTask failed with an exception DivideByZeroException: Attempted to divide by zero. at StardewValley.GameLocation.UpdateMapSeats() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\GameLocation.cs:line 1942 at StardewValley.GameLocation.TransferDataFromSavedLocation(GameLocation l) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\GameLocation.cs:line 1168 at StardewValley.Locations.DecoratableLocation.TransferDataFromSavedLocation(GameLocation l) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\DecoratableLocation.cs:line 1008 at StardewValley.SaveGame.loadDataToLocations_PatchedBy<spacechase0.SpaceCore>(List`1 fromLocations) 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: DivideByZeroException: Attempted to divide by zero. at StardewValley.SaveGame+<getLoadEnumerator>d__101.MoveNext_PatchedBy<spacechase0.SpaceCore>(<getLoadEnumerator>d__101 this) at StardewValley.Game1.UpdateTitleScreenDuringLoadingMode() at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate)
I've currently got grampleton set up as a massive junimo run farm. If I destroy everything I've put there so it's empty again, then install this, will it work or does this need to be installed on a new game?
14 comments
However, I'm having an issue that keeps me from fully enjoying it: the map is so large that my PC can't handle loading everything at once, and the game ends up crashing.
So I wanted to suggest a possible improvement that might help: would it be possible to divide the map into sections or loading zones? Similar to how the base game works — for example, when you enter a house or a different part of the forest, it unloads the previous area and loads the new one. That way, the game wouldn’t have to load the entire map at once, which could ease the strain on memory and performance.
I truly love your work and would really like to be able to play with your mod. Thanks for reading, and I hope this idea can help for future updates. Keep up the amazing work!
Started with this error:
Then when I walked to the keep area (super laggy) it took the entire game down:
[game] loadLocationsTask failed with an exception
DivideByZeroException: Attempted to divide by zero.
at StardewValley.GameLocation.UpdateMapSeats() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\GameLocation.cs:line 1942
at StardewValley.GameLocation.TransferDataFromSavedLocation(GameLocation l) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\GameLocation.cs:line 1168
at StardewValley.Locations.DecoratableLocation.TransferDataFromSavedLocation(GameLocation l) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\DecoratableLocation.cs:line 1008
at StardewValley.SaveGame.loadDataToLocations_PatchedBy<spacechase0.SpaceCore>(List`1 fromLocations)
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: DivideByZeroException: Attempted to divide by zero.
at StardewValley.SaveGame+<getLoadEnumerator>d__101.MoveNext_PatchedBy<spacechase0.SpaceCore>(<getLoadEnumerator>d__101 this)
at StardewValley.Game1.UpdateTitleScreenDuringLoadingMode()
at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate)