The randomizer is also updated as well (0.7.0) - see the release on the github page for a list of all the changes!
Thank you to all who tested the 0.7.0 pre-releases!
If you are updating from 0.7.0-alpha.20240328, you should be good to update without restarting your farm, as the only change was a bugfix for a quest display issue that won't impact anything.
Before Posting Errors Please note that due to the nature of randomizers, it's impossible to be compatible with every other content mod. As such, a huge majority of errors you'll see will be due to conflicting mods. Before you post here, please remove all mods besides this one and see if the error goes away. You will need to determine which mod is causing the issue if it's not caused by the randomizer.
Please follow the instructions on https://smapi.io/log/ and include the link it provides in your post so I can look at your log and see what needs to be fixed.
Please include the following in your post, if possible:
The link to your log file (see above)
The name of your farm, in case it is a problem specific to your seed
Any randomizer settings you have changed
If you're not using English: The language you are using
If the problem is a mod conflict: The mod causing the problem
Is there an option to have just the base game randomized without all of the additional things? When I saw the new seeds and fish, I got super confused. I appreciate the new things added, its amazing, but could there be an option for only the vanilla things to be randomized and in game?
Hello! Unfortunately, no. The crops/fish are actually the original items, just shuffled among each other and then further randomized. The reason for the different images and names were so that you don't mistake them for the original thing, since nothing about them would be predictably the same.
This could be a future setting for a future release, it would look something like: - Fish: shuffle them and randomize them as currently done, but keep the original names/images (so, you may find a trout where you'd normally find a sea cucumber) - Crops: don't shuffle them, but randomize the growth stages, harvest method, etc.
Is this what you're looking for?
EDIT: Just in case this is what you meant instead, there are options to turn off fish/crop randomization completely. You can also turn off the image randomization for them, but the generated names/descriptions will still be there.
Hi, I keep getting this error. Tried downgrading to an earlier version, removed the cooking for love as suggested below, and even reinstalled it a few times. The only randomized things working are the fish, craftables, and the music. I'd really like for the bundles features to work as I'm bored with the really easy Vanilla ones.
Also the log: https://smapi.io/log/26c2487321ba4189beb73ee756b7fae2 (sorry if it's wrong, first time doing this)
[More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Attempted to get a random value out of an empty list! [More Random Edition] Error generating new description: not enough descriptions or string replacements in lists. [More Random Edition] Error generating new description: not enough descriptions or string replacements in lists. [More Random Edition] Error generating new description: not enough descriptions or string replacements in lists. [More Random Edition] Error generating new description: not enough descriptions or string replacements in lists. [More Random Edition] Error generating new description: not enough descriptions or string replacements in lists. [More Random Edition] Error generating new description: not enough descriptions or string replacements in lists. [More Random Edition] Error generating new description: not enough descriptions or string replacements in lists. [More Random Edition] Error generating new description: not enough descriptions or string replacements in lists. [More Random Edition] Error generating new description: not enough descriptions or string replacements in lists. [More Random Edition] Error generating new description: not enough descriptions or string replacements in lists. [More Random Edition] Error generating new description: not enough descriptions or string replacements in lists. [More Random Edition] Error generating new description: not enough descriptions or string replacements in lists. [More Random Edition] Error generating new description: not enough descriptions or string replacements in lists. [More Random Edition] This mod failed in the GameLoop.SaveLoaded event. Technical details: ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index') at Randomizer.BootRandomizer.Randomize() in D:\Documents\Programs\Stardew Valley Randomizer\More Random Edition\Randomizers\BootRandomizer.cs:line 21 at Randomizer.AssetEditor.CalculateEdits() in D:\Documents\Programs\Stardew Valley Randomizer\More Random Edition\AssetEditor.cs:line 338 at Randomizer.ModEntry.CalculateAllReplacements() in D:\Documents\Programs\Stardew Valley Randomizer\More Random Edition\ModEntry.cs:line 142 at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
Hello, this is very likely caused by one of the mods you have installed. You'll need to remove them and add them back until you find the one causing the issue. If this mod on its own is throwing this error, please let me know and I'll look into it. I added to the stickied post with more info - but it's not the intention of this mod to officially support other content-modifying mods.
Edit: It's likely that this one is caused by mods that add a bunch of different boots to the game, based on the error.
