Hi, everybody. Thanks for your support and feedback. I was away for the past year due to health issues, but I'm currently catching up with modding again. I'll do my best to, at very least, get some bugs ironed out and make sure these mods work in future Stardew updates.
I might not be able to actively keep up with comments here anymore, and some older log files may have expired too. If you still have issues, please bump your old posts or re-post them (with recent SMAPI log links where possible).
Asking for help on the Stardew Discord servers or various forums may get you answers quicker (check the link below), but I'll try to go through posts here occasionally when I can. Thanks for your patience.
[Custom Farm Loader] This mod failed in the GameLoop.GameLaunched event. Technical details: NullReferenceException: Null method for DeLiXx.Custom_Farm_Loader at HarmonyLib.PatchProcessor.Patch() at Custom_Farm_Loader.GameLoopInjections.VisibleFishPatches.gameLaunched(Object sender, GameLaunchedEventArgs e) in C:\Users\DeLiXx\source\repos\Stardew Valley\Custom Farm Loader\Custom Farm Loader\GameLoopInjections\VisibleFishPatches.cs:line 37 at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
Hello, I have some questions with the installation of "Stardew Valley Expanded". Smapi gives an error that the “farm type manager is not installed correctly" or "farm type manager is not installed", but I did everything as usual. (I unzipped your mod and pasted it into the "mod" folder) I have a question, does your mod even work on 1.6?
Yes, FTM is compatible with Stardew v1.6. Make sure that you don't have multiple copies of FTM in different folders; SMAPI won't load mods if multiple copies exist.
If that isn't the problem, please upload your log file to https://smapi.io/log and share the link here.
Thanks for the log. Stardew Valley Expanded isn't loading because you need to update SMAPI. There are multiple errors because SVE has multiple components ("[FTM]" settings, "[CP]" settings, etc).
- Stardew Valley Expanded 1.14.41 because it needs SMAPI 4.0.7 or later. Please update SMAPI to the latest version to use this mod.
Hello developer! Good day. I'm just wondering if you'll update this mod so that it will be applicable for STV version 1.5? I can't play with the STV extended and other mods that require this core, lol. But thank you for this wonderful mod! ^.^
If you're using an older version of Stardew Valley, you'll need to find the most recent FTM version that was compatible (and do the same for other mods). Look for "Farm Type Manager v1.16.2" in the Files section if you have SDV v1.5.6, for example.
The latest version of FTM (currently 1.19.0) should support the latest versions of Stardew and SMAPI. There weren't any changes between Stardew 1.6.3 and 1.6.5 that affected FTM.
If that one won't load or has any errors, please upload a log to https://smapi.io/log and share the link, and I can take a look.
I've been using this mod for a long time and for many play throughs, but I noticed in this new play through that I just started a couple of days ago that the regenerating stumps are no longer regenerating. I don't know why this is happening on this save file. When I load up an old save file the stumps are there. I tried using the config editor to add the regenerating stumps, but no stumps showed up, however, the extra stumps I added in the editor did show up in my earlier save file. I'm very confused and hope you can help me straighten out this issue. I love this mod, and I don't know what I did on this save to mess it up. Here is my SMAPI log:
Edit: I just realized that it's not your mod that I'm having trouble with, it's Farm Extended, although the stumps I tried to add with this mod didn't appear in my current save, where as they did appear in my earlier save, so maybe it's a combination. I will post this on that mod as well.
Thank you for the log. Farm Extended is very old, and uses FTM in a different way because it predates "[FTM]" content packs. Instead, it includes a (very outdated) version of FTM and a customized "FarmTypeManager/data/default.json" file.
You can try installing the "Farm Extended Unofficial Fix" download in FTM's "Old Files" section here on Nexus. If you do, I recommend deleting your "Mods/FarmTypeManager/data" folder, to avoid having 2 sets of spawns for the farm where they were still working.
Alternatively, you could delete the contents of "Mods/FarmTypeManager/data", then copy the "default.json" file from Farm Extended's zip file and put it in that data folder.
