Stability Of The Mod From version 3.3.0 and later the mod should be maybe stable! HAVE FUN!
Currently Known Issues: Fishing Trawler incompatibility questable tractor incompatibility unlockable bundles incompatibility Buffs aren't saved Multiplayer broken saving skips a day (currently working on it) weather rerolls (currently working on it) Junimo Harvesters break saves (currently working on it)
Please report any issue you have with the mod like that (comments or bugs): Describe the issue the most detailed you can. Add a log of when the issue happened, including when you saved last and loaded (if it matters) use the SMAPI log parser version of the mod you are using. was it working right before? if it did, what changed?
(all the things below are info that you should provide only if you can, if you can't it is fine) steps to reproduce (if you found any) causes (that and if you know/think) how you fixed it (if you managed to) any other info you think could help
Sorry for any inconveniences, I'm working the best i can to fix everything.
This is a JOKE of a Mod in Stardew because it's name is utterly wrong to what it does. This mod has no capabilities to "Save Anywhere" on its own but instead triggers the game's own Internal Save mechanism to END the day for you automatically, leaving all of your planned actions incomplete so you'll be WASTING 1 day just because of false advertisement this mod is currently doing. Good thing is, author warns in his description to "Not Trust this Mod" so I didn't trust it to manually backup my save so I restored it after deleting this nonsense action done by bad mod.
TLDR? This mod wastes 1 day so let's say you decide to save anywhere at 8AM of Spring 10, now mod auto-carries you into 6AM of Spring 11, very very bad implementation. Instead use Multi save because you will still be in 8AM of Spring 10 but your actions in between 6AM to 8AM will be saved instead.
the day passing is not an intended behavior of the mod, I am currently working on fixing it. the name isn't supposed to be misleading, it's just a bug that started after the mod was ported to 1.6. the mod is supposed to let you continue from the same point in time and the same day you saved even when loading the save again.
Hey, if you haven't already, read RealSweetPanda's reply. Before 1.6 it did work as you described it, this is a new bug that is currently being worked on; oh, and just a reminder, mod authors make mods for FREE (besides a TINY bit of ad revenue). Bugs WILL show up, especially after a major content update. You seriously need a reality check man, I hope you can be satisfied in the future, we are working on it.
This was a little harsh. It did used to work until the updates to the game which kinda broke the mod. The modder is working on it as a known issue. But thank you for the other mods.
Rude! Modders make these for free in their free time. Your attitude is absolutely questionable at best. People like you make modder stop. So please, respectfully. Shut it. <3
[Save Anywhere Redux] This mod failed in the Input.ButtonPressed event. Technical details: NullReferenceException: Object reference not set to an instance of an object. at SaveAnywhere.Framework.SaveManager.BeginSaveData() in C:\Users\yuval\Desktop\ggg\Framework\SaveManager.cs:line 120 at SaveAnywhere.SaveAnywhere.OnButtonPressed(Object sender, ButtonPressedEventArgs e) in C:\Users\yuval\Desktop\ggg\SaveAnywhere.cs:line 128 at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
[Save Anywhere Redux] This mod failed in the GameLoop.SaveLoaded event. Technical details: System.Collections.Generic.KeyNotFoundException: Required location 'Slime Hutch' not found. at StardewValley.Game1.RequireLocation(String name, Boolean isStructure) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 11120 at StardewValley.Game1.warpCharacter(NPC character, String targetLocationName, Point position) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 10537 at SaveAnywhere.Framework.SaveManager.SetPositions(PositionData[] position, Int32 time) in C:\Users\yuval\Desktop\ggg\Framework\SaveManager.cs:line 281 at SaveAnywhere.Framework.SaveManager.LoadData() in C:\Users\yuval\Desktop\ggg\Framework\SaveManager.cs:line 156 at SaveAnywhere.SaveAnywhere.OnSaveLoaded(Object sender, SaveLoadedEventArgs e) in C:\Users\yuval\Desktop\ggg\SaveAnywhere.cs:line 65 at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
[Save Anywhere Redux] This mod failed in the GameLoop.SaveLoaded event. Technical details: System.Collections.Generic.KeyNotFoundException: Required location 'Cabin' not found. at StardewValley.Game1.RequireLocation(String name, Boolean isStructure) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 11166 at StardewValley.Game1.warpCharacter(NPC character, String targetLocationName, Point position) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 10585 at SaveAnywhere.Framework.SaveManager.SetPositions(PositionData[] position, Int32 time) in C:\Users\yuval\Desktop\ggg\Framework\SaveManager.cs:line 281 at SaveAnywhere.Framework.SaveManager.LoadData() in C:\Users\yuval\Desktop\ggg\Framework\SaveManager.cs:line 156 at SaveAnywhere.SaveAnywhere.OnSaveLoaded(Object sender, SaveLoadedEventArgs e) in C:\Users\yuval\Desktop\ggg\SaveAnywhere.cs:line 65 at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
The description of the mod says that NPC schedules have been fixed, but for some reason anywhere from one to half of the villagers' schedules will break if I save during the day and they just walk off the screen/into an inaccessible area and sometimes they destroy stuff in their path that wouldn't normally be in the path of any of them. I can't figure out how it decides which NPC's are broken, it happens inside houses and outside, sometimes it only breaks one person and sometimes it breaks almost ten of them. Any solutions to this would be really helpful <3
485 comments
From version 3.3.0 and later the mod should be maybe stable!