Ahh, it appears to conflict with multiple files within Ridgeside Valley, not just the boots. That's unfortunate because I'm not willing to give it up. :( Thank you though^^
I was doing some testing with the Ridgeside Valley mod to see if the recent changes I made to mitigate conflicts with other mods would fix this issue. From my testing, it now loads without issue (there's some warnings about garbage cans, but those are expected with mods that add new ones, and the randomizer just skips over them).
The pre-release 0.7.0-alpha.20240326 works with this mod, but feel free to wait for the official 0.7.0 where there will likely be more bug fixes in place. Thanks!
I haven't tested anything with Stardew Valley Expanded (or basically any content mods), so there's a good chance that some things will be incompatible, result in errors, etc. It's basically a use at your own risk thing at the moment.
I'll finish up my randomized farm that I'm currently on soon. As soon as the 1.6 patch drops, I'll try a new farm with both the randomizer and expanded and report back on what breaks.
I've just updated to 1.6 and Stardew Valley Expanded and the randomiser does not work together (Or at least the random materials needed to craft). The two did work together in the past, however I'm not sure what changed. Kinda sad because now I have to choose between two of my fav mods
I've looked into this issue. It looks like the randomizer doesn't like the new weapons that SVE added to the game. It's unfortunately done in such a way that I don't believe simply turning off weapon randomization will fix it.
I do have a fix on my work-in-progress branch done and SVE loads without errors (crafting recipes are randomized, etc.). I'll get the fix out there sometime this week with the next pre-release version!
This should be fixed in the 0.7.0-alpha.20240326 pre-release. I've done some light testing with SVE and didn't see any errors, but I haven't done anything extensive with the mod. Hopefully it's all good now!
Hello! I assume that the random bundles are currently broken in 1.6? They didn't work when I loaded it up with only SMAPI and content patcher enabled. Just posting here to make sure I didn't do anything wrong... looking forward to the full release! Thank you for all your hard work!!!
Yeah, I fixed a few things with bundles in my work in progress branch. I think I have it working now. So I can confirm that there's nothing else wrong, what specifically are you seeing?
No problem: it was just that they were overall not working. I loaded into the game with the mod enabled and functioning (text visible on loading screen and all), and when I unlocked the community center I saw that it was just the regular bundles. I was also using the generic mod config menu, and I only had bundle, quest, and weapon randomization enabled. Spoiler log disabled.
Thanks again for your work!!
EDIT: I'm sorry, I should have posted my log from the beginning! Here's the error.
This should now be working as of 0.7.0-alpha.20240325. I recommend restarting your farm, but I'm not sure if it's 100% required due to the 1.6 changes and my own randomization rework. If you don't, just note that some things might not be randomized in the same way, as this version changed quite a bit from the last one.
Hey, unfortunately I also get various errors, even if all other mods are deactivated (except SMAPI of course). The error appears when I pick up the gift that has the parsnip seeds at the start. What I have been able to find out so far is that it probably has to do with quests. Otherwise everything seems to be working fine. The music is randomised and there are also randomised items on the ground. E.g. a coconut on the way to the normal town.
https://smapi.io/log/c772ccc0ef624622a9461d47ef847587?Sections=ModsList [table]01:36:46ERRORgameAn error occurred in the base update loop: FormatException: Input string was not in a correct format.at System.Number.ThrowOverflowOrFormatException(ParsingStatus status, TypeCode type) at System.Number.ParseInt32(ReadOnlySpan`1 value, NumberStyles styles, NumberFormatInfo info) at StardewValley.Quests.Quest.getQuestFromId(Int32 id) in stardewvalley\Farmer\Farmer\Quests\Quest.cs:line 212 at StardewValley.Farmer.addQuest(Int32 questID) in stardewvalley\Farmer\Farmer\Farmer.cs:line 7251 at StardewValley.Objects.Chest.dumpContents(GameLocation location) in stardewvalley\Farmer\Farmer\Objects\Chest.cs:line 568 at StardewValley.Objects.Chest.checkForAction(Farmer who, Boolean justCheckingForActivity) in stardewvalley\Farmer\Farmer\Objects\Chest.cs:line 704 at StardewValley.GameLocation.checkAction(Location tileLocation, Rectangle viewport, Farmer who) in stardewvalley\Farmer\Farmer\Locations\GameLocation.cs:line 6488 at StardewValley.Locations.FarmHouse.checkAction(Location tileLocation, Rectangle viewport, Farmer who) in stardewvalley\Farmer\Farmer\Locations\FarmHouse.cs:line 550 at StardewValley.Game1.