Remember to post your log when asking for help troubleshooting c: Without it I have no insight into what went wrong :c
Quick update for SV 1.6 Thankfully I already had matching textures for te new Slime Hutch size ( rip my huge previous ones ::c ). Fixed the mailbox, made my cabin retextures usable on the new ones untill I add ( If I add? ) new options. Added pet bowl overwrite to match a bit better ( left the stone one vanilla for now as I like it cx ).
Just a remainder -> New game update is a great time to refresh/clean your Mods folder. It's always best to delete old mod's version instead of overwriting c: If you choose to overwrite check you config options and make sure all buildings are enabled on the "BuildingsReplaced" list!
Hi~ have a big question, I have installed the mod with no problem or skip mod but why even the mod is work (is showing up on the Configure Mods ) but my house didn't change and my greenhouse also. pls help
new to modding, and i can't get medieval buildings to work. what seems to be the problem?
[Content Patcher] Unhandled exception applying patch: Medieval_buildings > SB animation. System.ArgumentException: Can't apply image patch because the source image is smaller than the source area. (Parameter 'source') at StardewModdingAPI.Framework.Content.AssetDataForImage.PatchImage(IRawTextureData source, Nullable`1 sourceArea, Nullable`1 targetArea, PatchMode patchMode) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\Content\AssetDataForImage.cs:line 42 at ContentPatcher.Framework.Patches.EditImagePatch.Edit[T](IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Patches\EditImagePatch.cs:line 159 at ContentPatcher.Framework.PatchManager.ApplyEdits[T](ICollection`1 patches, IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\PatchManager.cs:line 587 [Content Patcher] Unhandled exception applying patch: Medieval_buildings > EditImage Maps/{{season}}_outdoorsTileSheet #1. System.ArgumentException: Can't apply image patch because the source image is smaller than the source area. (Parameter 'source') at StardewModdingAPI.Framework.Content.AssetDataForImage.PatchImage(IRawTextureData source, Nullable`1 sourceArea, Nullable`1 targetArea, PatchMode patchMode) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\Content\AssetDataForImage.cs:line 42 at ContentPatcher.Framework.Patches.EditImagePatch.Edit[T](IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Patches\EditImagePatch.cs:line 159 at ContentPatcher.Framework.PatchManager.ApplyEdits[T](ICollection`1 patches, IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\PatchManager.cs:line 587 [Content Patcher] Unhandled exception applying patch: Medieval_buildings > EditImage Maps/{{season}}_outdoorsTileSheet #2. System.ArgumentException: Can't apply image patch because the source image is smaller than the source area. (Parameter 'source') at StardewModdingAPI.Framework.Content.AssetDataForImage.PatchImage(IRawTextureData source, Nullable`1 sourceArea, Nullable`1 targetArea, PatchMode patchMode) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\Content\AssetDataForImage.cs:line 42 at ContentPatcher.Framework.Patches.EditImagePatch.Edit[T](IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Patches\EditImagePatch.cs:line 159 at ContentPatcher.Framework.PatchManager.ApplyEdits[T](ICollection`1 patches, IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\PatchManager.cs:line 587 [Content Patcher] Unhandled exception applying patch: Medieval_buildings > EditImage Maps/{{season}}_outdoorsTileSheet #1. System.ArgumentException: Can't apply image patch because the source image is smaller than the source area. (Parameter 'source') at StardewModdingAPI.Framework.Content.AssetDataForImage.PatchImage(IRawTextureData source, Nullable`1 sourceArea, Nullable`1 targetArea, PatchMode patchMode) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\Content\AssetDataForImage.cs:line 42 at ContentPatcher.Framework.Patches.EditImagePatch.Edit[T](IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Patches\EditImagePatch.cs:line 159 at ContentPatcher.Framework.PatchManager.ApplyEdits[T](ICollection`1 patches, IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\PatchManager.cs:line 587 [Content Patcher] Unhandled exception applying patch: Medieval_buildings > EditImage Maps/{{season}}_outdoorsTileSheet #2. System.ArgumentException: Can't apply image patch because the source image is smaller than the source area. (Parameter 'source') at StardewModdingAPI.Framework.Content.AssetDataForImage.PatchImage(IRawTextureData source, Nullable`1 sourceArea, Nullable`1 targetArea, PatchMode patchMode) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\Content\AssetDataForImage.cs:line 42 at ContentPatcher.Framework.Patches.EditImagePatch.Edit[T](IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Patches\EditImagePatch.cs:line 159 at ContentPatcher.Framework.PatchManager.ApplyEdits[T](ICollection`1 patches, IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\PatchManager.cs:line 587
Most likely issue with unzipping. Delete the mod. Unzipp a fresh copy and install. Had 2 ppl before with the issue and reinstalling fixed in both cases.