If the stumps are already gone on your save, you might need to use a mod like Reset Terrain Features to bring them back. You can open its menu with the "L" key by default, select "stumps", and click reset to spawn a new set of them.
I swear I posted a reply last night, however I can't find it anywhere which makes me wonder where I did post it. Anyway, downloading the Farm Extended fix file fixed the problem, so thank you so much for that.
About farm events: I don't think those particularly care about which farm map is used, custom or otherwise. The map/tile properties, sprite sheets, etc don't really seem to affect them, aside from the meteorite trying to avoid walls/water/etc.
Hey Esca, any chance you have an API in your roadmap for this framework? I'd love to be able to have an easier way to integrate your framework's custom forageables with my Auto Forager mod.
Let me know if that is something you're interested in talking more about.
Sure, I can at least look into it. Let me know which methods you'd like to see in an API. Adding or modifying spawns might be tricky with FTM's old code, but getting info or interacting with custom forage types should be pretty simple, etc.
Feel free to ping me in one of the Discord servers if you're in any & want to talk back and forth quickly, but Nexus is fine too.
Hi, I have a question with the "also spawn in" and "don't don't spawn in" coordinates.
I'm looking at the FTM for Stardew Expanded. Specifically the one called "Forest west forage area 1"
I see that it has these coordinates for "Also spawn in" 152,35/76,5 149,132/8,35
However, for "Don't spawn in" that is left blank.
To my understanding, if there are no coordinates set in "Don't spawn in", then it means that forage can spawn in any valid tile on the entire map. Right?
Well, when I see the "Also spawn in". I am wondering if this means that Forage will be more inclined to appear in these areas first.
So the question is... does Forage choose to spawn in the "also spawn in" coordinates FIRST, before it spawns anywhere else? Hope I explained that well. I'm just trying to understand it.
Short answer: Yes, FTM's forage only spawns inside tiles mentioned in "include coordinates" or "include terrain types". Exclude settings aren't required.
Long answer: FTM uses those settings to assemble a list of possible spawn tiles for the area, in this order:
1. Create a blank list of tiles. 2. Search the whole map for tiles with properties matching the "IncludeTerrainTypes" setting (grass, dirt, etc) and add them to the list. 3. Add any tiles in the "IncludeCoordinates" setting to the list. In your example, that adds every tile from 152,35 to 76,5 and every tile from 149,132 to 8,35. 4. Check each included tile for "ExcludeTerrainTypes" properties. If any of them have those, they're removed from the list. 5. Check each included tile to see if they're covered by "ExcludeCoordinates". If they are, they're removed from the list.
Then it's done, and it has the final list of possible spawn tiles. Using "exclude" settings isn't required; an area only needs to use one of the "include" settings. Exclude settings basically override the include settings, which is useful to limit them more.
So in your example, if only "IncludeCoordinates" is used and the other settings are empty, forage will spawn anywhere inside either of those two rectangles: 152,35 to 76,5 and 149,132 to 8,35.
As a more complex example: "IncludeTerrainTypes": ["Grass"], "IncludeCoordinates": ["0,0/9,9"], "ExcludeTerrainTypes": ["Dirt"], "ExcludeCoordinates": ["5,5/5,5"], 1. Create a blank list of tiles. 2. Add every "grass" tile on the map to the list. 3. Add every tile from 0,0 to 9,9 to the list. 4. Remove every "dirt" tile from the list. 5. Remove the tile 5,5 from the list.
With those settings, any forage would spawn on random grass tiles throughout the map, and/or in the top left corner of the map (0,0 to 9,9). However, forage would NOT spawn on tile 5,5 (even if it's grass) or any dirt tiles (even if they're in the top left corner).
I've got another interesting question/or more like something I've noticed. Well I saw in the natural vanilla spawns, forage will spawn in the tall grass that's added by SD Expanded, but spawns by FTM will not spawn in tall grass. (I guess because it considers that area to be occupied?)