<>c__DisplayClass859_0.<tryToCheckAt>b__0() in stardewvalley\Farmer\Farmer\Game1.cs:line 13381 at StardewValley.Game1.tryToCheckAt(Vector2 grabTile, Farmer who) in stardewvalley\Farmer\Farmer\Game1.cs:line 13378 at StardewValley.Game1.pressActionButton(KeyboardState currentKBState, MouseState currentMouseState, GamePadState currentPadState) in stardewvalley\Farmer\Farmer\Game1.cs:line 13119 at StardewValley.Game1.<>c__DisplayClass913_0.<UpdateControlInput>b__0() in stardewvalley\Farmer\Farmer\Game1.cs:line 18013 at StardewValley.Game1.UpdateControlInput(GameTime time) in stardewvalley\Farmer\Farmer\Game1.cs:line 17475 at StardewValley.Game1._update(GameTime gameTime) in stardewvalley\Farmer\Farmer\Game1.cs:line 4818 at StardewValley.Game1.Update(GameTime gameTime) in stardewvalley\Farmer\Farmer\Game1.cs:line 3974 at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate) in SMAPI\Framework\SCore.cs:line 1125[/table]
Hello, unfortunately, I'm not able to reproduce this. I started a new farm, and immediately opened the box, receiving the quest relating to harvesting the parsnips (which is what this is failing on, I'm assuming).
Did you perhaps install a mod at some point that modified the quest/item xnb data? Can you try reinstalling Stardew Valley or verifying your game files? In steam, that would be: - Right click your game -> Properties -> Installed Files -> Verify integrity of game files
If that doesn't work - on the off-chance it's seed-related you can also give me your farm name and I can test with that.
Neither checking the files nor reinstalling (including manually deleting the remaining folders and files) made any difference. I then experimented a bit more. It seems that the error only occurs when the game language is set to German and not English (I have not tested other languages). When the game language is set to English, the package can be opened without any problems, and there is also a random item. There is also no error message in the SMAPI log. So the problem seems to be there somewhere.
Thank you for the additional info! I'll need to add to the sticky to include the language being used.
This is a problem specifically only for German, and only for this quest. This crop item id is not formatted correctly in the German internationalization file. I will get a fix out for this soon.
EDIT: I have uploaded version 0.6.4 with a fix for this!
Hi! Lovely mod - excited to try - but I can't get it to work. I have never installed this mod before. This happens on old and new saves with different farm names. Here's my error:
[More Random Edition] This mod failed in the GameLoop.SaveLoaded event. Technical details: TypeInitializationException: The type initializer for 'Randomizer.CookedItem' threw an exception. ---> FormatException: Input string was not in a correct format. at System.Number.ThrowOverflowOrFormatException(ParsingStatus status, TypeCode type) at System.Number.ParseInt32(ReadOnlySpan`1 value, NumberStyles styles, NumberFormatInfo info) at System.Int32.Parse(String s) at Randomizer.CookedItem..cctor() in D:\Documents\Programs\Stardew Valley Randomizer\More Random Edition\Item\CookedItem.cs:line 27 --- End of inner exception stack trace --- at Randomizer.CookedItem..ctor(Int32 id) in D:\Documents\Programs\Stardew Valley Randomizer\More Random Edition\Item\CookedItem.cs:line 74 at Randomizer.ItemList.Initialize() in D:\Documents\Programs\Stardew Valley Randomizer\More Random Edition\Item\ItemList.cs:line 553 at Randomizer.AssetEditor.CalculateEdits() in D:\Documents\Programs\Stardew Valley Randomizer\More Random Edition\AssetEditor.cs:line 302 at Randomizer.ModEntry.CalculateAllReplacements() in D:\Documents\Programs\Stardew Valley Randomizer\More Random Edition\ModEntry.cs:line 142 at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
Hello! Would you please go here and upload your error log, then send me the link? Instructions are on the page: https://smapi.io/log
Edit: Had a look at the error - it's looking at the Data/CookingRecipies asset and is trying to parse the third value into a number. The default data shouldn't have issues, so I'm wondering if you maybe have another mod or something that modified it? The log should help determine that I would think.
