guys, 1.6 added a tackle called sonar bobber thats recipe can be unlocked at fishing level 6. it lets you see the fish before you catch it, making any mods for it obsolete now. wiki page for it for further details
i get the following error (Null reference) due to missing text?
[Fish Preview] This mod failed in the Display.RenderedActiveMenu event. Technical details: ArgumentNullException: Value cannot be null. (Parameter 'text') at Microsoft.Xna.Framework.Graphics.SpriteBatch.CheckValid(SpriteFont spriteFont, String text) in stardewvalley\MonoGame.Desktop\MonoGame.Framework\Graphics\SpriteBatch.cs:line 182 at Microsoft.Xna.Framework.Graphics.SpriteBatch.DrawString(SpriteFont spriteFont, String text, Vector2 position, Color color, Single rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, Single layerDepth) in stardewvalley\MonoGame.Desktop\MonoGame.Framework\Graphics\SpriteBatch.cs:line 726 at Microsoft.Xna.Framework.Graphics.SpriteBatch.DrawString(SpriteFont spriteFont, String text, Vector2 position, Color color, Single rotation, Vector2 origin, Single scale, SpriteEffects effects, Single layerDepth) in stardewvalley\MonoGame.Desktop\MonoGame.Framework\Graphics\SpriteBatch.cs:line 707 at FishPreview.ModEntry.DrawAtCoordinates(Int32 x, Int32 y) in C:\Users\iread\Dropbox\Coding\StardewValleyMods\StardewMods\FishPreview\ModEntry.cs:line 260 at FishPreview.ModEntry.DrawFishDisplay(IList`1 positions, BobberBar bar) in C:\Users\iread\Dropbox\Coding\StardewValleyMods\StardewMods\FishPreview\ModEntry.cs:line 182 at FishPreview.ModEntry.OnRenderMenu(Object sender, RenderedActiveMenuEventArgs e) in C:\Users\iread\Dropbox\Coding\StardewValleyMods\StardewMods\FishPreview\ModEntry.cs:line 114 at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
probably because the assumption was made the text is always filled. Im using Teh Fish Overhaul.
This still works great in 1.5, but the positioning of the fish preview isn't scaled correctly for the new zoom levels. So it'll appear in the wrong location.
Hey, first thing's first I gotta admit I love your mod, it really fills a niche after Teh's mod stopped being updated for a while :) Though I still have two question about it, if you are still gonna try developing it any further: 1) Have you thought about swapping the location of the preview from a separate window to the fish replacing the fishing cursor? I have no experience with C# whatsoever, as I'm more of a Javascript guy myself, but I think with some digging in and a line of code or twenty it would be doable :D Like taking a parameter of the current fish and using it's position in fish.xnb to replace the fishing cursor icon in cursors.xnb dynamically (or wherever it was found, forgot already, though could take a look again) 2) I know that the second question/idea would vastly expand on the original concept, but what I also loved about Teh's mod was the preview of every fish that you can catch in said place at any moment, something like a small list in the upper left corner of the screen with % values for catch probability.
Anyway, if my ideas are too much, then simply ignore them and you do you, the mod is still amazing as it is! Stay safe out there! <3
I have thought about replacing the fishing cursor, it was actually my original concept for the mod. It would certainly be doable, but would probably triple the complexity of the code (this was the first mod I made and is very simple, haha). If I do decide to add new features at some point in the future, that will probably be the first one I tackle.
As for a preview of all catchable fish species, yeah it's a ways outside of the scope I have for this. I do think that someone made an unofficial update to Teh's overhaul somewhere, though, so if you really liked all the features from that mod maybe you can still use it after all - check the mod compatibility list just in case!
30 comments
it lets you see the fish before you catch it, making any mods for it obsolete now. wiki page for it for further details
[Fish Preview] This mod failed in the Display.RenderedActiveMenu event. Technical details:
ArgumentNullException: Value cannot be null. (Parameter 'text')
at Microsoft.Xna.Framework.Graphics.SpriteBatch.CheckValid(SpriteFont spriteFont, String text) in stardewvalley\MonoGame.Desktop\MonoGame.Framework\Graphics\SpriteBatch.cs:line 182
at Microsoft.Xna.Framework.Graphics.SpriteBatch.DrawString(SpriteFont spriteFont, String text, Vector2 position, Color color, Single rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, Single layerDepth) in stardewvalley\MonoGame.Desktop\MonoGame.Framework\Graphics\SpriteBatch.cs:line 726
at Microsoft.Xna.Framework.Graphics.SpriteBatch.DrawString(SpriteFont spriteFont, String text, Vector2 position, Color color, Single rotation, Vector2 origin, Single scale, SpriteEffects effects, Single layerDepth) in stardewvalley\MonoGame.Desktop\MonoGame.Framework\Graphics\SpriteBatch.cs:line 707
at FishPreview.ModEntry.DrawAtCoordinates(Int32 x, Int32 y) in C:\Users\iread\Dropbox\Coding\StardewValleyMods\StardewMods\FishPreview\ModEntry.cs:line 260
at FishPreview.ModEntry.DrawFishDisplay(IList`1 positions, BobberBar bar) in C:\Users\iread\Dropbox\Coding\StardewValleyMods\StardewMods\FishPreview\ModEntry.cs:line 182
at FishPreview.ModEntry.OnRenderMenu(Object sender, RenderedActiveMenuEventArgs e) in C:\Users\iread\Dropbox\Coding\StardewValleyMods\StardewMods\FishPreview\ModEntry.cs:line 114
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
probably because the assumption was made the text is always filled.
Im using Teh Fish Overhaul.
Hope this helps with finding the error
So it'll appear in the wrong location.
Unofficial update here: https://forums.stardewvalley.net/threads/unofficial-mod-updates.2096/post-27947
Though I still have two question about it, if you are still gonna try developing it any further:
1) Have you thought about swapping the location of the preview from a separate window to the fish replacing the fishing cursor? I have no experience with C# whatsoever, as I'm more of a Javascript guy myself, but I think with some digging in and a line of code or twenty it would be doable :D Like taking a parameter of the current fish and using it's position in fish.xnb to replace the fishing cursor icon in cursors.xnb dynamically (or wherever it was found, forgot already, though could take a look again)
2) I know that the second question/idea would vastly expand on the original concept, but what I also loved about Teh's mod was the preview of every fish that you can catch in said place at any moment, something like a small list in the upper left corner of the screen with % values for catch probability.
Anyway, if my ideas are too much, then simply ignore them and you do you, the mod is still amazing as it is!
Stay safe out there! <3
I have thought about replacing the fishing cursor, it was actually my original concept for the mod. It would certainly be doable, but would probably triple the complexity of the code (this was the first mod I made and is very simple, haha). If I do decide to add new features at some point in the future, that will probably be the first one I tackle.
As for a preview of all catchable fish species, yeah it's a ways outside of the scope I have for this. I do think that someone made an unofficial update to Teh's overhaul somewhere, though, so if you really liked all the features from that mod maybe you can still use it after all - check the mod compatibility list just in case!