Presumably, yes. FTM's spawn restrictions don't quite match the game's, which vary between versions and different items/areas to spawn.
If you want forage to ignore other obstructions, you can try adjusting the "StrictTileChecking" setting. It decides how many of Stardew's various obstruction checks are used before forage can spawn. You may need to be more careful with coordinates when lowering it, though ("Medium" sometimes allows forage to spawn in water, etc).
If possible, please ask the player to share their SMAPI log file after they freeze. Upload the log file to https://smapi.io/log and share the link here, or in one of the "Modding:Community" forums above. Thank you.
Hello! I just had a quick question on how to change the fences. when I download FTM for 1.6, it changes the fences and I just wanted to know if there was a way to use this mod without it covering another mod.
FTM can't change the game's images or replace existing objects in any way, fences included; it mostly just spawns new objects. It's likely one of your other mods is doing that, possibly one that lists FTM as a requirement.
The easiest way to diagnose this is to disable other mods (e.g. move their folders outside your Mods folder) until you notice the issue has stopped, then re-enable them a few at a time. The communities linked in the pinned post might also be able to help. Use https://smapi.io/log to upload and share SMAPI log files if needed.
Oh! I was just wondering because im using a fence mod to make my fences look better but it only disables when im using Farm Type manager . https://smapi.io/log/bd8b0fb2938c4f618ec1878532baf45d
Thank you for the log, but it's missing the information besides your mod list.
That said, it mentions that you have many content packs that aren't updated for Stardew 1.6. It's very likely that one of those is causing the issue.
Some of them might not load if FTM isn't installed (or Stardew Valley Expanded, which doesn't load if FTM isn't installed). Removing FTM might indirectly fix it, but it really can't cause graphical problems on its own. I recommend updating your other mods and removing any that aren't 100% compatible with Stardew 1.6.
我的日志显示有个复杂物品无法被解析,并且有许多里奇赛德村的NPC出现了穿墙、乱走的bug,以下是日志 翻译:My log shows a complex item that can't be parsed, and there are many ridgeside npcs that have bugs that go through walls and walk around. Here's the log:
[Unique Response Core] CORE Dialog has been verified! If you have no UCR dialog after this, please run a patch export of the npc in question: example: patch export Characters/Dialogue/Haley Also prepare a log at SMAPI.io/log and Contact MissCoriel through Discord! [Farm Type Manager] An area's item list contains a complex item that could not be parsed properly. [Farm Type Manager] Affected spawn area: "[No Area ID: Respawning previously saved monster.]" [Farm Type Manager] This may be caused by a formatting error in the item list. The affected item will be skipped. [Farm Type Manager] An area's item list contains a complex item that could not be parsed properly. [Farm Type Manager] Affected spawn area: "[No Area ID: Respawning previously saved monster.]" [Farm Type Manager] This may be caused by a formatting error in the item list. The affected item will be skipped. [Farm Type Manager] An area's item list contains a complex item that could not be parsed properly. [Farm Type Manager] Affected spawn area: "[No Area ID: Respawning previously saved monster.]"
Those messages usually mean that some of your other mods are installed incorrectly, or that they were uninstalled. NPCs are unrelated to Farm Type Manager.
591 comments
I might not be able to actively keep up with comments here anymore, and some older log files may have expired too. If you still have issues, please bump your old posts or re-post them (with recent SMAPI log links where possible).
Asking for help on the Stardew Discord servers or various forums may get you answers quicker (check the link below), but I'll try to go through posts here occasionally when I can. Thanks for your patience.
https://stardewvalleywiki.com/Modding:Community
[Custom Farm Loader] This mod failed in the GameLoop.GameLaunched event. Technical details:
NullReferenceException: Null method for DeLiXx.Custom_Farm_Loader
at HarmonyLib.PatchProcessor.Patch()
at Custom_Farm_Loader.GameLoopInjections.VisibleFishPatches.gameLaunched(Object sender, GameLaunchedEventArgs e) in C:\Users\DeLiXx\source\repos\Stardew Valley\Custom Farm Loader\Custom Farm Loader\GameLoopInjections\VisibleFishPatches.cs:line 37
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
There is also a French discord server that might be able to help: https://discord.gg/xRH8Syqex6
(I've never visited it myself, though.)
