I'm very sorry if this is totally not related but I love this mod so much, I was wondering if there was a way to make a quest tracker that is similar? I haven't been able to find one but I'd love to have a quest tracker on some part of my screen so I don't have to open my journal all the time.
Thanks so much, it's working wonderfully! I've often completely forgotten the thing I need by the time I close the crafting menu to go get it, so this is fantastic.
I don't seem to be able to use this mod - at least the listed keyboard commands are unresponsive - and SMAPI is throwing a lot of errors in relation to it.
Wow that's a huge modlist, try resolving the errors listed for other mods and update everything and see if it still has an issue? Only one error in your log was specifically for this one: This mod failed in the GameLoop.SaveLoaded event. Technical details: Microsoft.Xna.Framework.Content.ContentLoadException: Unable to parse string path: at StardewValley.LocalizedContentManager.parseStringPath(String path, String& assetName, String& key) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\LocalizedContentManager.cs:line 760 at StardewValley.LocalizedContentManager.LoadString_PatchedBy<datamancer.CustomFixedDialogue>(LocalizedContentManager this, String path) at StardewValleyTodo.Helpers.LocalizedStringLoader.Load(String path) at StardewValleyTodo.Game.JunimoBundles.Startup() at StardewValleyTodo.Game.JunimoBundles..ctor() at StardewValleyTodo.ModEntry.GameLoop_SaveLoaded(Object sender, SaveLoadedEventArgs e) at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) Hate to say "it works for me", but...
This mod failed in the GameLoop.OneSecondUpdateTicked event. Technical details: NullReferenceException: Object reference not set to an instance of an object. at StardewValleyTodo.ModEntry.GameLoop_OneSecondUpdateTicked(Object sender, OneSecondUpdateTickedEventArgs e) in C:\projects\games\mods\StardewValleyTODO\StardewValleyTodo\ModEntry.cs:line 79 at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101 This mod spams this error. 195 times in a couple minutes? Granted, this is an update function, so that's fair.
I've actually eliminated a 99% of the errors in my game. I'm using MO2, which leaves some leftover configs when I deactivate a problematic mod. And the updates listed are due to modders forgetting up update manifests, or beta's I've opted not to download yet.
Edit: Yes, I realize there's probably an incompatibility... somewhere, lol. I've been deactivating/reactivating things to find it, but no luck yet.
Found the mod that was causing my issues with this mod - Animal Husbandry. Seems the method it uses to mess with bundles causes this mod to be unable to load them.
I've fixed this in new version (1.0.2). Now it supports mods without localization (such as Animal Husbandry), and there's no more spamming if something goes wrong at startup
More on this: When trying to track items from the Stardew Survival Project, for instance, it throws this error and doesn't pin it:
[Stardew Valley Recipe Tracker] This mod failed in the Input.ButtonPressed event. Technical details: System.Collections.Generic.KeyNotFoundException: The given key '(O)771' was not present in the dictionary. at System.Collections.Generic.Dictionary`2.get_Item(TKey key) at StardewValleyTodo.Controllers.CraftingMenuController.ProcessInput(CraftingPage page, InventoryTracker inventoryTracker) in C:\projects\games\mods\StardewValleyTODO\StardewValleyTodo\Controllers\CraftingMenuController.cs:line 28 at StardewValleyTodo.ModEntry.Input_ButtonPressed(Object sender, ButtonPressedEventArgs e) in C:\projects\games\mods\StardewValleyTODO\StardewValleyTodo\ModEntry.cs:line 139 at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
Also, when using Better Crafting, the mod is unable to pin recipes from the custom menu replacement, it looks like the code just never fires - but there's an easy workaround. Holding (by default) Left Shift when opening your inventory will cause it to temporarily not replace the menu, so you can pin recipes in the vanilla one.
That said, love the mod, a total ADHD lifesaver, lmao.
It's the mod I've been dreaming of, but it doesn't work for me, and smapi doesn't report an error, I have so many mods that I can't tell what's causing it, sad
19 comments
https://smapi.io/log/5a49c7afc7f44530876418586c4edccd
Thanks again for the great mod!
This mod failed in the GameLoop.SaveLoaded event. Technical details: Microsoft.Xna.Framework.Content.ContentLoadException: Unable to parse string path:
Hate to say "it works for me", but...at StardewValley.LocalizedContentManager.parseStringPath(String path, String& assetName, String& key) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\LocalizedContentManager.cs:line 760
at StardewValley.LocalizedContentManager.LoadString_PatchedBy<datamancer.CustomFixedDialogue>(LocalizedContentManager this, String path)
at StardewValleyTodo.Helpers.LocalizedStringLoader.Load(String path)
at StardewValleyTodo.Game.JunimoBundles.Startup()
at StardewValleyTodo.Game.JunimoBundles..ctor()
at StardewValleyTodo.ModEntry.GameLoop_SaveLoaded(Object sender, SaveLoadedEventArgs e)
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args)
This mod failed in the GameLoop.OneSecondUpdateTicked event. Technical details: NullReferenceException: Object reference not set to an instance of an object.
This mod spams this error. 195 times in a couple minutes? Granted, this is an update function, so that's fair.at StardewValleyTodo.ModEntry.GameLoop_OneSecondUpdateTicked(Object sender, OneSecondUpdateTickedEventArgs e) in C:\projects\games\mods\StardewValleyTODO\StardewValleyTodo\ModEntry.cs:line 79
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
I've actually eliminated a 99% of the errors in my game. I'm using MO2, which leaves some leftover configs when I deactivate a problematic mod. And the updates listed are due to modders forgetting up update manifests, or beta's I've opted not to download yet.
Edit: Yes, I realize there's probably an incompatibility... somewhere, lol. I've been deactivating/reactivating things to find it, but no luck yet.
[Stardew Valley Recipe Tracker] This mod failed in the Input.ButtonPressed event. Technical details:
System.Collections.Generic.KeyNotFoundException: The given key '(O)771' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at StardewValleyTodo.Controllers.CraftingMenuController.ProcessInput(CraftingPage page, InventoryTracker inventoryTracker) in C:\projects\games\mods\StardewValleyTODO\StardewValleyTodo\Controllers\CraftingMenuController.cs:line 28
at StardewValleyTodo.ModEntry.Input_ButtonPressed(Object sender, ButtonPressedEventArgs e) in C:\projects\games\mods\StardewValleyTODO\StardewValleyTodo\ModEntry.cs:line 139
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
Also, when using Better Crafting, the mod is unable to pin recipes from the custom menu replacement, it looks like the code just never fires - but there's an easy workaround. Holding (by default) Left Shift when opening your inventory will cause it to temporarily not replace the menu, so you can pin recipes in the vanilla one.
That said, love the mod, a total ADHD lifesaver, lmao.
I've fixed this in 1.0.3. Better Crafting support is a little bit tricky, but it should work in common cases
And yeah, I figured it might be. For now the work around can work well enough.