I wouldn't be surprise if it is due to "Cooking Food Price and Stat Overhaul" and/or "Love of cooking" I'm having the same problem and I have those two mods (Which are working fine together) Could it be something that I could manually remove or disable without breaking the whole mod? I mostly want more bundle options
It's likely "Love of cooking" - based on what's in it. You can test it yourself by removing the mod and seeing if you get the error. Unfortunately, there's a bit too many conflicts with this mod, so it wouldn't be too easy to get them to play well together right now. Due to the nature of this mod, it's difficult to support all other mods that change content. The 1.6 update may make this easier, in the future!
yeah i'll have to try it without the mod, but i'll miss my recipes lol >.< the other randomizer (unofficial update) works so i will continue to use that one and perhaps restart with this mod when i can <3 thank you
You can also try with 0.6.1 and see if that fixes it - I think 0.6.2 may have caused this. If it does work, let me know and I can get another version with 0.6.2's fixes as well. Note that I can't guarantee that everything else will work as expected, though.
I disabled "Love of cooking" and "Cooking Food Price and Stat Overhaul" The problem persist, a bit unfortunate :( Not sure how much more help I can be, I'll keep myself updated once in a while.
I have released version 0.6.3 to try to address the error shown. It's hard to know for sure that everything will be resolved since that's a pretty big list of mods, but it should address this particular exception. In general, I'm not looking to support every mod (by nature, a randomizer is going to change a lot, and isn't intended to be used with everything), but this one looked simple enough to address.
Hi there! I just downloaded this mod and the save seems to be working so far but I'm getting error messages on my terminal app. So far all I've noticed is that the NPCs have their regular sprites (which I don't mind) but I'm worried about running into issues in the future. Could someone please help? I've downloaded on a mac and have read the info in the mod folders yet I cannot seem to fix this. I have put the error messages below:
[More Random Edition] Mod crashed when editing asset 'LooseSprites/Cursors', which may cause errors in-game. Error details:SContentLoadException: Failed loading asset 'Users/Name/Library/Application Support/Steam/steamapps/common/Stardew Valley/Contents/MacOS/Mods/More Random Edition/Assets/CustomImages/Animals/Pets/Icons/Crab-hue-shift.png' from SMAPI/chikakoo.randomizer: the specified path doesn't exist. at StardewModdingAPI.Framework.ContentManagers.ModContentManager.ThrowLoadError(IAssetName assetName, ContentLoadErrorType errorType, String reasonPhrase, Exception exception) in SMAPI\Framework\ContentManagers\ModContentManager.cs:line 360 at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadExact[T](IAssetName assetName, Boolean useCache) in SMAPI\Framework\ContentManagers\ModContentManager.cs:line 123 at StardewModdingAPI.Framework.ModHelpers.ModContentHelper.Load[T](String relativePath) in SMAPI\Framework\ModHelpers\ModContentHelper.cs:line 57 at Randomizer.AnimalIconPatcher.PatchAnimalIcon(IAssetData asset, AnimalTypes animalType, Int32 x, Int32 y) in D:\Documents\Programs\Stardew Valley Randomizer\More Random Edition\ImageRandomizers\AnimalIconPatcher.cs:line 68 at Randomizer.AnimalIconPatcher.OnAssetRequested(IAssetData asset) in D:\Documents\Programs\Stardew Valley Randomizer\More Random Edition\ImageRandomizers\AnimalIconPatcher.cs:line 35 at StardewModdingAPI.Framework.ContentManagers.GameContentManager.ApplyEditors[T](IAssetInfo info, IAssetData asset, List`1 editOperations) In the first few lines, I have checked and the files and folders do exist and are in the correct places, so I'm not sure why it says "the specified path doesn't exist'.
Hello! There may be some cross-platform issues with some of the image look-ups based on the errors here. Is the only one you're seeing the one in CustomImages/Animals/Pets, or are there others?
Note that the NPC image shuffle has been removed as of 0.6.0, as it was really glitchy. I will likely look into adding it back in a better way in a future update!
I have a potential fix for this, but it's difficult to test since I don't have a Mac.
Would you mind grabbing my release I've put on github and letting me know if you still see the console errors? Here's the link: https://github.com/chikakoo/stardew-valley-randomizer/releases/tag/v0.6.1
hi! thanks for responding so quickly! I can see pngs for a bee, crab, duck, pill bug and rock. I have also checked other folders and nothing seems to be missing so I'm not sure what's causing the problem. Thank you!
edit - i have just downloaded the 0.6.1 file from the link and started a new save and I'm still getting the same error messages.