Smapi gives an error that the “farm type manager is not installed correctly" or "farm type manager is not installed", but I did everything as usual. (I unzipped your mod and pasted it into the "mod" folder)
I have a question, does your mod even work on 1.6?
(Sorry for any mistakes, I don't speak English)
If that isn't the problem, please upload your log file to https://smapi.io/log and share the link here.
I didn't find any copies of FTM.
- Stardew Valley Expanded 1.14.41 because it needs SMAPI 4.0.7 or later. Please update SMAPI to the latest version to use this mod.
If that one won't load or has any errors, please upload a log to https://smapi.io/log and share the link, and I can take a look.
I've been using this mod for a long time and for many play throughs, but I noticed in this new play through that I just started a couple of days ago that the regenerating stumps are no longer regenerating. I don't know why this is happening on this save file. When I load up an old save file the stumps are there. I tried using the config editor to add the regenerating stumps, but no stumps showed up, however, the extra stumps I added in the editor did show up in my earlier save file. I'm very confused and hope you can help me straighten out this issue. I love this mod, and I don't know what I did on this save to mess it up. Here is my SMAPI log:
https://smapi.io/log/2d69a938a42d4a9dae5cfc4b632bfa0a
Edit: I just realized that it's not your mod that I'm having trouble with, it's Farm Extended, although the stumps I tried to add with this mod didn't appear in my current save, where as they did appear in my earlier save, so maybe it's a combination. I will post this on that mod as well.
You can try installing the "Farm Extended Unofficial Fix" download in FTM's "Old Files" section here on Nexus. If you do, I recommend deleting your "Mods/FarmTypeManager/data" folder, to avoid having 2 sets of spawns for the farm where they were still working.
Alternatively, you could delete the contents of "Mods/FarmTypeManager/data", then copy the "default.json" file from Farm Extended's zip file and put it in that data folder.
If the stumps are already gone on your save, you might need to use a mod like Reset Terrain Features to bring them back. You can open its menu with the "L" key by default, select "stumps", and click reset to spawn a new set of them.
May i ask, are farm events (meteorite, owl, etc...) affected by the new map?
Edit: Using the Fix you provided works nicely, and the stumps in the forest area are respawnig even after beeing removed. Thanks a lot for the fix
Let me know if that is something you're interested in talking more about.
Feel free to ping me in one of the Discord servers if you're in any & want to talk back and forth quickly, but Nexus is fine too.
I'm looking at the FTM for Stardew Expanded. Specifically the one called "Forest west forage area 1"
I see that it has these coordinates for "Also spawn in"
152,35/76,5
149,132/8,35
However, for "Don't spawn in" that is left blank.
To my understanding, if there are no coordinates set in "Don't spawn in", then it means that forage can spawn in any valid tile on the entire map. Right?
Well, when I see the "Also spawn in". I am wondering if this means that Forage will be more inclined to appear in these areas first.
So the question is... does Forage choose to spawn in the "also spawn in" coordinates FIRST, before it spawns anywhere else?
Hope I explained that well. I'm just trying to understand it.
Long answer: FTM uses those settings to assemble a list of possible spawn tiles for the area, in this order:
1. Create a blank list of tiles.
2. Search the whole map for tiles with properties matching the "IncludeTerrainTypes" setting (grass, dirt, etc) and add them to the list.
3. Add any tiles in the "IncludeCoordinates" setting to the list. In your example, that adds every tile from 152,35 to 76,5 and every tile from 149,132 to 8,35.
4. Check each included tile for "ExcludeTerrainTypes" properties. If any of them have those, they're removed from the list.