Doable if you're up to a quick content.json edit c: Open the content.json file inside my mod, first lets add config options for the deluxe shed in the "ConfigSchema" section so put this next to all the other configs that are already there: "shedoption_deluxe":{"AllowValues": "1, 2, 3, 4, 5", "Default": "2"}, "shedfoliage_deluxe":{"AllowValues": "less, more", "Default": "more"},
Now we can make the texture edit using them. Go down until line //Sheds ( around line 340 ) and add the edit: { "Action": "EditImage", "Target": "Buildings/genevieve_DeluxeShed", "FromFile": "assets/{{Recolour}}/Sheds/{{season}}_{{shedoption_deluxe}}_{{shedfoliage_deluxe}}.png", }, and save. That should be it. Did not test it so you'll be the first to try xD
It's on the "BuildingsReplaced" list. To disable: uncheck it ( if you're using GMCM mod ) or delete it from the list ( if editing config.json manually ).
There are two ways: 1. GMCM mod that lets you change options in an in-game menu ( recommended as the better option -> you don't have to exit/relaunch the game to see the changes ). 2. Manually editing config.json inside the mods folder ( there's also 'Editing config.json tutorial' txt file there ).
Hi, I haven't been able to get this mod to work anymore, is it because of the recent update? I'm not super knowledgeable so I am unsure what gets affected and what doesn't with updates. I just don't see anyone else making complaints so I'm not sure? I'll post my SMAPI log just in case it's not just the update though
Hello, I have a very important question regarding an old sprite missing because of the 1.6 update. The Slimehutch medieval revamp was literally my favourite texture and I literally built my whole farm around it. It looked like a second, better greenhouse or a winery. Since the original Slimehutch was shrinked, is there any other way you could implement the old greenhouse-y texture as a choice for something else? Like a shed etc? I'm kindly begging you, I think it's the most beautiful part of the mod and I miss it something crazy. Kind regards! <3
Trust me, I know how you feel. I've put a lot of heart and time in them and it hurts that they are useless now ::c The thing is -> the textures are waaaay too big for any other building. Sheds are the same size as the new shrunken hutch and even greenhouse is smaller.
Hello! I'm Korean and I'm using your mod. I'm using https://www.nexusmods.com/stardewvalley/mods/13690?tab=files farm mod. But the fractions here crashed and I got an error. I'm wondering how to fix this.
First of all, I'm sending you the log and the picture of the error! I think this problem is that the additional fountain from the village update collided with this one. I just want to fix the fountain on the farm. I'll leave the village as it is.
The custom farmmap you play with uses the town fountain textures/tiles so when my Way Back PT changes the town fountain the same changes show on the farm -> it's basically the same fountain but in two different places ( and the one on farm map uses one tile not used by vanilla fountain -> the missing left top one ).
By 'erase the fountain that's on the farm' you mean you want my retexture to change only the town fountain but leave the one on your farm vanilla/original? It is technically possible but will require a bit of code rewriting and the edit would be location based so it may cause lag on location change xc
I Can Wait Anytime! If it's not a nuisance, is it okay to ask? If it's impossible, please feel free to tell me! If it's impossible, please tell me how to subtract the fraction itself!
