Note: This mod is currently unmaintained and incompatible with the latest updates.
Sorry, everyone, I've been pretty busy with life lately and haven't had time to respond to any of your comments.
Yes, I'm aware of the issues with stuttering and performance degradation in this mod, which has resulted in a decrease rather than an increase in performance. This seems to be due to a recent update of SMAPI and Stardew Valley (probably after version 1.6.0.11/12 or later) + It only occurs when memory/CPU usage is high, which is quite ironic since one of the mod's features is designed to prevent that. It seems that continuous cleanup is causing stuttering, slower loading times, and lag for about 1-2 seconds, which is quite unplayable.
Unfortunately, until a newer version of this mod is released, I recommend not downloading / using the current version of this mod for the best experience.
Hi! I was helping a player on the Content Patcher page troubleshoot an Operation not called on UI thread exception (see their log):
[No More Lag] Starting location transition to Farm
...
[Content Patcher] Unhandled exception applying patch: Elle's Town Buildings > Town Shadow 4. System.InvalidOperationException: Operation not called on UI thread. at Microsoft.Xna.Framework.Threading.EnsureUIThread() in [...] at Microsoft.Xna.Framework.Graphics.Texture2D.PlatformGetData[T](Int32 level, Int32 arraySlice, Rectangle rect, T[] data, Int32 startIndex, Int32 elementCount) in [...] at StardewModdingAPI.Framework.Content.AssetDataForImage.PatchImageImpl(Color[] sourceData, Int32 sourceWidth, Int32 sourceHeight, Rectangle sourceArea, Rectangle targetArea, PatchMode patchMode, Int32 startRow) in [...] at StardewModdingAPI.Framework.Content.AssetDataForImage.PatchImage(IRawTextureData source, Nullable`1 sourceArea, Nullable`1 targetArea, PatchMode patchMode) in [...] at ContentPatcher.Framework.Patches.EditImagePatch.Edit[T](IAssetData asset) in [...] at ContentPatcher.Framework.PatchManager.ApplyEdits[T](ICollection`1 patches, IAssetData asset) in [...]
I can't easily check since this mod isn't open-source, but does this mod preload the assets asynchronously (e.g. in a background thread)? If so, note that...
mods can't load .png textures (e.g. custom tilesheets) on a separate thread;
and both SMAPI and Stardew Valley are mostly single-threaded and not thread-safe, so that can lead to random errors like 'collection was modified' crashes in game/mod/SMAPI code.
Also, note that loading maps as System.Object instead of xTile.Map can lead to errors like this if the map isn't already loaded (see sample log): [No More Lag] Starting location transition to Custom_MinecartCave
...
[Content Patcher] This mod failed in the Content.AssetRequested event. Technical details: InvalidOperationException: Unexpected attempt to load asset 'Maps/Custom_MinecartCave' as a System.Object asset instead of xTile.Map. at ContentPatcher.Framework.Locations.CustomLocationManager.OnAssetRequested(AssetRequestedEventArgs e) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Locations\CustomLocationManager.cs:line 209 at ContentPatcher.Framework.ScreenManager.OnAssetRequested(AssetRequestedEventArgs e) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\ScreenManager.cs:line 101 at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(Action`2 invoke) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/Events/ManagedEvent.cs:line 139
Thank you for letting me know! Sorry for the very late reply—I forgot to respond to your first comment back on 02/03! I was surprised to see Pathoschild looking at my mod!
- Yes, I’m aware that Stardew Valley is mostly single-threaded and not thread-safe, which is why the mod is working pretty well for now, as it only runs in a single thread. - Regarding the issue with the mod not loading .png textures, that should be fixed in version 1.0.2 of the mod. - As for the maps being loaded as `System.Object` instead of `xTile.Map`, this shouldn’t be happening, as I have a separate handler for different file types for Content Patcher. However, it seems to be a logic error. I haven't had a chance to look into it since I’ve been really busy lately.
As for your suggestion about making the mod open source, it's honestly quite tempting. But just so you know, I’m really new to both Stardew and programming (only about 1–2 weeks of experience, as I’ve been self-teaching myself to create mods for Stardew), so I’m still quite confused by a lot of things.
I’ll definitely look into your documentation about open source, and thanks again for letting me know about the bugs!
Awesome mod! Just a small question, do you have any suggestions for what edits I could make to the config file to help prevent my game from stuttering for about 1-2 seconds every so often? I'm assuming I can alleviate this by making edits to the config file, maybe increasing the memory threshold? I'm running a solid rig, with plenty of memory to spare, so curious on how high I can push these settings.