5. Check each included tile to see if they're covered by "ExcludeCoordinates". If they are, they're removed from the list.
Then it's done, and it has the final list of possible spawn tiles. Using "exclude" settings isn't required; an area only needs to use one of the "include" settings. Exclude settings basically override the include settings, which is useful to limit them more.
So in your example, if only "IncludeCoordinates" is used and the other settings are empty, forage will spawn anywhere inside either of those two rectangles: 152,35 to 76,5 and 149,132 to 8,35.
As a more complex example:
"IncludeTerrainTypes": ["Grass"],
"IncludeCoordinates": ["0,0/9,9"],
"ExcludeTerrainTypes": ["Dirt"],
"ExcludeCoordinates": ["5,5/5,5"],
1. Create a blank list of tiles.
2. Add every "grass" tile on the map to the list.
3. Add every tile from 0,0 to 9,9 to the list.
4. Remove every "dirt" tile from the list.
5. Remove the tile 5,5 from the list.
With those settings, any forage would spawn on random grass tiles throughout the map, and/or in the top left corner of the map (0,0 to 9,9). However, forage would NOT spawn on tile 5,5 (even if it's grass) or any dirt tiles (even if they're in the top left corner).
I've got another interesting question/or more like something I've noticed.
Well I saw in the natural vanilla spawns, forage will spawn in the tall grass that's added by SD Expanded,
but spawns by FTM will not spawn in tall grass. (I guess because it considers that area to be occupied?)
If you want forage to ignore other obstructions, you can try adjusting the "StrictTileChecking" setting. It decides how many of Stardew's various obstruction checks are used before forage can spawn. You may need to be more careful with coordinates when lowering it, though ("Medium" sometimes allows forage to spawn in water, etc).
The easiest way to diagnose this is to disable other mods (e.g. move their folders outside your Mods folder) until you notice the issue has stopped, then re-enable them a few at a time. The communities linked in the pinned post might also be able to help. Use https://smapi.io/log to upload and share SMAPI log files if needed.
https://smapi.io/log/bd8b0fb2938c4f618ec1878532baf45d
That said, it mentions that you have many content packs that aren't updated for Stardew 1.6. It's very likely that one of those is causing the issue.
Some of them might not load if FTM isn't installed (or Stardew Valley Expanded, which doesn't load if FTM isn't installed). Removing FTM might indirectly fix it, but it really can't cause graphical problems on its own. I recommend updating your other mods and removing any that aren't 100% compatible with Stardew 1.6.
翻译:My log shows a complex item that can't be parsed, and there are many ridgeside npcs that have bugs that go through walls and walk around. Here's the log:
[Unique Response Core] CORE Dialog has been verified!
If you have no UCR dialog after this, please run a patch export of the npc in question:
example: patch export Characters/Dialogue/Haley
Also prepare a log at SMAPI.io/log and Contact MissCoriel through Discord!
[Farm Type Manager] An area's item list contains a complex item that could not be parsed properly.
[Farm Type Manager] Affected spawn area: "[No Area ID: Respawning previously saved monster.]"
[Farm Type Manager] This may be caused by a formatting error in the item list. The affected item will be skipped.
[Farm Type Manager] An area's item list contains a complex item that could not be parsed properly.
[Farm Type Manager] Affected spawn area: "[No Area ID: Respawning previously saved monster.]"
[Farm Type Manager] This may be caused by a formatting error in the item list. The affected item will be skipped.
[Farm Type Manager] An area's item list contains a complex item that could not be parsed properly.
[Farm Type Manager] Affected spawn area: "[No Area ID: Respawning previously saved monster.]"
Those messages usually mean that some of your other mods are installed incorrectly, or that they were uninstalled. NPCs are unrelated to Farm Type Manager.
(translate.google.com)
请在此处上传完整的日志文件,然后分享链接:https://smapi.io/log
这些消息通常意味着您的某些其他模组安装不正确,或者它们已被卸载。 NPC 与 FTM 无关。