I seem to recall Mac paths being case-sensitive... are any of the folders a different casing? I believe in my own install, "Assets" is actually "assets". If that is the case, could you try to change it to match the correct casing and see if that fixes it? If so, I'll update that in the download.
EDIT: After some research - they are case-insensitive by default, but still worth a try!
Alright, in case the casing of the assets folder is the problem, I've updated the build on the github page to reference it correctly. If you could, please redownload it (same link as earlier) and see if that fixes it. If you still get an error, please let me know if the path it's looking for in the output has a different casing. Thank you!
I've tried a few things and I'm still getting the same error messages. I originally looked at the files in the 0.6.0 version and changed 'assets' to 'Assets', yet I still got the same error messages. I then downloaded the 0.6.1 from the link you provided and the same thing happened again. I then changed the 'assets' to 'Assets' in this (0.6.1) version and tried again but it's still the same. I'm not sure what casing is so idk what to do about that :(
Sorry that I was unclear - casing is just the capitalization of the words. In the new version you got, can you post the path it's looking for (from the error in the console)? The one after "Failing loading asset"? I want to know if it's looking in the right place after the change. Note that "Assets" SHOULD now be "assets".
You can also check the entire path and make sure that the capitalization matches what you have on your file system, in case that's causing anything.
Also - just to be sure - are you using any other mods?
One last edit: It would probably help if you upload your log here, so I can see the details: https://smapi.io/log
Sorry for all the spam (we can take this to a private chat if you'd like) - but I found an inconsistency in how we load the custom images that's specific to the path that is causing issues for you. I'm hoping that fixing this will resolve your problem.
I have uploaded the new version to the same github release page as before if you want to give that a shot. If that doesn't work, please upload your error logs to the place I mentioned in my previous post, and give me the link. Thanks!
Hi! I fixed the capitalisation and I still got the error messages, but I just downloaded the latest Github version and I no longer get error messages! Everything works well. Thank you so much! This mod is really fun I love it!
Built a version of someone else's hotfix for this, with some minor changes of my own. They all haven't been active in years. Hope it works out with permissions. https://www.nexusmods.com/stardewvalley/mods/16921/
EDIT: 0.6.0 is now released! Note that the 0.5.0 branch link listed below may not work.
For anyone following this - I haven't been able to work on this very much in the past couple years, hence the lack of updates/incompatibility with the latest Stardew updates.
I've been working on a major update for the past few weeks (will fix compatibility, and add a host of new features). A big thank you for those who updated the mod on separate branches to work with the latest release!
If you want to see what's upcoming, look at the github page, under the "Pending Changes for 0.6.0" section.
If you know how to build the project - you can grab the 0.5.0 branch and try it (that was going to be the version, but bumping it up since others have updated the version in my absence). Note that there still may be bugs, as this is the branch I'm actively working on.
At this point, the features for this are all developed. I'm planning on doing some play testing and fix all the bugs found, then I will release it on here officially.
111 comments
1.6 is now released!
Before Posting Errors
Please note that due to the nature of randomizers, it's impossible to be compatible with every other content mod. As such, a huge majority of errors you'll see will be due to conflicting mods. Before you post here, please remove all mods besides this one and see if the error goes away. You will need to determine which mod is causing the issue if it's not caused by the randomizer.
Please follow the instructions on https://smapi.io/log/ and include the link it provides in your post so I can look at your log and see what needs to be fixed.
Please include the following in your post, if possible:
This could be a future setting for a future release, it would look something like:
- Fish: shuffle them and randomize them as currently done, but keep the original names/images (so, you may find a trout where you'd normally find a sea cucumber)
- Crops: don't shuffle them, but randomize the growth stages, harvest method, etc.
Is this what you're looking for?
EDIT: Just in case this is what you meant instead, there are options to turn off fish/crop randomization completely. You can also turn off the image randomization for them, but the generated names/descriptions will still be there.
Also the log: https://smapi.io/log/26c2487321ba4189beb73ee756b7fae2 (sorry if it's wrong, first time doing this)
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Attempted to get a random value out of an empty list!
[More Random Edition] Error generating new description: not enough descriptions or string replacements in lists.
[More Random Edition] Error generating new description: not enough descriptions or string replacements in lists.
