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Common log errors

There's no red text in my log, but something is clearly wrong!

Even if there's no red text, the people helping you will need to see your log to be able to know what's wrong. Your log has other information besides errors--the list of mods you use, your game version, what mods you need to update, and all of the changes being made to your game by your mods. Without a log, we won't be able to help much with mod-related errors!

Some of my mods have yellow warnings that say they will break in the next update, is this bad?

Nope! Those warnings are intended for mod makers, and you can safely ignore them.

I installed a Content Patcher mod, but some or all of the visual/dialogue changes it's supposed to make aren't showing up.

  1. Check your log for any of these common errors[link]. Make sure you have only one copy installed, that you have all the dependencies, and that the mod has a manifest that SMAPI can read.
  2. Check for any errors that say "Multiple patches want to load...." This means that you have two or more mods that want to change the same file from the original game. The game can't load both versions of the file at the same time, so SMAPI will show the original version instead. To fix this, remove one of the mods or ask for help[link] making them work together.
  3. Check for any errors that say "Mod crashed on entry and may not work correctly" and/or "this doesn't seem to be valid JSON." If you find any, follow these steps.[link to below]
  4. Do a patch summary to see what changes aren't being applied. To do a patch summary:
    1. Load the save that's having issues.
    2. Try to view the asset that's supposed to be patched. If the mod changes the look of the town, go into town; if it changes Elliott's portraits, talk to Elliott.
    3. Type "patch summary" into your console (the black window that comes up when you run the game through SMAPI).
    4. Upload a new log and ask for help.
  5. If you want a specific mod to load after another mod and overwrite some of its changes, you can add it as a dependency. (See this page[link] for more detailed instructions on manifests.)
    1. Find the manifest.json of the mod that you want to load last.
    2. Add this:

"Dependencies": [

   {
       "UniqueID": "ModYouWantToLoadFirst",
       "IsRequired": true,
   },
  ],
You can find the UniqueID for the mod you want to load first inside its manifest file. If IsRequired is true, the mod you're editing won't load if the other mod is not installed. If it's false, the mod will load as normal if the dependency isn't installed.

I got an error that says "this doesn't seem to be valid JSON".

  1. Find the specific name of the JSON file that crashed your mod within the error text. Usually, it will be one of config.json, manifest.json, or content.json.
  2. If your config.json is the issue:
    1. Go into the mod's folder and delete the config.json file. This will undo any custom preferences you've put in, like keybinds or style preferences for recolors, but you can get them back easily.
    2. Run the game with SMAPI. You can exit out as soon as you've loaded into a save.
    3. The config.json should be automatically recreated, and you can make your changes again.
    4. Double check the instructions on the mod's page and make sure you've spelled everything correctly and used only the allowed options.
    5. If you have another error, upload the file to the JSON validator[link]. Usually, errors are caused by missing commas or brackets.
  3. If your manifest.json, content.json, or another file is the issue:
    1. If someone else made the mod and you haven't made any changes to the files:
      1. Do a clean reinstall[link].
      2. If the error still happens, report it on the mod's page with a link to your log.
    2. If you made the mod or made any changes to the files, like adding or removing dependencies or removing parts of the content patch, upload the file to the JSON validator[link] and ask for help[link].

My game won't save and/or open, and my log shows an "Object reference not set to an instance of an object" error.

In very simple terms, this error means "one of your mods can't find something it's supposed to find." It may not always be easy to decipher, but some common possible causes:

  • One of your mods hasn't been updated for 1.4. It worked up to a certain point, but then you unlocked something or tried to use a new or custom item and the mod didn't have any context for what that is.
  • You removed a custom item mod, but you still have an item from that mod in your house or inventory.
  • A custom item or machine glitched out and you have an item that doesn't make sense to the game. Either one of your item IDs is scrambled [see here], or a machine somehow produced an item it shouldn't have been able to produce, like honey made from a vegetable.
  • You left a custom item in a custom location and one of the two mods doesn't have any way to read the other one.
  • You're using a mod that affects storage, and you have a glitched item or item the mod doesn't recognize inside one of your chests.

The red text is usually very technical and intimidating, but there are some things you can look for.

  • If the error is from a specific mod, check that mod first. If it hasn't been updated in a while, it may not work with new 1.4 content.
  • Look for item names or IDs. Ex. An error might mention "#340 Hemp Honey," which the game will tell you shouldn't exist because hemp is listed as a vegetable.
    • If you're able to load your game but unable to save, throw away or ship the glitched item.
    • If you can't get into the chest to get at the item, you can use a mod like Carry Chest to throw away the entire thing (toss it into the water to get rid of it completely).
    • If you can't get into your game or don't want to destroy the rest of the items in the chest, try rolling back your save[link] or editing out the item.[link]
  • Look for keywords like "chest" and names of locations or buildings. Often, even if you can't figure out what the exact issue is, you can piece together enough to see that it's a glitched item in a chest in your shed, or that something you left on a custom map is broken.

Some of my custom items now have weird names, like "Neanderthal Skeleton Perfume" or "Weeds Honey," or some of my items turned into completely different items from another category, like a crop turning into a cooked item.

Custom items, like the ones added by frameworks like Json Assets, can sometimes get "scrambled." These mods add new items to the game by assigning item IDs that are unused, but sometimes adding, removing or updating mods that add items can shuffle those IDs around.

  • If you haven't saved your game, roll back your save[link] to the previous day and see if you can avoid the error by removing or readding the affected mods or not leaving anything in your machines overnight.
  • The problem tends to fix itself once you get rid of all the affected items. Throw away or sell everything with scrambled names. If you have any crops that aren't what they're supposed to be, destroy them or use CJB Cheats or debug commands to instant grow them.
  • Sometimes a scrambled item name or two will persist or move around to different items. It shouldn't affect anything about how the item works.