I get some insane stutters when i have this mod on while playing multiplayer, me and my gf are playing sdv very expanded at around 90 mods and with this mod on every map takes like 30 seconds to load,and i get like 10 stutters per day which makes it not responding, i tried playing with settings and nothing seems to help, i just leave clear glasses on without this mod and its fine
Yes, I downloaded this mod and instantly my game started stuttering dropping to 40-50 fps for no reason. I uninstalled after reading the sticky, and it fixed the stuttering. I do not recommend for steam decks.
So far I believe this has helped my gameplay, except...not so fond of the constant reminder of it. Many milliseconds go by and I often don't notice at all...
But as far as I can tell the Updatocalypse has affected my game--not this. Yes, no? I've got 203 errors sitting in my smapi error log right now. It seems mostly to concern sound files. I'd find it hard to believe that an anti lag mod has much to do with the sound files. Also, if the horses and un-i-corns don't chatter as much, that is actually a good thing....
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The author has locked this comment topic for the time beingSorry, everyone, I've been pretty busy with life lately and haven't had time to respond to any of your comments.
Yes, I'm aware of the issues with stuttering and performance degradation in this mod, which has resulted in a decrease rather than an increase in performance. This seems to be due to a recent update of SMAPI and Stardew Valley (probably after version 1.6.0.11/12 or later) + It only occurs when memory/CPU usage is high, which is quite ironic since one of the mod's features is designed to prevent that. It seems that continuous cleanup is causing stuttering, slower loading times, and lag for about 1-2 seconds, which is quite unplayable.
Unfortunately, until a newer version of this mod is released, I recommend not downloading / using the current version of this mod for the best experience.
[No More Lag] Starting location transition to Farm
...
[Content Patcher] Unhandled exception applying patch: Elle's Town Buildings > Town Shadow 4.
System.InvalidOperationException: Operation not called on UI thread.
at Microsoft.Xna.Framework.Threading.EnsureUIThread() in [...]
at Microsoft.Xna.Framework.Graphics.Texture2D.PlatformGetData[T](Int32 level, Int32 arraySlice, Rectangle rect, T[] data, Int32 startIndex, Int32 elementCount) in [...]
at StardewModdingAPI.Framework.Content.AssetDataForImage.PatchImageImpl(Color[] sourceData, Int32 sourceWidth, Int32 sourceHeight, Rectangle sourceArea, Rectangle targetArea, PatchMode patchMode, Int32 startRow) in [...]
at StardewModdingAPI.Framework.Content.AssetDataForImage.PatchImage(IRawTextureData source, Nullable`1 sourceArea, Nullable`1 targetArea, PatchMode patchMode) in [...]
at ContentPatcher.Framework.Patches.EditImagePatch.Edit[T](IAssetData asset) in [...]
at ContentPatcher.Framework.PatchManager.ApplyEdits[T](ICollection`1 patches, IAssetData asset) in [...]
I can't easily check since this mod isn't open-source, but does this mod preload the assets asynchronously (e.g. in a background thread)? If so, note that...
[No More Lag] Starting location transition to Custom_MinecartCave
...
[Content Patcher] This mod failed in the Content.AssetRequested event. Technical details:
InvalidOperationException: Unexpected attempt to load asset 'Maps/Custom_MinecartCave' as a System.Object asset instead of xTile.Map.
at ContentPatcher.Framework.Locations.CustomLocationManager.OnAssetRequested(AssetRequestedEventArgs e) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Locations\CustomLocationManager.cs:line 209
at ContentPatcher.Framework.ScreenManager.OnAssetRequested(AssetRequestedEventArgs e) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\ScreenManager.cs:line 101
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(Action`2 invoke) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/Events/ManagedEvent.cs:line 139
- Yes, I’m aware that Stardew Valley is mostly single-threaded and not thread-safe, which is why the mod is working pretty well for now, as it only runs in a single thread.
- Regarding the issue with the mod not loading .png textures, that should be fixed in version 1.0.2 of the mod.
- As for the maps being loaded as `System.Object` instead of `xTile.Map`, this shouldn’t be happening, as I have a separate handler for different file types for Content Patcher. However, it seems to be a logic error. I haven't had a chance to look into it since I’ve been really busy lately.
As for your suggestion about making the mod open source, it's honestly quite tempting. But just so you know, I’m really new to both Stardew and programming (only about 1–2 weeks of experience, as I’ve been self-teaching myself to create mods for Stardew), so I’m still quite confused by a lot of things.
I’ll definitely look into your documentation about open source, and thanks again for letting me know about the bugs!
May I ask if this is the mod that generates a notif at the bottom saying "Location optimized by [x] ms?"
If so, can you please add a config for it. Thank you, your mod is awesome!
But as far as I can tell the Updatocalypse has affected my game--not this. Yes, no? I've got 203 errors sitting in my smapi error log right now. It seems mostly to concern sound files. I'd find it hard to believe that an anti lag mod has much to do with the sound files. Also, if the horses and un-i-corns don't chatter as much, that is actually a good thing....