[More Random Edition] Error generating new description: not enough descriptions or string replacements in lists.
[More Random Edition] Error generating new description: not enough descriptions or string replacements in lists.
[More Random Edition] Error generating new description: not enough descriptions or string replacements in lists.
[More Random Edition] Error generating new description: not enough descriptions or string replacements in lists.
[More Random Edition] Error generating new description: not enough descriptions or string replacements in lists.
[More Random Edition] Error generating new description: not enough descriptions or string replacements in lists.
[More Random Edition] Error generating new description: not enough descriptions or string replacements in lists.
[More Random Edition] Error generating new description: not enough descriptions or string replacements in lists.
[More Random Edition] Error generating new description: not enough descriptions or string replacements in lists.
[More Random Edition] Error generating new description: not enough descriptions or string replacements in lists.
[More Random Edition] Error generating new description: not enough descriptions or string replacements in lists.
[More Random Edition] This mod failed in the GameLoop.SaveLoaded event. Technical details:
ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index')
at Randomizer.BootRandomizer.Randomize() in D:\Documents\Programs\Stardew Valley Randomizer\More Random Edition\Randomizers\BootRandomizer.cs:line 21
at Randomizer.AssetEditor.CalculateEdits() in D:\Documents\Programs\Stardew Valley Randomizer\More Random Edition\AssetEditor.cs:line 338
at Randomizer.ModEntry.CalculateAllReplacements() in D:\Documents\Programs\Stardew Valley Randomizer\More Random Edition\ModEntry.cs:line 142
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
Edit: It's likely that this one is caused by mods that add a bunch of different boots to the game, based on the error.
Thank you though^^
I was doing some testing with the Ridgeside Valley mod to see if the recent changes I made to mitigate conflicts with other mods would fix this issue. From my testing, it now loads without issue (there's some warnings about garbage cans, but those are expected with mods that add new ones, and the randomizer just skips over them).
The pre-release 0.7.0-alpha.20240326 works with this mod, but feel free to wait for the official 0.7.0 where there will likely be more bug fixes in place. Thanks!
Firstly thank you so much for coming back to this randomizer and updating it.
Is this mod in any way compatible with Stardew expanded? I was thinking of adding expanded, but I don't want to break the randomizer.
Thank you :)
I haven't tested anything with Stardew Valley Expanded (or basically any content mods), so there's a good chance that some things will be incompatible, result in errors, etc. It's basically a use at your own risk thing at the moment.
Thanks!
I'll finish up my randomized farm that I'm currently on soon. As soon as the 1.6 patch drops, I'll try a new farm with both the randomizer and expanded and report back on what breaks.
I've just updated to 1.6 and Stardew Valley Expanded and the randomiser does not work together (Or at least the random materials needed to craft). The two did work together in the past, however I'm not sure what changed. Kinda sad because now I have to choose between two of my fav mods
I've looked into this issue. It looks like the randomizer doesn't like the new weapons that SVE added to the game. It's unfortunately done in such a way that I don't believe simply turning off weapon randomization will fix it.
I do have a fix on my work-in-progress branch done and SVE loads without errors (crafting recipes are randomized, etc.). I'll get the fix out there sometime this week with the next pre-release version!
Yeah, I fixed a few things with bundles in my work in progress branch. I think I have it working now. So I can confirm that there's nothing else wrong, what specifically are you seeing?
Thanks for the report!
Thanks again for your work!!
EDIT: I'm sorry, I should have posted my log from the beginning! Here's the error.
https://smapi.io/log/8fbfaf5bb7ca4398905433e8597e45ab
unfortunately I also get various errors, even if all other mods are deactivated (except SMAPI of course). The error appears when I pick up the gift that has the parsnip seeds at the start. What I have been able to find out so far is that it probably has to do with quests. Otherwise everything seems to be working fine. The music is randomised and there are also randomised items on the ground. E.g. a coconut on the way to the normal town.