HAVE FUN!
Currently Known Issues:
Fishing Trawler incompatibility
questable tractor incompatibility
unlockable bundles incompatibility
Buffs aren't saved
Multiplayer broken
saving skips a day (currently working on it)
weather rerolls (currently working on it)
Junimo Harvesters break saves (currently working on it)
Please report any issue you have with the mod like that (comments or bugs):
Describe the issue the most detailed you can.
Add a log of when the issue happened, including when you saved last and loaded (if it matters) use the SMAPI log parser
version of the mod you are using.
was it working right before? if it did, what changed?
(all the things below are info that you should provide only if you can, if you can't it is fine)
steps to reproduce (if you found any)
causes (that and if you know/think)
how you fixed it (if you managed to)
any other info you think could help
Sorry for any inconveniences, I'm working the best i can to fix everything.
Aredjay's Cool-Colored Grass
(Working on farm map)
If you want to see a REAL "Save Anywhere" action, either wait for another author FlyingTNT to adapt https://www.nexusmods.com/stardewvalley/mods/15402 Multi Save into v1.6 (that author adapted many old mods to 1.6) or you can use Unofficial another adaptation from https://forums.stardewvalley.net/threads/unofficial-mod-updates.2096/page-143#post-121922. This is because when Multi Save does a "Save Anywhere" action, it does NOT waste the rest of your whole day but only saves your progression so far from the start of the day.
TLDR? This mod wastes 1 day so let's say you decide to save anywhere at 8AM of Spring 10, now mod auto-carries you into 6AM of Spring 11, very very bad implementation. Instead use Multi save because you will still be in 8AM of Spring 10 but your actions in between 6AM to 8AM will be saved instead.
I am sorry for the inconvenience
For a long time I thought it was skipping a day because the animation plays. For those confused like I was this is what happens:
Say it's the second day of spring. You save. Animation plays that indicates end of day. Banner runs - 1st of Spring to 2nd of Spring.
It is still the second day, just like when you started. It just looks like it skips forward if you aren't paying attention.
Your attitude is absolutely questionable at best. People like you make modder stop. So please, respectfully. Shut it. <3
NullReferenceException: Object reference not set to an instance of an object.
at SaveAnywhere.Framework.SaveManager.BeginSaveData() in C:\Users\yuval\Desktop\ggg\Framework\SaveManager.cs:line 120
at SaveAnywhere.SaveAnywhere.OnButtonPressed(Object sender, ButtonPressedEventArgs e) in C:\Users\yuval\Desktop\ggg\SaveAnywhere.cs:line 128
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
System.Collections.Generic.KeyNotFoundException: Required location 'Slime Hutch' not found.
at StardewValley.Game1.RequireLocation(String name, Boolean isStructure) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 11120
at StardewValley.Game1.warpCharacter(NPC character, String targetLocationName, Point position) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 10537
at SaveAnywhere.Framework.SaveManager.SetPositions(PositionData[] position, Int32 time) in C:\Users\yuval\Desktop\ggg\Framework\SaveManager.cs:line 281
at SaveAnywhere.Framework.SaveManager.LoadData() in C:\Users\yuval\Desktop\ggg\Framework\SaveManager.cs:line 156
at SaveAnywhere.SaveAnywhere.OnSaveLoaded(Object sender, SaveLoadedEventArgs e) in C:\Users\yuval\Desktop\ggg\SaveAnywhere.cs:line 65
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
[Save Anywhere Redux] This mod failed in the GameLoop.SaveLoaded event. Technical details:
System.Collections.Generic.KeyNotFoundException: Required location 'Cabin' not found.
at StardewValley.Game1.RequireLocation(String name, Boolean isStructure) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 11166
at StardewValley.Game1.warpCharacter(NPC character, String targetLocationName, Point position) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 10585
at SaveAnywhere.Framework.SaveManager.SetPositions(PositionData[] position, Int32 time) in C:\Users\yuval\Desktop\ggg\Framework\SaveManager.cs:line 281
at SaveAnywhere.Framework.SaveManager.LoadData() in C:\Users\yuval\Desktop\ggg\Framework\SaveManager.cs:line 156
at SaveAnywhere.SaveAnywhere.OnSaveLoaded(Object sender, SaveLoadedEventArgs e) in C:\Users\yuval\Desktop\ggg\SaveAnywhere.cs:line 65
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
It seems to still work, though.