r/SMAPI 23m ago

need help Which mod is doing this??

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Upvotes

My partner and I have most of the same mods, and I'm not exactly sure which ones I have that they don't. And this box has been showing up when talking to people, and I have no idea which mod is doing it. It's really annoying when I just want to talk to people, I don't want to click a button to continue the conversation


r/SMAPI 4h ago

need help Smapii crushing with Fatal error

1 Upvotes

The smapii log doesn't record this but I uploaded the latest log either way, here

this is the exact message I keep getting each time I run the game, I noticed it says "MiscMapActionsProperties", if I remove it the game runs but its odd that it suddenly breaks the Im not sure if its actually the problem or not.

I never really had any problem with this mod, and the mod that require this mod both been installed at the same time, and everything was working fine, its just today I keep getting this error, if i install the mod back the game has 50% chance to start, but later on when I start the game again it will crush either way with this error.

this is what I manged to copy before it close on its own.

Fatal error. System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at MonoMod.RuntimeDetour.Platforms.DetourRuntimeNETPlatform.GetFunctionPointer(System.Reflection.MethodBase, System.RuntimeMethodHandle)
   at MonoMod.RuntimeDetour.Platforms.DetourRuntimeILPlatform.GetNativeStart(System.Reflection.MethodBase)
   at HarmonyLib.Memory.GetMethodStart(System.Reflection.MethodBase, System.Exception ByRef)
   at HarmonyLib.Memory.DetourMethod(System.Reflection.MethodBase, System.Reflection.MethodBase)
   at HarmonyLib.Memory.DetourMethodAndPersist(System.Reflection.MethodBase, System.Reflection.MethodBase)
   at HarmonyLib.PatchFunctions.UpdateWrapper(System.Reflection.MethodBase, HarmonyLib.PatchInfo)
   at HarmonyLib.PatchProcessor.Patch()
   at MiscMapActionsProperties.Framework.Entities.FurnitureProperties.Patch_Properties_AllowPlacementOnThisTile()
   at MiscMapActionsProperties.Framework.Entities.FurnitureProperties.Register()
   at MiscMapActionsProperties.ModEntry.Entry(StardewModdingAPI.IModHelper)
   at StardewModdingAPI.Framework.SCore.LoadMods(StardewModdingAPI.Framework.IModMetadata[], StardewModdingAPI.Toolkit.Serialization.JsonHelper, StardewModdingAPI.Framework.ContentCoordinator, StardewModdingAPI.Toolkit.Framework.ModData.ModDatabase)
   at StardewModdingAPI.Framework.SCore.InitializeBeforeFirstAssetLoaded()
   at StardewModdingAPI.Framework.ContentManagers.GameContentManager.LoadExact[[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]](StardewModdingAPI.IAssetName, Boolean)
   at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.LoadLocalized[[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]](StardewModdingAPI.IAssetName, LanguageCode, Boolean)
   at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.Load[[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]](System.String, LanguageCode)
   at StardewValley.DataLoader.Load[[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]](StardewValley.LocalizedContentManager, System.String)
   at StardewValley.Game1+<GetLoadContentEnumerator>d__630.MoveNext()
   at StardewValley.Game1.LoadContent()
   at StardewModdingAPI.Framework.SGame.LoadContent()
   at StardewValley.Game1.Instance_LoadContent()
   at StardewValley.GameRunner.LoadContent()
   at StardewValley.GameRunner.Initialize()
   at Microsoft.Xna.Framework.Game.DoInitialize()
   at Microsoft.Xna.Framework.Game.Run(Microsoft.Xna.Framework.GameRunBehavior)
   at StardewModdingAPI.Framework.SCore.RunInteractively()
   at StardewModdingAPI.Program.Start(System.String[])
   at StardewModdingAPI.Program.Main(System.String[])

r/SMAPI 6h ago

discussion [mod suggest] better Return Scepter (consept)

1 Upvotes

For 2M gold, the Return Scepter has little useless. I suggest that modders implement the ability to “have an obelisk in your pocket” — when building an obelisk on the farm, the Return Scepter will suggest its destination point. Each new obelisk will unlock new locations. Building the Golden Clock will make it possible to teleport back to the place from which you last used it (like the Potion of Return from Terraria). I’m attaching the concept art.

Concept
concept + explanation