https://smapi.io/log/c772ccc0ef624622a9461d47ef847587?Sections=ModsList
[table]01:36:46ERRORgameAn error occurred in the base update loop: FormatException: Input string was not in a correct format.at System.Number.ThrowOverflowOrFormatException(ParsingStatus status, TypeCode type)
at System.Number.ParseInt32(ReadOnlySpan`1 value, NumberStyles styles, NumberFormatInfo info)
at StardewValley.Quests.Quest.getQuestFromId(Int32 id) in stardewvalley\Farmer\Farmer\Quests\Quest.cs:line 212
at StardewValley.Farmer.addQuest(Int32 questID) in stardewvalley\Farmer\Farmer\Farmer.cs:line 7251
at StardewValley.Objects.Chest.dumpContents(GameLocation location) in stardewvalley\Farmer\Farmer\Objects\Chest.cs:line 568
at StardewValley.Objects.Chest.checkForAction(Farmer who, Boolean justCheckingForActivity) in stardewvalley\Farmer\Farmer\Objects\Chest.cs:line 704
at StardewValley.GameLocation.checkAction(Location tileLocation, Rectangle viewport, Farmer who) in stardewvalley\Farmer\Farmer\Locations\GameLocation.cs:line 6488
at StardewValley.Locations.FarmHouse.checkAction(Location tileLocation, Rectangle viewport, Farmer who) in stardewvalley\Farmer\Farmer\Locations\FarmHouse.cs:line 550
at StardewValley.Game1.<>c__DisplayClass859_0.<tryToCheckAt>b__0() in stardewvalley\Farmer\Farmer\Game1.cs:line 13381
at StardewValley.Game1.tryToCheckAt(Vector2 grabTile, Farmer who) in stardewvalley\Farmer\Farmer\Game1.cs:line 13378
at StardewValley.Game1.pressActionButton(KeyboardState currentKBState, MouseState currentMouseState, GamePadState currentPadState) in stardewvalley\Farmer\Farmer\Game1.cs:line 13119
at StardewValley.Game1.<>c__DisplayClass913_0.<UpdateControlInput>b__0() in stardewvalley\Farmer\Farmer\Game1.cs:line 18013
at StardewValley.Game1.UpdateControlInput(GameTime time) in stardewvalley\Farmer\Farmer\Game1.cs:line 17475
at StardewValley.Game1._update(GameTime gameTime) in stardewvalley\Farmer\Farmer\Game1.cs:line 4818
at StardewValley.Game1.Update(GameTime gameTime) in stardewvalley\Farmer\Farmer\Game1.cs:line 3974
at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate) in SMAPI\Framework\SCore.cs:line 1125[/table]
Did you perhaps install a mod at some point that modified the quest/item xnb data? Can you try reinstalling Stardew Valley or verifying your game files? In steam, that would be:
- Right click your game -> Properties -> Installed Files -> Verify integrity of game files
If that doesn't work - on the off-chance it's seed-related you can also give me your farm name and I can test with that.
Neither checking the files nor reinstalling (including manually deleting the remaining folders and files) made any difference.
I then experimented a bit more. It seems that the error only occurs when the game language is set to German and not English (I have not tested other languages). When the game language is set to English, the package can be opened without any problems, and there is also a random item. There is also no error message in the SMAPI log.
So the problem seems to be there somewhere.
Greetings
This is a problem specifically only for German, and only for this quest. This crop item id is not formatted correctly in the German internationalization file. I will get a fix out for this soon.
EDIT: I have uploaded version 0.6.4 with a fix for this!
I tested it briefly. Seems to work :) Thank you!
[More Random Edition] This mod failed in the GameLoop.SaveLoaded event. Technical details:
TypeInitializationException: The type initializer for 'Randomizer.CookedItem' threw an exception.
---> FormatException: Input string was not in a correct format.
at System.Number.ThrowOverflowOrFormatException(ParsingStatus status, TypeCode type)
at System.Number.ParseInt32(ReadOnlySpan`1 value, NumberStyles styles, NumberFormatInfo info)
at System.Int32.Parse(String s)
at Randomizer.CookedItem..cctor() in D:\Documents\Programs\Stardew Valley Randomizer\More Random Edition\Item\CookedItem.cs:line 27
--- End of inner exception stack trace ---
at Randomizer.CookedItem..ctor(Int32 id) in D:\Documents\Programs\Stardew Valley Randomizer\More Random Edition\Item\CookedItem.cs:line 74
at Randomizer.ItemList.Initialize() in D:\Documents\Programs\Stardew Valley Randomizer\More Random Edition\Item\ItemList.cs:line 553
at Randomizer.AssetEditor.CalculateEdits() in D:\Documents\Programs\Stardew Valley Randomizer\More Random Edition\AssetEditor.cs:line 302
at Randomizer.ModEntry.CalculateAllReplacements() in D:\Documents\Programs\Stardew Valley Randomizer\More Random Edition\ModEntry.cs:line 142
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
Edit: Had a look at the error - it's looking at the Data/CookingRecipies asset and is trying to parse the third value into a number. The default data shouldn't have issues, so I'm wondering if you maybe have another mod or something that modified it? The log should help determine that I would think.