I'll try to find some time tomorrow to write the edit. It'll be easier for me to do it than to explain how to step by step cx Could you add/contact me on discord? It would be easier to share the file there -> gwen2907
1853 comments
Quick update for SV 1.6
Thankfully I already had matching textures for te new Slime Hutch size ( rip my huge previous ones ::c ). Fixed the mailbox, made my cabin retextures usable on the new ones untill I add ( If I add? ) new options. Added pet bowl overwrite to match a bit better ( left the stone one vanilla for now as I like it cx ).
Just a remainder -> New game update is a great time to refresh/clean your Mods folder. It's always best to delete old mod's version instead of overwriting c:
If you choose to overwrite check you config options and make sure all buildings are enabled on the "BuildingsReplaced" list!
Without the log I have no idea what other mods may be overwriting/interfering with my changes :c
I'm always fine with ppl editing my mods for personal use. Have fun c:
[Content Patcher] Unhandled exception applying patch: Medieval_buildings > SB animation.
System.ArgumentException: Can't apply image patch because the source image is smaller than the source area. (Parameter 'source')
at StardewModdingAPI.Framework.Content.AssetDataForImage.PatchImage(IRawTextureData source, Nullable`1 sourceArea, Nullable`1 targetArea, PatchMode patchMode) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\Content\AssetDataForImage.cs:line 42
at ContentPatcher.Framework.Patches.EditImagePatch.Edit[T](IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Patches\EditImagePatch.cs:line 159
at ContentPatcher.Framework.PatchManager.ApplyEdits[T](ICollection`1 patches, IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\PatchManager.cs:line 587
[Content Patcher] Unhandled exception applying patch: Medieval_buildings > EditImage Maps/{{season}}_outdoorsTileSheet #1.
System.ArgumentException: Can't apply image patch because the source image is smaller than the source area. (Parameter 'source')
at StardewModdingAPI.Framework.Content.AssetDataForImage.PatchImage(IRawTextureData source, Nullable`1 sourceArea, Nullable`1 targetArea, PatchMode patchMode) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\Content\AssetDataForImage.cs:line 42
at ContentPatcher.Framework.Patches.EditImagePatch.Edit[T](IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Patches\EditImagePatch.cs:line 159
at ContentPatcher.Framework.PatchManager.ApplyEdits[T](ICollection`1 patches, IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\PatchManager.cs:line 587
[Content Patcher] Unhandled exception applying patch: Medieval_buildings > EditImage Maps/{{season}}_outdoorsTileSheet #2.
System.ArgumentException: Can't apply image patch because the source image is smaller than the source area. (Parameter 'source')
at StardewModdingAPI.Framework.Content.AssetDataForImage.PatchImage(IRawTextureData source, Nullable`1 sourceArea, Nullable`1 targetArea, PatchMode patchMode) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\Content\AssetDataForImage.cs:line 42
at ContentPatcher.Framework.Patches.EditImagePatch.Edit[T](IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Patches\EditImagePatch.cs:line 159
at ContentPatcher.Framework.PatchManager.ApplyEdits[T](ICollection`1 patches, IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\PatchManager.cs:line 587
[Content Patcher] Unhandled exception applying patch: Medieval_buildings > EditImage Maps/{{season}}_outdoorsTileSheet #1.
System.ArgumentException: Can't apply image patch because the source image is smaller than the source area. (Parameter 'source')
at StardewModdingAPI.Framework.Content.AssetDataForImage.PatchImage(IRawTextureData source, Nullable`1 sourceArea, Nullable`1 targetArea, PatchMode patchMode) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\Content\AssetDataForImage.cs:line 42
at ContentPatcher.Framework.Patches.EditImagePatch.Edit[T](IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Patches\EditImagePatch.cs:line 159
at ContentPatcher.Framework.PatchManager.ApplyEdits[T](ICollection`1 patches, IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\PatchManager.cs:line 587
[Content Patcher] Unhandled exception applying patch: Medieval_buildings > EditImage Maps/{{season}}_outdoorsTileSheet #2.