My machine is producing something it isn't supposed to.

Sometimes this just... happens. If you're using Custom Farming Redux, that's a known bug and the mod is being phased out in favor of Producer Framework Mod. If you're not, make sure you have all the dependencies for your custom machine mods and try a clean reinstall[link].

A custom machine/NPC/location just gave me "weeds"/why do I have "weeds" in my inventory?

Weeds have ID 0, so they're a "default" item if the game can't figure out what item to create. If you're missing a dependency for a mod or something gets confused somewhere along the process of a mod choosing an item to give you, you may end up with weeds instead of the correct item.

  • Double check that you've installed all the dependencies for your mods. Sometimes a dependency will be set as optional, so the mod will load without it, but it's still necessary for something like a shop that sells some custom items.
  • Do a clean reinstall [link].
  • Reinstall any custom item mods you may have removed, then get rid of the item that turned into weeds.
  • Sometimes things just glitch out without any other issues and you get weeds from somewhere. If it doesn't happen again, don't worry about it.
  • If you've traced the error to a specific mod, something may be incorrectly coded in that mod. Report it on the mod's page with a log and the steps to reproduce the problem.

When I tried to load a save, my console overloaded with thousands of errors about a bunch of custom items and my game crashed.

You have two mods trying to add an item with the same name. SMAPI can't handle multiple custom items with the same name, and it will throw off all the rest of your custom item mods.

  • Look through the mods you recently installed or updated to find anything that looks likely to be the duplicate.
  • The items should all be inside subfolders. The name of the folder doesn't affect anything, you'll need to rename the object in the JSON file that's inside the folder.
  • Generally, duplicate item names get reported to mod authors pretty quickly. If you're having trouble finding the issue and the mod is less recent, check the bugs and comments sections on the mod page to see if anyone else has found an incompatibility.
  • Once you find the duplicate, report the naming issue to the authors of one or both mods.

My custom NPCs aren't showing up, or aren't going where they're supposed to.

  1. Double check the instructions on the mod page and make sure you have all the dependencies and followed all the install steps correctly.
  2. Check if the NPC has spawned in your game by putting "debug where Chris" into your console (replacing Chris with the name of the NPC you're looking for). If they exist in game, you should get their coordinates. You can go directly there with "debug warp x y" and check if the NPC is stuck or otherwise glitched.
  3. Do a clean reinstall[link] of all your custom NPCs and any other mods that change or add maps.
  4. Do a patch summary.[link]

One of my mods crashed with an error like "The content manager failed loading content asset..."/"The 'spring_z_extras' tilesheet couldn't be loaded relative to either map file or the game's content folder."

Do a clean reinstall[link] of the mod that crashed. If the problem persists, report it to the mod author.

I installed/removed a custom map, and now there are bushes or trees blocking my way/glitched into places they shouldn't be.

This happens when you install, change or remove a custom map partway through a save. The game doesn't automatically move trees, bushes, and other debris when you change a map. To fix it, install Reset Terrain Features and follow the instructions on the mod's page to reset your bushes or trees. If an item is in an unreachable location, like the middle of a pond, install Noclip Mode to get to it.

My interiors/exteriors look weird and scrambled.

  1. Reset your content files[link] in case you have an outdated XNB mod.
  2. Do a patch summary[link] to find out which mods are affecting locations.
  3. Check to see if all of those mods have been updated for 1.4, even if they've been working so far. They may be missing textures or patching things by replacing the entire sheet with one that doesn't include the new textures.
  4. If two mods are trying to edit the same location, sometimes SMAPI will allow both edits even though they conflict. Remove one of your location mods, and double check the mod pages to see if they're incompatible with each other.

My game is crashing when I get married/have a child.

  • 1.4 added a new option for Krobus to move in as a roommate, so there's a new spouse room. Farmhouse mods that aren't updated for 1.4 may crash when Krobus moves in, or may even crash when you marry any spouse due to the spouse room tilesheet missing a reference. Go through all your farmhouse interior and spouse room mods, including any spouse rooms for custom NPCs (even if you didn't marry them).
  • If the crash happens when your child arrives, try removing any mods that affect children (besides ones that are allowing you to have a child with Krobus), rolling back your save[link] and seeing if the problem persists.

I know an object/event/secret/location was added in 1.4, but I can't seem to find it even though I should be able to.

One of your mods hasn't been updated for 1.4 and is missing something necessary to make new content appear. A spoiler-lite list of what areas and types of mod to check first:

  • There are new objects on the Craftables sheet. Look for mods that affect craftables, even if they only patch a few things. (Interior mods and general recolors sometimes edit the Craftables tilesheet, too.)
  • There are changes to the Mountain, Forest, Town and Railroad maps. Some are conditional. If you have any older mods that edit either map, the changes may not appear. Outdated forest map edits may cause crashes in year 3+.
  • Any mods that affect JojaMart after it closes will override new 1.4 content. Outdated recolors can cause texture glitches.
  • Other tilesheets that are commonly replaced by additions or recolors and may be affected:
    • clothing and shoes (the clothing system changed in 1.4--check for a Json Assets conversion of the clothing packs you use);
    • hair;
    • farmer base;
    • weapons (a reward item from a new location in 1.4 is stored on the Weapons tilesheet and will be invisible if it's been overwritten by a content patch);
    • walls and floors;
    • springobjects (where most item sprites like cooked dishes, forage and crop sprites, and miscellaneous other sprites are stored);
    • cabins (added mailboxes, spouse areas, and cellars).
  • There are new events in a number of locations and some new dialogues. Most dialogue/events mods should be safe, but check to see if any of your mods use "Action": "Load" to patch a character's dialogue file or a location's events file.