I'm having the same problem and I have those two mods (Which are working fine together)
Could it be something that I could manually remove or disable without breaking the whole mod?
I mostly want more bundle options
The problem persist, a bit unfortunate :(
Not sure how much more help I can be, I'll keep myself updated once in a while.
I have put the error messages below:
[More Random Edition] Mod crashed when editing asset 'LooseSprites/Cursors', which may cause errors in-game. Error details:SContentLoadException: Failed loading asset 'Users/Name/Library/Application Support/Steam/steamapps/common/Stardew Valley/Contents/MacOS/Mods/More Random Edition/Assets/CustomImages/Animals/Pets/Icons/Crab-hue-shift.png' from SMAPI/chikakoo.randomizer: the specified path doesn't exist. at StardewModdingAPI.Framework.ContentManagers.ModContentManager.ThrowLoadError(IAssetName assetName, ContentLoadErrorType errorType, String reasonPhrase, Exception exception) in SMAPI\Framework\ContentManagers\ModContentManager.cs:line 360 at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadExact[T](IAssetName assetName, Boolean useCache) in SMAPI\Framework\ContentManagers\ModContentManager.cs:line 123 at StardewModdingAPI.Framework.ModHelpers.ModContentHelper.Load[T](String relativePath) in SMAPI\Framework\ModHelpers\ModContentHelper.cs:line 57 at Randomizer.AnimalIconPatcher.PatchAnimalIcon(IAssetData asset, AnimalTypes animalType, Int32 x, Int32 y) in D:\Documents\Programs\Stardew Valley Randomizer\More Random Edition\ImageRandomizers\AnimalIconPatcher.cs:line 68 at Randomizer.AnimalIconPatcher.OnAssetRequested(IAssetData asset) in D:\Documents\Programs\Stardew Valley Randomizer\More Random Edition\ImageRandomizers\AnimalIconPatcher.cs:line 35 at StardewModdingAPI.Framework.ContentManagers.GameContentManager.ApplyEditors[T](IAssetInfo info, IAssetData asset, List`1 editOperations)
In the first few lines, I have checked and the files and folders do exist and are in the correct places, so I'm not sure why it says "the specified path doesn't exist'.
Note that the NPC image shuffle has been removed as of 0.6.0, as it was really glitchy. I will likely look into adding it back in a better way in a future update!
Would you mind grabbing my release I've put on github and letting me know if you still see the console errors? Here's the link:
https://github.com/chikakoo/stardew-valley-randomizer/releases/tag/v0.6.1
edit - i have just downloaded the 0.6.1 file from the link and started a new save and I'm still getting the same error messages.
EDIT: After some research - they are case-insensitive by default, but still worth a try!
You can also check the entire path and make sure that the capitalization matches what you have on your file system, in case that's causing anything.
Also - just to be sure - are you using any other mods?
One last edit: It would probably help if you upload your log here, so I can see the details: https://smapi.io/log
I have uploaded the new version to the same github release page as before if you want to give that a shot. If that doesn't work, please upload your error logs to the place I mentioned in my previous post, and give me the link. Thanks!
Have fun!
https://www.nexusmods.com/stardewvalley/mods/16921/
I do have a new version in the works currently (quite a few new features) - will likely have another version of this out within a month or so!
For anyone following this - I haven't been able to work on this very much in the past couple years, hence the lack of updates/incompatibility with the latest Stardew updates.
I've been working on a major update for the past few weeks (will fix compatibility, and add a host of new features). A big thank you for those who updated the mod on separate branches to work with the latest release!
If you want to see what's upcoming, look at the github page, under the "Pending Changes for 0.6.0" section.
If you know how to build the project - you can grab the 0.5.0 branch and try it (that was going to be the version, but bumping it up since others have updated the version in my absence). Note that there still may be bugs, as this is the branch I'm actively working on.
At this point, the features for this are all developed. I'm planning on doing some play testing and fix all the bugs found, then I will release it on here officially.
Thank you!