System.ArgumentException: Can't apply image patch because the source image is smaller than the source area. (Parameter 'source')
at StardewModdingAPI.Framework.Content.AssetDataForImage.PatchImage(IRawTextureData source, Nullable`1 sourceArea, Nullable`1 targetArea, PatchMode patchMode) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\Content\AssetDataForImage.cs:line 42
at ContentPatcher.Framework.Patches.EditImagePatch.Edit[T](IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Patches\EditImagePatch.cs:line 159
at ContentPatcher.Framework.PatchManager.ApplyEdits[T](ICollection`1 patches, IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\PatchManager.cs:line 587
Most likely issue with unzipping. Delete the mod. Unzipp a fresh copy and install. Had 2 ppl before with the issue and reinstalling fixed in both cases.
Doable if you're up to a quick content.json edit c:
Open the content.json file inside my mod, first lets add config options for the deluxe shed in the "ConfigSchema" section so put this next to all the other configs that are already there:
"shedoption_deluxe":{"AllowValues": "1, 2, 3, 4, 5",
"Default": "2"},
"shedfoliage_deluxe":{"AllowValues": "less, more",
"Default": "more"},
Now we can make the texture edit using them. Go down until line //Sheds ( around line 340 ) and add the edit:
{
and save. That should be it. Did not test it so you'll be the first to try xD"Action": "EditImage",
"Target": "Buildings/genevieve_DeluxeShed",
"FromFile": "assets/{{Recolour}}/Sheds/{{season}}_{{shedoption_deluxe}}_{{shedfoliage_deluxe}}.png",
},
It's on the "BuildingsReplaced" list.
To disable: uncheck it ( if you're using GMCM mod ) or delete it from the list ( if editing config.json manually ).
There are two ways:
1. GMCM mod that lets you change options in an in-game menu ( recommended as the better option -> you don't have to exit/relaunch the game to see the changes ).
2. Manually editing config.json inside the mods folder ( there's also 'Editing config.json tutorial' txt file there ).
https://smapi.io/log/95093d300cc6485f82bdee11993b51f5
Redraw Pelican Town is overwriting my mod. Easy to fix -> It has config option to disable farm buildings.
The Slimehutch medieval revamp was literally my favourite texture and I literally built my whole farm around it. It looked like a second, better greenhouse or a winery. Since the original Slimehutch was shrinked, is there any other way you could implement the old greenhouse-y texture as a choice for something else? Like a shed etc? I'm kindly begging you, I think it's the most beautiful part of the mod and I miss it something crazy.
Kind regards! <3
Trust me, I know how you feel. I've put a lot of heart and time in them and it hurts that they are useless now ::c
The thing is -> the textures are waaaay too big for any other building. Sheds are the same size as the new shrunken hutch and even greenhouse is smaller.
https://smapi.io/log/0dfa5b2c4eb0454496c20397cac86d92
file:///C:/Users/vmflt/OneDrive/%EB%B0%94%ED%83%95%20%ED%99%94%EB%A9%B4/%ED%99%94%EB%A9%B4%20%EC%BA%A1%EC%B2%98%202024-04-20%20155343.png
Can't access the image. Use Imgur or send it through discord ( gwen2907 )
The custom farmmap you play with uses the town fountain textures/tiles so when my Way Back PT changes the town fountain the same changes show on the farm -> it's basically the same fountain but in two different places ( and the one on farm map uses one tile not used by vanilla fountain -> the missing left top one ).
By 'erase the fountain that's on the farm' you mean you want my retexture to change only the town fountain but leave the one on your farm vanilla/original? It is technically possible but will require a bit of code rewriting and the edit would be location based so it may cause lag on location change xc
Could you add/contact me on discord? It would be easier to share the file there -> gwen2907